close range shoot thro - Nex

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close range shoot thro - Nex

Postby kern » Wed Mar 08, 2006 1:22 pm

does anyone else suffer the effect in close to mid range combat, where you apparently shoot right thro an opponent and nothing happens ?

the sort of area size i mean is like the elevated platform on map 13.

usually for me its fast paced stuff thats worse but ive also had even simple trailing a guy, or stood still, no lateral movement and its taken maybe 3 shots before i get a hit.

sometimes maybe 1/2 a sec after a good shot, itl report a hit. some lag someplace i think.

wondering if its my eqpt showing its age. or me :)

system
nvid 5200
AMD Athlon(tm) XP 2400+
1Gig ram
Nexuiz settings set as low as poss.

mid to long range, crosshair is spot on.
tia
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Postby Urmel » Wed Mar 08, 2006 2:54 pm

Ye, I know what You're talking about. :)

I've got that problem especially with some playas from poland (kura zaglady, ANALL, MrChichot? etc.). They sometimes seem to have an extremely funny movement, it's almost impossible to frag them, and that's why I don't think it's a hardware thang, more due to internet connection/server synchronisation/ping.

Just try to play local against bots or inside a LAN, surely You won't have this kinda problems then.
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Postby kern » Wed Mar 08, 2006 3:06 pm

yes, ive noticed "certain players" too, but cant pin it down to exactly why. maybe your right re the server thing.
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Postby KadaverJack » Wed Mar 08, 2006 8:17 pm

In close combat it can indeed happen, that the nexshot goes through someone but doesn't hurt him. That because the line for the real damage is drawn from your eyes straight forward, so it will always be on crosshair. The visual effect however is drawn from the muzzle to the point of impact. So there is a difference between those 2 lines, but that should only be noticable for distances < 2m.
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Postby kern » Thu Mar 09, 2006 11:14 am

thanks for that kadaverjack. seems to make sense.
crosshair is ranged at infinity.

in 1.2 you could see that effect when shooting close range at a wall. crosshair at one pont, actual hit, a bit lower and to the right. the nex beam would meet the crosshair at infinity if the wall wasnt there.

in 1.5 the crosshair and where the nex beam lands appear to be the same point whatever range so you actually shoot around the side of the guy towards infinity. gap between line of sight and line of gun.

closer the range, aim more to the left i guess.
similar to parallax error in non slr cameras.

grooveh, i think i can do a workaround now i know how the targetting works.

Thx to all that replied.

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Postby morfar » Thu Mar 09, 2006 11:49 am

There are some problems with the current Nex. Something I have known for some time :P
I hope my English is all right.

Ok firstly. You don't shoot from the eye. But you do shoot a traceline from the eye, the end of that traceline is the spot where the nex is going to hit.
A second traceline (the lethal one) is coming from the gun to the hit point. The lethal traceline can be blocked by a wall (because the nexgun viewmodel is placed abit to the lower right).

The problem with that system is:
The non-lethal traceline don't go through the first player aimed at, making the lethal traceline to have an skewed angle (depending on distance). This can cause that you miss the rest of the players behind him.

My solution to this problem is NOT to make the non-lethal traceline go through players (that can cause that you miss players that you aim on, depending on distance).
My solution to this is to make the Nexgun kill straight from the eye but making the effect come from the gun as usual. Some of the developer may remember this solution before Trueaim(tm) was committed to the 1.5 svn.

Something else I have noticed is that the shot is sometimes stopped at the first player, I think this is because it hit a gib directly after it splash the player.
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Postby kern » Thu Mar 09, 2006 1:54 pm

morfar,
yes i see now. draw an imaginary line from the nex barrel to the target? not from eye to target. will try that.
kadaver, i think, said the same thing, but i didnt quite make the link before.

i've tried all the theory, and still when im in close it seems more luck than aim if i hit anyone :)

i think i will play like Kick and Kura and Stan, just keep quick left and right left and right all the time, then maybe the opponent will have same difficulty as me making the kill. :)
thanks all

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Postby KadaverJack » Thu Mar 09, 2006 6:43 pm

morfar wrote:Something else I have noticed is that the shot is sometimes stopped at the first player, I think this is because it hit a gib directly after it splash the player.

No, the nexshot can't be stopped by gibs for 2 reasons:
1. gibs are SOLID_CORPSE, but the nex traceline stops only at SOLID_BSP
2. gibs aren't there at the time the traceline is drawn, they are spawned afterwards.

There was a bug before 1.5 release that made the nexshot stop at the first player it hit, but that's fixed and i thoroughly tested it, the shot always went through.

@kern: for really close ranges, don't look where your crosshair is, try to get your muzzle as close as possible to your enemy. But the nex is a really bad choice for close combat anyway :)
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Postby Urmel » Thu Mar 09, 2006 6:53 pm

KadaverJack wrote:@kern: for really close ranges, don't look where your crosshair is, try to get your muzzle as close as possible to your enemy. But the nex is a really bad choice for close combat anyway :)


Haha! Have in mind You are talking to a minstagib freak !
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Postby C.Brutail » Thu Mar 09, 2006 7:55 pm

It is funny, that in every FPS the instant-hit weapons always have some kinda bug. In q2 the ralgun sometimes did not leave the corkscrew behind, so sometimes it was impossible to trace where the shot come from. In quake3 the railshot sometimes went through walls (especially bevelled walls, so it was a level-design fault too). :)
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