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Nade bug
#1
Posted 11 July 2010 - 12:39 PM
Once in the Survivor I had a Nade and he had a gun.
I launched the nade first and then he killed me.
He was the only standing there, then the nade exploded and he died.
The result was my victory, why ?
Because I fired (the nade) first, altough the nade only killed him after he killed me.
Nice bug
I launched the nade first and then he killed me.
He was the only standing there, then the nade exploded and he died.
The result was my victory, why ?
Because I fired (the nade) first, altough the nade only killed him after he killed me.
Nice bug
#3
Posted 11 July 2010 - 03:19 PM
I find that hard to believe since I've never seen it.
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Maybe they were more in the game?
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Massive ping differences possibility? Since nades aren't unlagged while guns are.
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Maybe they were more in the game?
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Massive ping differences possibility? Since nades aren't unlagged while guns are.
This post has been edited by mitsubishi: 11 July 2010 - 03:22 PM
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#6
Posted 11 July 2010 - 05:48 PM
JAK, on 11 July 2010 - 04:54 PM, said:
So whats the bug here?
You pulled a nade, he shot you, he got killed by dropped nade.
That makes sense to me.
You pulled a nade, he shot you, he got killed by dropped nade.
That makes sense to me.
The only thing that makes no sense there is that he won the round but was dead.
Normally this should be a draw or a win for the enemy.
This post has been edited by ObScUrE: 11 July 2010 - 05:48 PM
Quote
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#7
Posted 11 July 2010 - 07:50 PM
It's a win of the enemy. It happens all the time in TS. e.g. with bleeding to death. You still win.
I still suspect he just had a teammate alive.
I still suspect he just had a teammate alive.
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#9
Posted 13 July 2010 - 01:17 PM
mitsubishi, on 11 July 2010 - 07:50 PM, said:
It's a win of the enemy. It happens all the time in TS. e.g. with bleeding to death. You still win.
I still suspect he just had a teammate alive.
I still suspect he just had a teammate alive.
I WAS THE LAST ONE OF MY TEAM IN SURVIVOR MODE, I HAD NO TEAM MATE ALIVE.
WHY PEOPLE HERE READ ONLY HALF THE POST AND THEN ANSWEAR ?
#10
Posted 13 July 2010 - 01:20 PM
Yeah, I'm just saying you may be wrong about that (I read that you thought you were last). Someone may have been alive.
But who knows, you may have hit a freakish bug. I'm just saying, it must be extremely rare since I've never seen it after seeing countless scenes such as this.
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Hm, what might be very important is if you saw those two events in a very short time span (e.g. 0.1 seconds) with lost packets coming into play:
"He died first - packet of the event is lost - I see him alive"
"I die second - packet comes correctly - I see me dead"
"Now lost packet comes of his death - I see him dead"
But I don't know if it's possible. It probably is.
Even unlagged may come into play if there are ping fluctuations even without drops but not sure about that.
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I suppose the lost packet scenario may be possible even in longer time spans, in a freakishly unstable networking environment - if it's possible to begin with.
All these assume the server and other players see it 'right' with a client being the 'blind' one. If the server sees it like that (and hence all players) then there's a more possible bug.
But who knows, you may have hit a freakish bug. I'm just saying, it must be extremely rare since I've never seen it after seeing countless scenes such as this.
--
Hm, what might be very important is if you saw those two events in a very short time span (e.g. 0.1 seconds) with lost packets coming into play:
"He died first - packet of the event is lost - I see him alive"
"I die second - packet comes correctly - I see me dead"
"Now lost packet comes of his death - I see him dead"
But I don't know if it's possible. It probably is.
Even unlagged may come into play if there are ping fluctuations even without drops but not sure about that.
--
I suppose the lost packet scenario may be possible even in longer time spans, in a freakishly unstable networking environment - if it's possible to begin with.
All these assume the server and other players see it 'right' with a client being the 'blind' one. If the server sees it like that (and hence all players) then there's a more possible bug.
This post has been edited by mitsubishi: 13 July 2010 - 01:48 PM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
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