telefragging

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telefragging

Postby Blµb » Tue Apr 10, 2007 11:31 am

This is something that should be fixed...
If A goes through a teleporter, and then B, B is the one telefragged, which is annoying. Somebody tried to blame the `prediction', that you're not where you `think' you are, but on the server, are somewhere else already, which is stupid.
Since even when A and B stand in a line to the teleporter, it's the same, and B can't walk through A and be teleported first, no matter how high your ping and how bad the prediction might be, and I don't see any bad predictions in this game, but maybe that's because I'm used to JKA, where you can count the ping time when shooting with the disruptor :S

It's sometimes really annoying, it works in other games, and I still walk through a teleporter after an enemy walks through - on purpose, since I'm used to `normal' telefragging.
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Postby divVerent » Tue Apr 10, 2007 1:35 pm

When I tried to reproduce it locally, it did not happen. That's why I think it must be a prediction issue...

can anyone else reproduce this LOCALLY or in a LAN? To reproduce it, I camped on downer at a teleporter exit and used bot_nofire 1, then waited for a bot to use the teleporter. He telefragged me, and I did not frag him. It also worked just fine in TDM, so it can't be an effect of mirror damage.

The only thing which can possibly cause this is cl_movement. Try setting cl_movement 0 and checking if the problem disappears.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby tChr » Wed Apr 11, 2007 7:59 am

iirc this happens mostly on CTF, where friendlyfire is on, can that be correct`?
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Postby Blµb » Wed Apr 11, 2007 9:48 am

divVerent wrote:When I tried to reproduce it locally, it did not happen. That's why I think it must be a prediction issue...

can anyone else reproduce this LOCALLY or in a LAN? To reproduce it, I camped on downer at a teleporter exit and used bot_nofire 1, then waited for a bot to use the teleporter. He telefragged me, and I did not frag him. It also worked just fine in TDM, so it can't be an effect of mirror damage.


Is there a protection-time after teleporting?
If you wait at the tele-destination for a longer time, you'll be fragged, if you have just teleported, the one who teleports last is telefragged.

What proves to me that it cannot be a prediction issue is that when you're directly behind somebody, both heading into the teleporter, you cannot run through him, and you're telefragged.

Edit:
Just reproduced it, with Diomedes, on tripzone on my local server.
He was right behind me, couldn't walk through me! my ping 0, his about 40:
We walked through, me first, then him, he died
Then I switched to the other team, so we were in different teams, and the same thing happened.
Then I waited at the other side for some time, and after that time he wen through -> I died.

So I guess there's a protection time after a teleport?
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Postby divVerent » Wed Apr 11, 2007 12:10 pm

Not really, teleporting uses the same approach as in Quake (actually, the code is about the same): when you teleport, you spawn a "tdeath" that is there for one frame and kills anyone who is in there.

What COULD be possible is that because of cl_movement, you teleport before the other one's tdeath expired and then end up in HIS tdeath and get killed by it (because with cl_movement, your motion - including teleporting - is done when input packets are received, NOT when the server frame occurs).

I am testing teleport code that does not use such a tdeath on RBI now.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Blµb » Wed Apr 11, 2007 1:25 pm

esteel gave me the link to the no-more-tdeath patch and i tried on my local server
It worked fine :)
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Postby Dokujisan » Fri Apr 13, 2007 5:39 pm

I've said this before and I'll say it again, I think the whole telefragging thing needs to be removed and some other option should be in its place. Instead of killing someone, it should bounce them forward or something.

It could at least be an option that is a server setting. Server admins could allow telefragging or change it to tele-bouncing.

That's my $0.02

:-|
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Postby esteel » Fri Apr 13, 2007 8:18 pm

no it always was like this in quake games.. when the engine might be portal support in the future where you 'slide' through' and teleporter-portal that also shows were you will end-up it will no longer be fragging.
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Postby Blµb » Fri Apr 13, 2007 9:09 pm

warp zones, like in unreal, i LOVED those
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hehh

Postby Chubby » Tue Aug 26, 2008 4:37 pm

Yeah, it sucks. I'm always the one who dies with a telefrag.
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