Hit Detection

@lizzard It’s an issue with the forums pushing through old “requires approval” posts from back a month or so ago when the forum was choking. There’s also the CSRF tokens glitch.

If you aren’t doing any damage to walls, I’m sure @Rev0verDrive would have some insight as to why this could be happening. Could also be a new bug if this has not happened before the latest update.

Yeah looks like a crazy bug. Not only no damage to walls but his shots are literally shooting way off target.

The other day I had a bug where I was constantly dropping ammo and couldn’t switch weapons. Looked like I was karate chopping everything.

Oops, wrong thread. Disregard.

Best post yet

I have alternative facts…

Good morning everyone!

Fake news…

And morning to you too

Wonder if it’s related to that buggy moments when you destroy a part of a wall/window and it immediately reappears as normal.

Could be. I played a couple of nights ago and had the same issue on foot. Seems if you’re right on the wall it sometimes makes you “part” of the wall.

You have video of this?
What did the SrvTick show?

Yup i do.

Then don’t be shy.. Post it!

Tell me…if I do…what you going to do with it…you saw it happens on the previous vid, why do you want mine?

@VBALL_MVP I believe it was even in one of @lizzard video he posted about a month ago. May have been someone else who posts in this thread often, I can’t remember.

How do we know when it is hit detection, and when it is lag?
I have a couple of odd videos.. one is hit detection, and the other is me being meleed through a wall by someone in the next room over.

I might be a r s e d to upload them for giggles…

There is the old bug that your body cam go through a wall. I have received many cheap kills from shooting people’s feet dangling through walls or the bayonet charge on a door.

Yeah it’s the typical wall outline extending beyond the actual rendering. Like the forcefield around branches.

To me it’s a collision issue between the player and the room. Either the colliders aren’t set up correctly or the SM collision hulls aren’t done well enough. There’s also a chance (not likely) that player movement isn’t physics based.

If collisions are correct then a player wouldn’t push through walls or other objects. Regardless the player interactions hold a higher priority within the world space hierarchy.

I know this was explained before in BF4…just dont remember where. Dang…

It was probably explained around this same issue as well as the whole incendiary grenades going through walls/floors etc. Same as the gas grenades in the early days of BF1 IMO. :slight_smile:

PS. @VBALL_MVP go Indians. …jk

Might have been. My experience comes from level design and more specifically static meshes vs bsp/csg. The collision on BSP is perfect. But BSP is terrible for performance. Static meshes are stored in memory, thus better for performance. Yet when you import an SM into a game it needs to have a collision hull. There are many different types of collision hulls and approaches. Very simplified collisions such as a cube, capsule or sphere enveloping the entire mesh or per poly (complex as simple) which comes at a performance cost.

Here’s a few pics of the D Flag ceiling mesh from my Op locker port that I’m working on.

The first image shows the poly outline in green and the collision hull in Purple. Note the collision isn’t very precise. I used auto convex with max hulls and vertices.

In this pic I’m using complex as simple … basically a per poly collision hull. It actually mimics the binormals, tangents, vertices etc.