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almost 5 years ago - /u/lytlb1t - Direct link

Originally posted by Eirik-E

Wish I saved the video, but I once vaulted THROUGH one of the tiny half windows of the farm buildings on Arras (the one by F point in conquest, small tiny window next to the ammo crate).

I looked back when I realized what I just did, and honestly, it felt like that rush hour 2 scene where Jackie chan dives through the tiny coat check bars. Weird as f**k lol

Looks like the netcode cant tell where boundaries are and hard surfaces you cant pass through sometimes. Allowing you to revive through walls, jump through tiny windows, and the recent video of the guy in library on devastation jumping up through to the 2nd floor.

Game seems to try and reposition you to a legal spot when it loses you, and sometimes that happens to be going through hard surfaces.

Wish you had the video too so I could take a look, can you poke me when it happens again?

almost 5 years ago - /u/lytlb1t - Direct link

I touched this code last week when I improved the revive interaction detection. I noticed that reviving through low obstacles like sandbags is possible sometimes but left it since I don't think it's game breaking and it happens pretty rarely, fixing it might introduce new issues. I'll get this video tracked nonetheless to check if it still happens after my improvements. Thanks for sharing :)

almost 5 years ago - /u/lytlb1t - Direct link

Originally posted by JBEEZi3

How does this fixing a issue create more issues? Yes, I completely understand what you are implying, but how does this consistently happen? This has to be frustrating for you guys to try to correct something only for another two issues to appear. I don't know how you guys stay sane sometimes because I would have been wanting to start from scratch.

In this particular case the distance between the soldiers is checked by comparing the root (at feet) positions and the obstruction test is simply a raycast between reviver eye and revivee root. The raycast being a simple line check. If I'd add more tests, like detecting objects at reviver knees or stuff like that, it might work in many cases but we'll end up with new cases where for some odd reason the validation returns a false negative where it's obvious that the revive should work.

Look at the vaulting mechanic that I tweaked extensively the last year, there will always be cases where a vault should obviously work and doesn't, or where a vault is possible where it shouldn't. These systems relying on 'scanning the environment' are very hard to nail 100%, so therefore in this case I think it's best to leave it as it is right now. Of course this depends on the rarity of the bug, so if QA tells me that it's actually quite common I might fix it at some point.

Starting from scratch wouldn't solve these issues since we'd still end up with the same problems to solve. Lowering level complexity would of course help, but then the visual fidelity or 'immersion' would suffer.

It's all about finding that balance, whilst keeping performance and priorities into mind.

almost 5 years ago - /u/lytlb1t - Direct link

Originally posted by Smaxx

Does this mean you finally fix entering vehicles rather than reviving teammates? Lost count how often I got killed and/or missed a revive, because I climbed into a car or closed a door rather than starting the revive…

Good that you point it out, /u/DRUNKKZ3 did some tweaks to interaction angles to make sure revive takes priority over weapon pickup, we should also take a look at vehicle interactions.

almost 5 years ago - /u/lytlb1t - Direct link

Originally posted by Smaxx

This sounds really odd. So if I understood you right, it's basically a raycast from your reticle just as if you'd shoot? Since mid-June I often have the problem that the game simply won't pick up any interaction with downed soldiers. I have to run back/forth a few times to finally "get" them (which often means too much time for people sniping at me). It's certainly less of an issue, when I hold down E while runnings towards them, but still annoying (especially when you want to get away fast).

Yeah the problem is that the "press E" prompt and the actual interaction were using different methods to detect the downed soldier and therefore resulted in interactions that didn't get triggered. I fixed that problem, it will come in the patch after the next one.

almost 5 years ago - /u/lytlb1t - Direct link

Originally posted by Smaxx

Hm, not sure we're talking about the exact same thing. I don't even look or wait for that E prompt usually. I can often stand next to or over downed players, aiming at them, and still can't get E to do anything, especially on uneven ground (like the rock/dirt piles on Hamada or Devastation).

Would be great if you could send me a video of that so we can take a look. Some improvements already hopped on board of the patch train but there surely is room for more ;-)

almost 5 years ago - /u/lytlb1t - Direct link

Originally posted by Smaxx

Never had an issue with weapon pickups, but yeah… vehicles… sometimes it's basically impossible to revive someone getting shot next to (or dropping down from) a tank for example, if the bodies are next to the door. Similar thing with objectives you have to arm. Hard or impossible to revive next to one without going into the arming/disarming animation, even though a quick (Medic) revive would be the better option first.

It surely is annoying, I have the same experience. I'll check with /u/DRUNKKZ3 to see if we can improve it.

It's hard to set hard priorities, because sometimes you do want for defuse to take priority over revive and sometimes it's the other way around. I guess we have to play with the angles and priorities a bit to make the experience nicer.