Author Topic: Flamer bugs  (Read 6229 times)

Meisseli

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Flamer bugs
« on: May 10, 2011, 08:29:53 pm »
NOTE: Try toggling cg_thirdperson, cg_drawbbox, and cg_drawgun while watching the demos.

  • Demo 1 - With cg_drawgun 0 one would think the flames would hit the eggs nicely, but no. It takes 120 or so ammo to kill a single egg. Also, while killing the second egg, in third person viewmode the flame animation is completely off. A result of the first bug, or a demo issue?
  • Demo 2 - The animation makes you believe the flames hit the turret below, nope. In reality the particles hit the floor right in front of the player. (thanks Tremulant for finding this one)
  • Demo 3 - Again no normal damage, even though I'm standing very close to the egg. Second egg receives normal damage (green blood). Notice the difference in time (and ammo) killing first and second egg.
  • Demo 4 - Flamer kills a person standing on a corner.

    First of all, the flamer doesn't shoot where you aim at all. For some reason it aims in the lower right corner of the crosshair. I tested the 1.1 flamer in comparison, it shoots like it should at the center of the crosshair.

    Secondly: today while playing public games I noticed something strange: even though I was aiming high at an egg with a flamer for almost half a minute it just didn't die. Did some research and noticed flamer has both splash and normal damage. It seems that with the right distance/angle the normal damage isn't applied at all, which can be even noticed visually: when normal damage is applied alien structures bleed green blood, when it's not, there is no visible blood at all. This makes flamer sometimes quite odd to use, even though the crosshair implies you are hitting things, in reality only the splash damage is being applied.

    This might be caused, partially or not, by the offset from the crosshair, but it doesn't explain the bug in Demo 2. It seems like the flame particles are too big. Perhaps their size should be reduced.
« Last Edit: May 14, 2011, 02:13:53 pm by Meisseli »

Nux

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Re: Flamer bugs
« Reply #1 on: May 10, 2011, 09:38:18 pm »
Also notable is how large the projectiles seem to be. It looks a little ridiculous when you fire near a wall and the flamer hits the wall despite being visible distant from it. Try shooting past a corner to see what I mean.

Tremulant

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Re: Flamer bugs
« Reply #2 on: May 10, 2011, 09:50:41 pm »
You mean like the flame splashing on the step in front of the slope, when it looks like it should fire straight past?
http://www.mediafire.com/?qgxnyk2c3cfg3ud
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Meisseli

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Re: Flamer bugs
« Reply #3 on: May 10, 2011, 09:57:27 pm »
Also notable is how large the projectiles seem to be. It looks a little ridiculous when you fire near a wall and the flamer hits the wall despite being visible distant from it. Try shooting past a corner to see what I mean.
It seems like the flame particles are too big. Perhaps their size should be reduced.
Particles, projectiles, whatever. Same thing though!

You mean like the flame splashing on the step in front of the slope, when it looks like it should fire straight past?
http://www.mediafire.com/?qgxnyk2c3cfg3ud
That one is the same one as Demo 2 in the first post too (well a remake on my part actually)

sirshiz

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Re: Flamer bugs
« Reply #4 on: May 11, 2011, 01:09:59 am »
Flamer Bugs?

SirDude

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Re: Flamer bugs
« Reply #5 on: May 11, 2011, 04:06:58 am »
Yes the flamer is a odd weapon right now, i have always said that it should be like the wolfenstein flamer.
the bugs just add to this more.

UniqPhoeniX

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Re: Flamer bugs
« Reply #6 on: May 11, 2011, 08:35:44 am »
In fact the flamer particles are so big that when you are standing in a corner and firing away from the corner, the flames will hit the wall behind you.

Meisseli

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Re: Flamer bugs
« Reply #7 on: May 14, 2011, 02:14:33 pm »
In fact the flamer particles are so big that when you are standing in a corner and firing away from the corner, the flames will hit the wall behind you.
Demo 4

Ugh.

Plague Bringer

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Re: Flamer bugs
« Reply #8 on: May 18, 2011, 12:07:32 am »
Flamer Bugs?



!!!

Particle size is (should be?) negligible because we're getting new ones in 1.2.
U R A Q T

UniqPhoeniX

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Re: Flamer bugs
« Reply #9 on: May 18, 2011, 01:38:05 am »
It's not about the size of the visible particle, but the bboxes. Set cg_drawBBox 1 and use flamer.

ULTRA Random ViruS

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Re: Flamer bugs
« Reply #10 on: May 18, 2011, 01:33:39 pm »
The only flamer bug i find is that somehow, i don't understand, the boundry box turns along with ur aim so if ur touching a wall with ur boundry box flat againts it (to test just a simple map, atcs, touch a wall) and aim about 45 degrees off it. Now aim 90 degrees off it. The 45 degree angle makes the flame 'boundry box' collide with the wall ur touching.

David

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Re: Flamer bugs
« Reply #11 on: May 18, 2011, 01:47:13 pm »
Bounding boxes can't turn, they are always axis aligned.
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F50

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Re: Flamer bugs
« Reply #12 on: May 19, 2011, 05:43:38 pm »
Is that true of weapon traces?
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


gimhael

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Re: Flamer bugs
« Reply #13 on: May 19, 2011, 07:18:37 pm »
You could do a capssule/sphere trace.

Nux

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Re: Flamer bugs
« Reply #14 on: May 20, 2011, 08:40:00 am »
Well it would be better if you can make the flamer projectiles grow with time, but failing that you could use 4 smaller projectiles (each with a quarter of full damage) that have slightly different trajectories so that they separate with time.

jm82792

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Re: Flamer bugs
« Reply #15 on: May 23, 2011, 07:01:56 am »
Well it would be better if you can make the flamer projectiles grow with time, but failing that you could use 4 smaller projectiles (each with a quarter of full damage) that have slightly different trajectories so that they separate with time.
Like this idea /\