Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ESWC?

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pksens
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Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ESWC?

Post by pksens »

I'm talking about when an attacker of an elite match shoots the last standing defender, 1v1, hits him and the defender also hits him with a rocket 'at the same time'. Yet the game rewards the round to the defender.
This has to be a bug right? When a railgun shoots a player, the laser is instantaneous so if the attacker hits a defender it should be the attacker round. I ask this this because often the game awards the round to the defender!

Logically? I don't understand. Lets examine railgun/instagib only...
: Here on instagib servers you can trade kills with rail players which is a strange phenomenon in rail gaming (I don't see this possible in UT, Quake, CS AWP'ers (correct me if I am wrong I mainly played UT and you can't trade there). Usually the whole idea is that if you are dead you can't shoot! So you have made players ignore death some how.
Certainly the railgun IS instant, it's clearly shown on slow motion to not have any particle or travel time from gun to enemy. The only delay is the death animation once the game decides to register the shot as a kill. Which is fine - the server will check which shot is fired at what time, register where the players are at the time and calculate if it's a kill or not in that calculation. Why it takes as long as it takes is usually down to the code (client register/server register, tickrate). Or, in Nadeos unique world - snapshot delta.
BUT this does not solve why you can trade! The calculation should still understand who has shot first and where everyone was and award the kill to the player who hit first, instead it reads the shot that is fired afterwards and allows both players to kill each other with some grace period. There is a buffer time between kill/death where you are invulnerable to maths physics and logic - I can call this the Nadeo Time. (tm) :D I just joke, because I lack understanding - I do not code.

Back to elite:
So sure, a rocket is not instant and can land on you after you fire - near enough. You shoot the defender and can withstand the hit from the rocket as you normally do (everyone has hit an attacker after dying in the last moment and it will deny the hit as the round is instantly(?) over). The server should be deciding who fires at that point based on its exact readings - you can't hit at the 'exact' time... or if it is, those odds are astronomical and the coding probably ignores it anyway..

What if it cost you thousands of euros? Case in point: eswc finals Lemondogs verus aAa - exactly this happens.
http://www.youtube.com/watch?v=k6teaZNq ... e&t=36m28s
Certainly they would be more likely to win that first map with a 2 attack lead and few rounds remaining (they lost 3-2 overall). Yes it's if buts and maybes - I am being controversial to evoke a response. The similarity you will understand is when a football goes over the goal line but the referee ignores/misses it and the team is unfairly robbed of something potentially big (although this is not 100% evidence that the result is going to change).

Counter arguments:
1) You'll ignore what I say and suggest that the round maybe wasn't exactly a trade, maybe the rocket landed first? (I don't know how that would work but okay lets investigate that statement):
http://www.youtube.com/watch?v=_ixnzsv3 ... e=youtu.be
The reference replay from the eswc round I mention.
The railgun is delivered at 0:56.10
The defenders death is registered at 0:56.12
The rocket lands at the end of 0:56.12 - it's within 1 millisecond but clearly it's later than the death register, maybe around 0.8ms later.
The attackers death is registered at 0:56.14

So... over 4ms after the railgun is hitting the defender, the attacker is killed by the rocket. Even after the hit is registered by the game before the rocket - it just ignored it and proceeded to award the round to the defender. So that is clearly not 'at the same time'.

What I want to know is how that happens. Did you intentionally code a <5ms grace period where if a defender trades a rail you award the defender to clutch the round? Is that your intention of fairness? I see that as much like a redrawing the goal line to be wider or deeper into the goal mouth!.. At least the referee is human so you can't fault him if his eyes / brain miss it or gets paid some money, but I can fault you for allowing defenders to have an advantage in that situation where they clearly do not deserve to win the round. Gahnzby clearly won that for his team.

2) The casters state some false logic about if the attacker is dead than he can't cap the pole any more.. 2 things: people hit rockets after that grace period is over all the time and it will be ignored because the round is already awarded to the attacker. Also would it ever account for time remaining? Trading with 2 seconds left and being 5 seconds from pole etc with X stamina/speed etc? Way too many variables so the answer has to be no, it does not.

My last point is a bit of a stretch based on feeling alone. I feel that this probably ties in with the captures of poles on clients going to 100% but often gets awarded to the defence to instead... another 4-5ms discrepancy between what you see and what occurs because we witness successful captures before the last rocket hits a defender only to be awarded the round. But instead of it being a grace time, they subtract the time from the pole and it goes down to 97-99%! Then there are times where you are CERTAIN you have witnessed a successful boost from the pole well within the full capture time but the game awards the round to the attacker whilst being some meters away from the pole already. That whole period feels incredibly random at times and I can't bring you any evidence or data to back up my claims like I have done with the 2 videos, so, I can understand if you do not answer this directly.
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TMarc
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Re: Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ES

Post by TMarc »

No one deserves to lose if there is really a bug, for sure.

The case od aAa again Lemondogs has been discussed already a lot during and right after the ESWC finals, also it has been commented and explained by Hylis afterwards, meaning Nadeo is very well aware of it.
So please do not bring this up again and again, and rather wait for the next update to see if it is still showing the same behavior.

Besides this, nice explanations and analyses! :thumbsup:

I like your definition of the NadeoTime :mrgreen:
pksens
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Re: Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ES

Post by pksens »

Privately explained by Hylis ? Or publically? I do not see the discussion for it anywhere and would like to enjoy this explanation (which is the point of my entire topic). If you know it, share it!
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Re: Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ES

Post by TMarc »

It took me not even 5s to find it... search for "Lemondogs" and then look for Hylis' messages. :)
He explained it in public, but "unfortunately" for you he wrote it in the French section... Are you able to translate yourself (e.g. using g8rgle)?

Re: Paris Games Week et Shootmania
pksens
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Re: Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ES

Post by pksens »

Alrighty !
Hylis wrote: or problems that there was final, there was in fact the problem of displaying one, while the player who shoots the laser is already eliminated (the problem is that the counting is done & Disposal a frame after the key I think, but in the correct order)
from
"Pour les problèmes qu'il y a eu en finale, il y a eu en effet le problème d'afficher +1, alors que le joueur qui tire au laser est déjà éliminé (le problème c'est que le comptage & élimination est fait une frame après la touche je crois, mais dans le bon ordre)"
Well, thank you for the information. I guess he says that in reality, the rocket hit the player every time and the game incorrectly displayed the attacker firing and killing the defender. I don't quite understand how this still occurs over 4-5 milliseconds - that's quite a lot of data to be misrepresented to the player/viewer. He answers my question in that it is indeed a bug. But this poses even more questions, of a more volatile nature.

As in, at any given time, a rocket could be 1-5 ms out of sync with what you see and you think you dodge it or you don't. That's a huge window of error for you to be playing with because you are dodging them around your reactions in the 20ms range.. How often does a shot go through someone, or a rocket slip by, or fail to boost someone, or randomly the opposite? Or how often it shoots him when he wasn't close to it or when he caps a pole he was no where near? Is this all this 'disposal frame' bug occurring at all times?

I am not satisfied with this answer because if it affects game play at all times.. just most people struggle to identify it to talk about it. So you can just ignore it for the most part because it's almost minimal complaints - and Hylis is happy that the best teams are rewarded enough to the point they win regardless of those moments... Basically I hope it's an isolated bug and not one that is occurring all the time based on rockets flying around you, capture times, laser shoot through.. I don't know.
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Re: Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ES

Post by TMarc »

yeah, I see your doubts. They more or less reflect the observations others also had.

Just to name two: there is the eternal hitbox discussion.
Also there is the bad ping discussion, not sure if that effect also influences the "step prediction" where the game engine thinks the opponent will stand next, and therefore also influences possibly the hit/miss detection.
Only the developpers can answer that - if they know what's really going on there.
Let's see if Hylis gives an answer here in the next few days...

Please don't forget that even with the first big release, ShootMania is still not "perfect",
and that the next update will fix and change quite a few things (e.g. MatchMaking will get improved).
And more detailed reports like yours, that go far beyond the usual "doesn't work complains") is very valuable and helpful,
I hope for Nadeo that you're not too much disappointed and that you can afford to wait ~2 months until we see the next changes here.

btw. in your translation, it is indeed "problems that were in the final" (=final match) at the beginning ;)
sadzealot
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Re: Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ES

Post by sadzealot »

TMarc wrote:It took me not even 5s to find it... search for "Lemondogs" and then look for Hylis' messages. :)
He explained it in public, but "unfortunately" for you he wrote it in the French section...

Re: Paris Games Week et Shootmania
I would just like to add that thereis a BIG problem with this. It seems french-speaking players get so much more communication from Nadeo than everyone else. It almost feels unfair certain times.

But noo, allow me to not criticize Nadeo for this either. I'm sure my criticism is wrong and insulting as usual.

I mean, just look at the number of posts from Hylis in that thread. Yet when I ask a simple Yes/No question in the questions & Answers thread, he writes 200 words about how he doesn't have time to answer instead of saying "Yes" or "No". (It was a simple question and it would've been quicker to say yes/no than to write the post he did)

If you don't see a serious problem with this behaviour... I'm as usual at a loss of words.
novationx
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Re: Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ES

Post by novationx »

sadzealot wrote:
TMarc wrote:It took me not even 5s to find it... search for "Lemondogs" and then look for Hylis' messages. :)
He explained it in public, but "unfortunately" for you he wrote it in the French section...

Re: Paris Games Week et Shootmania
I would just like to add that thereis a BIG problem with this. It seems french-speaking players get so much more communication from Nadeo than everyone else. It almost feels unfair certain times.

But noo, allow me to not criticize Nadeo for this either. I'm sure my criticism is wrong and insulting as usual.

I mean, just look at the number of posts from Hylis in that thread. Yet when I ask a simple Yes/No question in the questions & Answers thread, he writes 200 words about how he doesn't have time to answer instead of saying "Yes" or "No". (It was a simple question and it would've been quicker to say yes/no than to write the post he did)

If you don't see a serious problem with this behaviour... I'm as usual at a loss of words.

Thats weird? I thought this thread was titled "Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ESCW?"
But I guess I was wrong because your talking about yourself again. Might as well title it " SADzealots neverending whine about the same stuff over & over again."


OT: pksens, you explained it very well and its really strange. If you're an active player then this really happens like 1-2/day and thats just not acceptable. I bet a lot of matches were lost just because of this so its actually something that rly needs fixing. I have absolutely no idea how these kind of things work, but maybe its because the defender already shot his rocket when he gets hit by the attacker. That rocket hits you ( which was actually shot before the laser) and eliminates you. Maybe thats the error in the code? I dunno. Im probably oversimplyfing haha:D
The neverending waiting game has to stop.
syzygy
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Joined: 03 Sep 2013, 15:50

Re: Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ES

Post by syzygy »

novationx wrote:That rocket hits you ( which was actually shot before the laser) and eliminates you.
This is CLEARLY not the case as rockets often hit after the final kill and do nothing as the round has been decided as a win for the attacker.
novationx
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Joined: 10 Aug 2013, 22:33

Re: Bug? The 1vs1 'trade'. Does Lemondogs deserve to lose ES

Post by novationx »

syzygy wrote:
novationx wrote:That rocket hits you ( which was actually shot before the laser) and eliminates you.
This is CLEARLY not the case as rockets often hit after the final kill and do nothing as the round has been decided as a win for the attacker.
Yeah, my bad. Ur right^^ Its like the game cant keep up with the speed of happening things in the game.
The neverending waiting game has to stop.
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