lytlb1t

lytlb1t



29 Jul

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Originally posted by Eirik-E

This seems to be related to the video posted yesterday of the guy jumping from the bottom of point B devastation conquest over the barricaded glass doors. But landed on the 2nd floor where the mcom would be in rush.

Or the guy reviving through a wall.

Game just "loses" you for a second and by the time it catches up, it doesn't know you've passed a hard object. Waiting for people to use this to get OOB but still in the game, I mean it has to be possible if this is possible.

In the case of vaulting it makes sense since physics is getting bypassed for a while, but in this case there shouldn't be a valid reason for the physics body to go through the terrain. No matter the angle or velocity, physics won't let you pass unless something else goes wrong, so the question is: which system is responsible in this case.

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Originally posted by thegreatvortigaunt

Poor timing buddy.

Meh, yeah I got the message. Teaches me for trying to make a bf2 reference with all these hitreg issues lately...

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Originally posted by Billxgates

To prevent backside headshots while in a dogfight?

Edit: Not dogfight I guess. But when being trailed by an enemy fighter since the area would be easier to hit than in say a spitfire

That's my guess, but I'd have to ask the vehicle designers about that.

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Originally posted by MRMD123456

Needs a fix like everything else

On a serious note: this is as designed. The Blenheim and Mosquito have the same functionality.

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Needs more M95

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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.

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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 ;-)

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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.

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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.

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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.

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What happens here is called culling. The soldiers off-screen aren't updated fully, when they pop back in view they should transition to the right animation. Here it seems like the transition swimming->sprinting was stuck for a few frames for some reason. I bugged it and gave it to the Animation Lead, thanks :)

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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 :)

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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?

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Haha wow, didn't expect that. My guess is that the code kicking in when on a moving platform is responsible for this. I'll ask QA to reproduce it and look into a fix, thanks for sharing :)

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Some quality memeing being done here, props


28 Jul

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Originally posted by Kiromana

Not to be an ass, but I've read here on Reddit that your QA-department is just an AI, is this true?

And yes not everything you read on reddit is true

Not everything you read on reddit is true

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Interesting, thanks for sharing. I'll ask QA to reproduce and bug it.

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Originally posted by etelmo

For now I'll stick to annoying only those I'm reasonably certain are not on vacation... which is basically only /u/lytlb1t ... sorry!

I'm uncertain who would handle this sort of bug, or if it's more a case of open a JIRA ticket and let it ferment for a while; either way could you try to make sure it will one day see the light of day at the correct persons desk?

I'm reasonably certain now that I've looked at old footage that it's what causes the majority of the 'dusting' I've experienced with tanks, almost every clip featuring dusting has a desync between crosshairs (to be fair, none come even remotely close to the magnitude witnessed yesterday, but apparently enough to still cause problems).

Ouch those videos are painful to watch, thanks for the extensive research.

Not sure what the status is of this bug, but I reported it directly to the vehicle designers and QA, so it will be handled asap.


25 Jul

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Originally posted by blackhat665

No, that wouldn't be, but that's not what this is. His questions betray a level of ignorance of the game and the issues players have been complaining about for almost a year now that I just can't wrap my head around, These are things he should have either known already if he's been with the team for a while, or should be hearing from a qa team. And I hope it also doesn't come as a surprise that the general impression among many players is that there is no qa, or rather that the player base is used for qa, which is only reinforced by this comment. And I don't want to be mean, or hurt people's feelings, and I get that it's not this guy's fault, or yours. Something at EA or DICE just went off the rails, even before BF1, and you all are stuck with whatever the situation is there, and end up having to release a game that's not finished, likely with deadlines that are impossible to meet, with your own ideas of what the game should look like sandwiched between pressure from frustrated pl...

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I feel the frustration, besides being that bfv engineer I'm also a fan since bf1942 and still playing nearly every night.

It's a bit sad to hear that my questions betray a level of ignorance. All I'm doing is asking follow up questions to better pin point what he actually means. This doesn't mean that we aren't already aware of the issues, but with that info we can make a better description of the full scope of this particular issue and prioritize it accordingly.