Important changes since 4.1ish
Old player coming back, got some questions.
#1
Posted 30 November 2015 - 02:10 AM
Are most of the guns the same as they were for a long time stats wise? Some felt a little different but it could have just been me.
Is hit detection different? Feels like i have less ping than i should on high ping servers.
Skins seem a lot darker than they used to, is there a way to lighten them up a bit?
Do the new player damage messages (groin and such) actually mean that the damage locations changed from when it used to be just foot, arm, leg ect? Or are these new spots just to better describe the location of where players are shot?
Thanks in advance, can't wait to start playing again!
#2
Posted 30 November 2015 - 07:19 AM
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For the most no they are still the same. More on that in a sec
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Yes in 4.2 hit detection is totally different than it was in 4.1. 4.1 used a single mesh design based on the MD5 format but used a different rendering system, channel, from the MD3 pipeline. Over time it got broken where hit detection occurred 85% of the time, more noticeable at distant, and usually occurs on the first hit. The blowback though due to the bugged HM it created an artificial and unintended weapon balance of a decrease of at least 15% on all weapons in the area of hits and being hit. With the HM fixed in 4.2 all specs jumped by the same lost 15%, as well as the percentage at distance jumping by 15%, so the specs as is in 4.2 is the true spec.
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You can select different skins for both sides in the player setup menu but you can always play with the gamma or brightness settings.
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Due to the change from the single mesh design to the MD3 based HM torso hits came up short as the player models bend at the waste. Extending the hit zone to below the hips was intended to increase the area covered by the original torso collision and an update for 4.3 is being considered. In the mean time just consider it as feed back that you really need to aim higher.
On paper if your new to the game 4.2 is the better version but for more experienced 4.1 seems to be the preference as to tactics that no longer works due to the new and improved hit mesh design.
#3
Posted 30 November 2015 - 07:43 AM
#4
Posted 30 November 2015 - 08:12 AM
Frankie V, on 30 November 2015 - 07:19 AM, said:
What is HM? Does all of this sort of mean that weapons have less recoil but it is also harder to hit players?
#5
Posted 30 November 2015 - 09:16 AM
Q2slayer, on 30 November 2015 - 08:12 AM, said:
What is HM? Does all of this sort of mean that weapons have less recoil but it is also harder to hit players?
HM =Hit mesh which is the surface area that is not rendered that calculates if a collision has occurred. Easier or harder is subjective but with the new design when a collision occurs it's calculated and the rest is left up to skill.
#6
Posted 30 November 2015 - 05:39 PM
How is ping and hits connected?
e.g. a 150 ping player is playing with 50 ping player.
1)Does the 150 ping player has any advantage to hit 50 ping player
or is it other way round?
2)Is 150 ping player is harder to hit or vice versa.?
Personally
I feel 50 ping player gets better advantage, slightly but still 100ms advantage
And for 2nd question it doesn't matter.
Kindly provide some insight for this.
#7
Posted 01 December 2015 - 12:09 AM
sungod, on 30 November 2015 - 05:39 PM, said:
How is ping and hits connected?
e.g. a 150 ping player is playing with 50 ping player.
1)Does the 150 ping player has any advantage to hit 50 ping player
or is it other way round?
2)Is 150 ping player is harder to hit or vice versa.?
Personally
I feel 50 ping player gets better advantage, slightly but still 100ms advantage
And for 2nd question it doesn't matter.
Kindly provide some insight for this.
Interesting question.
There is no direct correlation between ping and hits as they are not connected to one another as a function as part of the net code design unless used as a means to adjust the prediction code which usually results in a difference between what the player sees as compared to what has actually happened.
A way to look at it is in knowing a fact by way of two different means of conveying information such as the difference between the speed of light and the speed of sound and as a visual by proxy this vid is as good as any.
In this case it's clear that the buildings have exploded, aka the player has been shot, and by proxy a decision the server has already made but to someone who is blind will not know that this event has already occurred until they hear the explosion. In an extended time frame what you see has already happened and the result an echo of that event. Could say that it's kind of like time travel. ;)
This is even a theory that has been tested on our end as Radwulf for testing added a server side feature which would ghost the position of of where the player was when thy fired the kill shot as part of our hit mesh testing under extensive server loads and excluding secondary issues if the collision mesh was struck it generated a result. Clear proof that it is not ping that's the issue but as a blind person you just don't know you are already dead even if you think you jumped behind a hall just in time.
What makes the difference is reaction times in relationship to when the the light goes from red to green and when the game state has already change as a race to who gets to the server first.
As a maths function it would be Ping/2 so at a ping of 200ms the true number is 100ms to the server to change the state and another 100ms to return the result. In other words what you see is always a lie.
What usually gets lost in the mix is just how big or slow a number represents as compared to an individual reacting as part of the decision making process.
Give this a go.
The average human reaction time is between 250 and 300ms so as a number is added to the true ping of 250+(ping/2) so as just a number a ping bounce of 200 and a reaction time of 250 = a true ping of 350ms.
To toss in another variable the one that will kill you every time is “anticipation†which is the number one factor as to what makes the difference between a player who is content to argue they lost because of ping and the million dollar player who already knows what's going to happen before you do.
A good example is the drag racer who reacts to when the staging light has already gone yellow and is already gone by the time the light goes green.
In UrT speak it's called a tactic.
So no there is no direct correlation between ping and hits and anything outside the design model is an abnormality but just like a race car driver understands the limits and limitations of the car they are driving on the day of the race the player who has a full understanding of what the hell is going on has the advantage.
#8
Posted 01 December 2015 - 09:45 PM
Frankie V, on 01 December 2015 - 12:09 AM, said:
Does this mean hit detection is client based? Like shotguns in quakeworld or any other game where hitscan weapons aren't really affected by ping?
Also, is there any way to import your own crosshairs into urt? I looked around and didn't see any exposed crosshair files. I'd assume that poking into the pk3 files would make me unable to join servers (unless i am wrong)
#9
Posted 01 December 2015 - 11:14 PM
Q2slayer, on 01 December 2015 - 09:45 PM, said:
The honest answer is I don't know. :) What goes on in the 15 year old Netcode is voodoo magic with little or no technical documentation and it seems John Carmack does not like to add useful comments as well what was added after the source release of the idtech3 engine makes it imposable to say with 100% certainty what's hooked up and what is not. Maybe one of our coders could fill in the blank.
The good news though is Urban Terror is backwards compatible as a mod with the original engine code released to GPL as the parent so if someone wishes that could shop around for a supercharged version of the idtech3 engine and do an engine swap, of the one we provided for convenience, that has all of the add goodies like Unlagged or tuned to a given CPU.
If you really want to go down the rabbit hole here is a good place to start.
http://www.ra.is/unlagged/
The good news...mostly.. is in Unreal 4 game critical elements that once was shared with a client>server>client pathway is preformed client side. (let the heads exploded :D)
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Well UI mods in general are allowed so I would assume that would included crosshairs but I don't have any information beyond that. Maybe someone who is into doing that kind of stuff can fill in the blank.