Pages: 1 [2] 3 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Master Jaraiya
Ultramarine Corp
686
|
Posted - 2013.09.05 21:10:00 -
[31] - Quote
Musta Tornius wrote:I've spoken to Wolfman before about this or similar issue and he did confirm what everyone else has said. But it's quite good when you can't tell easily, eh?! Mission accomplished. Link? |
Chances Ghost
Inf4m0us
696
|
Posted - 2013.09.05 21:12:00 -
[32] - Quote
Master Jaraiya wrote:Chances Ghost wrote:Saxbrin Shain wrote:Master Jaraiya wrote:Just look up there, I countered their arguments, where are they now? Laughing. i can confirm i laughed restating your opinion isnt a counter. its the equivilant of screaming "im right im right im right!!!!!!!" I didn't simply restate my opinion as you say. I offered evidence refuting other people's opinions. Go ahead and laugh too, i don't really care. Until a DEV actually says that it is indeed hitscan, I'm of the opinion it is not. I have stated my reasoning for this opinion. Everyone on here ridiculing me for my opinion, which I have offered strong evidence to support, has shown absolutely no evidence whatsoever that it is hitscan. You are simply assuming that it is because other games (not all games) use hitscan. So yea, go ahead and laugh it up.
several people have givin you evidence PROVING its an animation.
people have posted countless links and tryed to reason with you.
you havnt actually refuted any arguments...
your just saying NUH-UNH but with more words. |
Master Jaraiya
Ultramarine Corp
686
|
Posted - 2013.09.05 21:13:00 -
[33] - Quote
Garrett Blacknova wrote:I've seen a long-range Scrambler Rifle projectile heading towards me and dodged to the side, watching the projectile.
It disappeared when it reached the point my head HAD been when it was fired, with the same graphical effect as you get when a Scrambler shot hits.
I lost more than half my Scout suit's shields.
Pretty sure it's hitscan. Will laugh if a dev posts here, because they WILL confirm the weapons are hitscan. I'm pretty sure the AR being hitscan was mentioned in an early devblog, but it's been a LOOONG time since I looked at anything that far back. Pretty sure that is called Lag. |
Master Jaraiya
Ultramarine Corp
686
|
Posted - 2013.09.05 21:15:00 -
[34] - Quote
Chances Ghost wrote:
several people have givin you evidence PROVING its an animation.
people have posted countless links and tryed to reason with you.
you havnt actually refuted any arguments...
your just saying NUH-UNH but with more words.
What evidence? Show me the evidence that it is simply animation.
If you are referring to the wikipedia, this came from the same page:
Quote:Visually representing the firing effect of a hitscan weapon can be difficult - since the weapon hits its target instantaneously, any bullet or projectile that comes from the weapon is merely a 'ghost', and where it lands may not necessarily represent its actual hit. In particular, a projectile bullet effect will always lag behind the effect of its hit, a problem which can be compounded by internet latency in online multiplayer gaming.
The hitscan method also precludes ballistics, as it cannot simulate any kind of movement other than a straight line, such as a parabolic arc or atmospheric resistance (including wind direction).
With advances in processing and internet bandwidth, it has become more practical to simulate the ballistic nature of real-world firearms in real-time games by using a more realistic "projectile" model, spawning bullets as actual game objects with mass and velocity and continuously simulating them until they reach their target.
People have stated their opinion that it is animation.
I stated my opinion that it is more than animation, and offered evidence to support my claim.
You're just saying NUH-UNH but with less words. |
Shion Typhon
Intara Direct Action Caldari State
250
|
Posted - 2013.09.05 21:22:00 -
[35] - Quote
Master Jaraiya wrote:Chances Ghost wrote:
several people have givin you evidence PROVING its an animation.
people have posted countless links and tryed to reason with you.
you havnt actually refuted any arguments...
your just saying NUH-UNH but with more words.
What evidence? Show me the evidence that it is simply animation. If you are referring to the wikipedia, this came from the same page: Quote:Visually representing the firing effect of a hitscan weapon can be difficult - since the weapon hits its target instantaneously, any bullet or projectile that comes from the weapon is merely a 'ghost', and where it lands may not necessarily represent its actual hit. In particular, a projectile bullet effect will always lag behind the effect of its hit, a problem which can be compounded by internet latency in online multiplayer gaming.
The hitscan method also precludes ballistics, as it cannot simulate any kind of movement other than a straight line, such as a parabolic arc or atmospheric resistance (including wind direction).
With advances in processing and internet bandwidth, it has become more practical to simulate the ballistic nature of real-world firearms in real-time games by using a more realistic "projectile" model, spawning bullets as actual game objects with mass and velocity and continuously simulating them until they reach their target. People have stated their opinion that it is animation. I stated my opinion that it is more than animation, and offered evidence to support my claim. You're just saying NUH-UNH but with less words.
1) How often do you need to lead a target instead of simply keeping the gun on target?
2) How often do you have to aim above a target to compensate for bullet drop?
=/= ballistics modelling |
Musta Tornius
Cannonfodder PMC
565
|
Posted - 2013.09.05 21:30:00 -
[36] - Quote
Master Jaraiya wrote:Musta Tornius wrote:I've spoken to Wolfman before about this or similar issue and he did confirm what everyone else has said. But it's quite good when you can't tell easily, eh?! Mission accomplished. Link?
IRC and I haven't kept logs, you'd have to ask Nova Knife or Heinz D. to dig up logs.
Another thing about the Laser, it fires in pulses. I used it for many months so got got intimate (:P) with it. If you swiped a person fast enough you could avoid damaging them as one of the pulses wasn't aimed at them even if they crossed the beam. |
Master Jaraiya
Ultramarine Corp
686
|
Posted - 2013.09.05 21:36:00 -
[37] - Quote
Musta Tornius wrote:Master Jaraiya wrote:Musta Tornius wrote:I've spoken to Wolfman before about this or similar issue and he did confirm what everyone else has said. But it's quite good when you can't tell easily, eh?! Mission accomplished. Link? IRC and I haven't kept logs, you'd have to ask Nova Knife or Heinz D. to dig up logs. Another thing about the Laser, it fires in pulses. I used it for many months so got got intimate (:P) with it. If you swiped a person fast enough you could avoid damaging them as one of the pulses wasn't aimed at them even if they crossed the beam. So then, it isn't hitscan?
Because, if it was hitscan, as soon as you held the trigger, if someone was in your sights, you would deal damage, right?
Just like if the AR was hitscan, no matter how fast you swipe your reticule over your target, you would do damage, right?
Correct me if I'm wrong, but this doesn't happen in DUST, does it?
So then, our guns actually fire projectiles, right? These projectiles have actual travel time. That is very apparent if you are shot from an AR, for example, outside of its effective range.
Granted, these weapons don't have complete ballistic model, as pointed out by the gentleman above, but they also aren't hitscan weapons. |
Chances Ghost
Inf4m0us
698
|
Posted - 2013.09.05 21:39:00 -
[38] - Quote
Master Jaraiya wrote:Chances Ghost wrote:
several people have givin you evidence PROVING its an animation.
people have posted countless links and tryed to reason with you.
you havnt actually refuted any arguments...
your just saying NUH-UNH but with more words.
What evidence? Show me the evidence that it is simply animation. If you are referring to the wikipedia, this came from the same page: Quote:Visually representing the firing effect of a hitscan weapon can be difficult - since the weapon hits its target instantaneously, any bullet or projectile that comes from the weapon is merely a 'ghost', and where it lands may not necessarily represent its actual hit. In particular, a projectile bullet effect will always lag behind the effect of its hit, a problem which can be compounded by internet latency in online multiplayer gaming.
The hitscan method also precludes ballistics, as it cannot simulate any kind of movement other than a straight line, such as a parabolic arc or atmospheric resistance (including wind direction).
With advances in processing and internet bandwidth, it has become more practical to simulate the ballistic nature of real-world firearms in real-time games by using a more realistic "projectile" model, spawning bullets as actual game objects with mass and velocity and continuously simulating them until they reach their target. People have stated their opinion that it is animation. I stated my opinion that it is more than animation, and offered evidence to support my claim. You're just saying NUH-UNH but with less words.
theres no bullet travel time not all bullets are animated bullets that miss animation wise manage to hit damage is instant and direct point and shoot, the only difference between a laser rifle and an AR is recoil and accuracy (wich in hit scan means that your little beam of death wobbles behind the scenes by a certain variable based ont he accuracy rating)
the scrabler rifle is better for testing because it has two different fire modes and weapon types.
for the regular one every shot is animated, and while you can see every projectile the damage is done when the projectile animation starts, rather then when it hits an enamy.
thats your first clue that its hit scan.
this effect is also pronounced in the assault scrambler as well, except in that case not all of the projectiles are animated.
what we end up with is a visual effet of projectiles traveling, but the projectiles themselves are not whats doing damage, they can miss animation wise and yet still do damage.
what your saying is that most projectiles are invisable.
the lazer rifle gives us a good view of what the hitscan mechanic looks like programming wise.
int he case of AR/SR/ASR this beam is invisable and wobbles slightly in its rested state (accuracy) and wobbles even more from recoil as you fire in the case of the assault rifle.
for the game to calculate each invididual projectile independantly for every shot in the game would take massive amounts of computing power on the PS3 side of things.
the only AR like wepapon ive seen in games liek this that doesnt use hitscan would be sniper rifles in wich bullet drop and travel time are a factor.
the defining proof that its hitscan would be that you recieve damage from a weapon before its animation actually reaches you, and every single person can test this with a friend and see that.
you have states you dont believe that its a hitscan weapon, but you havnt actually put any thought into what mechanics you think its using, your just walking around stating what it isnt, without stating what it is.
its hard to definitivly counter a point like that because your not actually putting anything testable out there that can be definitably proven wrong, it amounts to a baseless and uninformed opiion thats worded so vaugely that all we can do is try to tell you WHY we know its a hitscan weapon. |
Chances Ghost
Inf4m0us
698
|
Posted - 2013.09.05 21:42:00 -
[39] - Quote
Master Jaraiya wrote:Musta Tornius wrote:Master Jaraiya wrote:Musta Tornius wrote:I've spoken to Wolfman before about this or similar issue and he did confirm what everyone else has said. But it's quite good when you can't tell easily, eh?! Mission accomplished. Link? IRC and I haven't kept logs, you'd have to ask Nova Knife or Heinz D. to dig up logs. Another thing about the Laser, it fires in pulses. I used it for many months so got got intimate (:P) with it. If you swiped a person fast enough you could avoid damaging them as one of the pulses wasn't aimed at them even if they crossed the beam. So then, it isn't hitscan? Because, if it was hitscan, as soon as you held the trigger, if someone was in your sights, you would deal damage, right? Just like if the AR was hitscan, no matter how fast you swipe your reticule over your target, you would do damage, right? Correct me if I'm wrong, but this doesn't happen in DUST, does it? .
yoru not taking into account rate of fire.
for what your thinking to be true weapons would all have to have a damage over time damage profile.
instead it just has a timer built into the hitscan to keep track of the rate of fire for the weapon and apply damage at the apropriate invervals |
Musta Tornius
Cannonfodder PMC
565
|
Posted - 2013.09.05 21:43:00 -
[40] - Quote
Master Jaraiya wrote:Musta Tornius wrote:Master Jaraiya wrote:Musta Tornius wrote:I've spoken to Wolfman before about this or similar issue and he did confirm what everyone else has said. But it's quite good when you can't tell easily, eh?! Mission accomplished. Link? IRC and I haven't kept logs, you'd have to ask Nova Knife or Heinz D. to dig up logs. Another thing about the Laser, it fires in pulses. I used it for many months so got got intimate (:P) with it. If you swiped a person fast enough you could avoid damaging them as one of the pulses wasn't aimed at them even if they crossed the beam. So then, it isn't hitscan? Because, if it was hitscan, as soon as you held the trigger, if someone was in your sights, you would deal damage, right? Just like if the AR was hitscan, no matter how fast you swipe your reticule over your target, you would do damage, right? Correct me if I'm wrong, but this doesn't happen in DUST, does it? So then, our guns actually fire projectiles, right? These projectiles have actual travel time. That is very apparent if you are shot from an AR, for example, outside of its effective range. Granted, these weapons don't have complete ballistic model, as pointed out by the gentleman above, but they also aren't hitscan weapons.
No because the laser fires in pulses, I don't remember what it is exactly but I think it is a shot every 80ms if you keep the trigger down. Hence why you can swipe and do no damage even if the beam passes over an enemy soldier. |
|
Master Jaraiya
Ultramarine Corp
692
|
Posted - 2013.09.05 21:49:00 -
[41] - Quote
Chances Ghost wrote:Master Jaraiya wrote:Musta Tornius wrote:Master Jaraiya wrote:Musta Tornius wrote:I've spoken to Wolfman before about this or similar issue and he did confirm what everyone else has said. But it's quite good when you can't tell easily, eh?! Mission accomplished. Link? IRC and I haven't kept logs, you'd have to ask Nova Knife or Heinz D. to dig up logs. Another thing about the Laser, it fires in pulses. I used it for many months so got got intimate (:P) with it. If you swiped a person fast enough you could avoid damaging them as one of the pulses wasn't aimed at them even if they crossed the beam. So then, it isn't hitscan? Because, if it was hitscan, as soon as you held the trigger, if someone was in your sights, you would deal damage, right? Just like if the AR was hitscan, no matter how fast you swipe your reticule over your target, you would do damage, right? Correct me if I'm wrong, but this doesn't happen in DUST, does it? . yoru not taking into account rate of fire. for what your thinking to be true weapons would all have to have a damage over time damage profile. instead it just has a timer built into the hitscan to keep track of the rate of fire for the weapon and apply damage at the apropriate invervals That is not hitscan. As I stated before, when you get shot from Long Range with an AR, you can feel each bullet hitting and dropping your HP as individual bullets, not a stead stream of damage.
Hitscan = steady consistent non intermittent HP drain.
This is not how DUST works.
As for your previous post, just because all bullets do not have an animation, does not make it Hitscan.
All of my steps do not make a sound, does that mean I'm not taking those steps?
The ScR does not do damage before it's beam reaches you. If that is what you see, you are delusional.
In DUST, sniper rifle's bullet travel time is a factor.
What about the shotgun? Is it hitscan or does it fire actual projectiles?
Is damage falloff an indicator of ballistics? I would thinks so.
It seams that DUST uses a partial ballistics model. |
Chances Ghost
Inf4m0us
702
|
Posted - 2013.09.05 22:03:00 -
[42] - Quote
Master Jaraiya wrote: That is not hitscan. As I stated before, when you get shot from Long Range with an AR, you can feel each bullet hitting and dropping your HP as individual bullets, not a stead stream of damage.
Hitscan = steady consistent non intermittent HP drain.
it CAN be a steady consistant stream like you say, but it doesnt HAVE to be.
think of it like a blue flashlight that turns red in accordance to rate of fire. yes this is possable, yes this is done, yes this is the common way hitscan is implemented with ROF weapons.
Master Jaraiya wrote: This is not how DUST works.
the evidence shows otherwise
Master Jaraiya wrote: As for your previous post, just because all bullets do not have an animation, does not make it Hitscan.
All of my steps do not make a sound, does that mean I'm not taking those steps?
your character isnt actually taking steps, so yes it does mean your not taking steps.
yoru character is a camera floating around at eye level, your gun on your screen is animated different then it shows for others on their screen and so on.
Master Jaraiya wrote: The ScR does not do damage before it's beam reaches you. If that is what you see, you are delusional.
say what you will but anyone else in this thread that wants to test that can see that it DOES do damage at the begining of its animation, its a testable and very repeatable result
Master Jaraiya wrote: In DUST, sniper rifle's bullet travel time is a factor.
It seams that DUST uses a partial ballistics model.
i rarely use snipers (militia only) but in my experiance its always been instant and have yet to experiance travel time outside of instances that are better explained by lag, i pull the trigger when the marker is red and it hits ive never had to lead a target
can you provide a link describing said model so we may analyse it? my google foo has failed me and only brings up pages related to theoretical physics |
Musta Tornius
Cannonfodder PMC
565
|
Posted - 2013.09.05 22:07:00 -
[43] - Quote
The sniper rifle hasn't got a travel time at all, it's a hitscan weapon. Several builds ago CCP added a weapon called Experimental Sniper Rifle which had bullet travel time and bullet drop. They were going to change all sniper rifles to be like that one but in the end it didn't happen.
I think the experimental sniper was removed in chromosome. |
Thanatos 716
Isuuaya Tactical Caldari State
101
|
Posted - 2013.09.05 22:10:00 -
[44] - Quote
[Redacted because apparently I didn't see there were more pages] |
Garrett Blacknova
Codex Troopers
3703
|
Posted - 2013.09.05 22:23:00 -
[45] - Quote
Master Jaraiya wrote:Hitscan = steady consistent non intermittent HP drain. So you don't know what hitscan means.
Glad you finally confirmed it. I was a little confused about how exactly you were defining the term until you posted this.
You're incorrectly applying a specific possible damage model as a requirement for hitscan, rather than actually understanding what a hit detection model entails.
Whether hitscan is being used to trace a single line in a single instant and mark a target for a binary "yes/no" damage application, or used for a constant stream of damage, the method of determining the "hit" condition that mkes it hitscan.
If there's a slow-moving stream of energy that creates an arc when you turn, and anything within the energy stream takes constant damage, that's NOT hitscan.
If the game simulates bullets by tracing straight lines out from the weapon and applying damage any time one of those lines intersects with an enemy hitbox (or a friendly one if FF is on), that's hitscan. It doesn't trace a line and keep that line in place, or shake it around a bit and apply a tiny amount of damage every time. It traces a line that doesn't stay in place, then traces another line for the next bullet, and each time one of those lines touches a valid hitbox, it applies damage to the target. |
Chances Ghost
Inf4m0us
702
|
Posted - 2013.09.05 22:27:00 -
[46] - Quote
Garrett Blacknova wrote:Master Jaraiya wrote:Hitscan = steady consistent non intermittent HP drain. So you don't know what hitscan means. Glad you finally confirmed it. I was a little confused about how exactly you were defining the term until you posted this. You're incorrectly applying a specific possible damage model as a requirement for hitscan, rather than actually understanding what a hit detection model entails. Whether hitscan is being used to trace a single line in a single instant and mark a target for a binary "yes/no" damage application, or used for a constant stream of damage, the method of determining the "hit" condition that mkes it hitscan. If there's a slow-moving stream of energy that creates an arc when you turn, and anything within the energy stream takes constant damage, that's NOT hitscan. If the game simulates bullets by tracing straight lines out from the weapon and applying damage any time one of those lines intersects with an enemy hitbox (or a friendly one if FF is on), that's hitscan. It doesn't trace a line and keep that line in place, or shake it around a bit and apply a tiny amount of damage every time. It traces a line that doesn't stay in place, then traces another line for the next bullet, and each time one of those lines touches a valid hitbox, it applies damage to the target.
well said.
i think this clears up some of the confusion as to what hitscan is and why were looking atyou a little funny.
were simply using different definitions for hitscan, ours being backed by actual referances. |
Master Jaraiya
Ultramarine Corp
692
|
Posted - 2013.09.05 22:35:00 -
[47] - Quote
Chances Ghost wrote:Garrett Blacknova wrote:Master Jaraiya wrote:Hitscan = steady consistent non intermittent HP drain. So you don't know what hitscan means. Glad you finally confirmed it. I was a little confused about how exactly you were defining the term until you posted this. You're incorrectly applying a specific possible damage model as a requirement for hitscan, rather than actually understanding what a hit detection model entails. Whether hitscan is being used to trace a single line in a single instant and mark a target for a binary "yes/no" damage application, or used for a constant stream of damage, the method of determining the "hit" condition that mkes it hitscan. If there's a slow-moving stream of energy that creates an arc when you turn, and anything within the energy stream takes constant damage, that's NOT hitscan. If the game simulates bullets by tracing straight lines out from the weapon and applying damage any time one of those lines intersects with an enemy hitbox (or a friendly one if FF is on), that's hitscan. It doesn't trace a line and keep that line in place, or shake it around a bit and apply a tiny amount of damage every time. It traces a line that doesn't stay in place, then traces another line for the next bullet, and each time one of those lines touches a valid hitbox, it applies damage to the target. well said. i think this clears up some of the confusion as to what hitscan is and why were looking atyou a little funny. were simply using different definitions for hitscan, ours being backed by actual referances.
Everything I have stated, was backed either by my own experiences or by references.
If you cannot think of any other way to discuss this other than the condescending tone you have taken, then leave my thread. As much as you would love to think otherwise you don't know everything. Most of what you have said is completely baseless, unless you want to count other people's posts as your "references"
|
Garrett Blacknova
Codex Troopers
3705
|
Posted - 2013.09.05 22:43:00 -
[48] - Quote
Master Jaraiya wrote:Everything I have stated, was backed either by my own experiences or by references.
If you cannot think of any other way to discuss this other than the condescending tone you have taken, then leave my thread. As much as you would love to think otherwise you don't know everything. Most of what you have said is completely baseless, unless you want to count other people's posts as your "references" EZMode reference courtesy of Wikipedia:
http://en.wikipedia.org/wiki/Hitscan
It was posted earlier in the thread, but you should probably go back and actually read it.
The page also cites a variety of examples that are described by actual game developers as hitscan.
Care to provide a reference that contradicts that (correct) definition? |
Master Jaraiya
Ultramarine Corp
692
|
Posted - 2013.09.05 22:45:00 -
[49] - Quote
Garrett Blacknova wrote: doesn't trace a line and keep that line in place, or shake it around a bit and apply a tiny amount of damage every time. It traces a line that doesn't stay in place, then traces another line for the next bullet, and each time one of those lines touches a valid hitbox, it applies damage to the target. This is a bit more in depth definition of hitscan than any I have been able to find.
Basically what you are saying here, is that when you fire your weapon, multiple hitscan lines are produced. (one for each "bullet"?) Does each one of these hitscan lines have a beginning and end? How long are the hitscan lines?
Why is it that, when I get shot by an AR at range, the damage does not occure immediately? From everything I have read about hitscan, that is how it works. The damage is simultaneous with the pull of the trigger.
Do you see the questions this raises? |
Chances Ghost
Inf4m0us
706
|
Posted - 2013.09.05 22:57:00 -
[50] - Quote
Master Jaraiya wrote:Garrett Blacknova wrote: doesn't trace a line and keep that line in place, or shake it around a bit and apply a tiny amount of damage every time. It traces a line that doesn't stay in place, then traces another line for the next bullet, and each time one of those lines touches a valid hitbox, it applies damage to the target. This is a bit more in depth definition of hitscan than any I have been able to find. Basically what you are saying here, is that when you fire your weapon, multiple hitscan lines are produced. (one for each "bullet"?) Does each one of these hitscan lines have a beginning and end? How long are the hitscan lines? Why is it that, when I get shot by an AR at range, the damage does not occure immediately? From everything I have read about hitscan, that is how it works. The damage is simultaneous with the pull of the trigger. Do you see the questions this raises?
its one hitscan line that wobbles. thats what hes saying
and its a single line that exsists for as long as you hold the trigger.
each "bullet" you fire just changes teh state of the line from no damage, to damage |
|
Master Jaraiya
Ultramarine Corp
692
|
Posted - 2013.09.05 23:02:00 -
[51] - Quote
Garrett Blacknova wrote:Master Jaraiya wrote:Everything I have stated, was backed either by my own experiences or by references.
If you cannot think of any other way to discuss this other than the condescending tone you have taken, then leave my thread. As much as you would love to think otherwise you don't know everything. Most of what you have said is completely baseless, unless you want to count other people's posts as your "references" EZMode reference courtesy of Wikipedia: http://en.wikipedia.org/wiki/HitscanIt was posted earlier in the thread, but you should probably go back and actually read it. The page also cites a variety of examples that are described by actual game developers as hitscan. Care to provide a reference that contradicts that (correct) definition?
Quote:if an object is detected in the path of the projectile, a hit is registered. Since the effect is immediate, the projectiles effectively travel at infinite speed and have a linear or otherwise simple trajectory GÇö a practical approximation of a bullet's speed and accuracy over short distances (emphasis added)
From the Wikipedia page, which I did actually read. So this is saying that hitscan is pretty much simultaneous with trigger pull. Well, damage output in DUST is not simultaneous with trigger pull. |
Raiff Basdek
The Unholy Legion Of DarkStar DARKSTAR ARMY
33
|
Posted - 2013.09.05 23:05:00 -
[52] - Quote
Vexen Arc wrote:What are you trying to tell me? That I can dodge bullets?
When you're ready, you won't have to.
Really folks? Noone else picked up on the Matrix joke? |
Csikszent Mihalyi
DUST University Ivy League
100
|
Posted - 2013.09.05 23:05:00 -
[53] - Quote
Master Jaraiya wrote:Garrett Blacknova wrote: doesn't trace a line and keep that line in place, or shake it around a bit and apply a tiny amount of damage every time. It traces a line that doesn't stay in place, then traces another line for the next bullet, and each time one of those lines touches a valid hitbox, it applies damage to the target. This is a bit more in depth definition of hitscan than any I have been able to find. Basically what you are saying here, is that when you fire your weapon, multiple hitscan lines are produced. (one for each "bullet"?) Does each one of these hitscan lines have a beginning and end? How long are the hitscan lines? Why is it that, when I get shot by an AR at range, the damage does not occure immediately? From everything I have read about hitscan, that is how it works. The damage is simultaneous with the pull of the trigger. Do you see the questions this raises?
Yes that is what he is saying, and he is 100% correct. Each time damage is calculated, the code has to run a trace from the point of attack to the nearest point of impact (or maximum range of the weapon). That's a rather expensive operation, but a lot more efficient than an actual projectile. This is what happens every time a bullet is fired from the AR, and many times in quick succession for "continuous" beams like the laser rifle. Unfortunately, there is no such thing in programming logic as to put a line somewhere and get notified whenever something crosses it. Code doesn't work like real life. :)
While there is no reason why fast traveling bullets could not be implemented as a projectile with accurate ballistics, doing so generally costs a lot in terms of performance, is harder to compensate for lag, and doesn't really gain you much at all in terms of gameplay. It's usually only done in games which go absolutely hardcore on simulating realistic gun physics.
It's practically impossible to figure out whether a bullet is implemented as hitscan or projectile from circumstantial evidence alone. But hitscan would be the more logical choice, and several people have reported that CCP confirmed that those weapons are indeed hitscan so I see no reason to think that they are lying. |
Master Jaraiya
Ultramarine Corp
692
|
Posted - 2013.09.05 23:05:00 -
[54] - Quote
Chances Ghost wrote:Master Jaraiya wrote:Garrett Blacknova wrote:then traces another line for the next bullet This is a bit more in depth definition of hitscan than any I have been able to find. Basically what you are saying here, is that when you fire your weapon, multiple hitscan lines are produced. (one for each "bullet"?) Does each one of these hitscan lines have a beginning and end? How long are the hitscan lines? Why is it that, when I get shot by an AR at range, the damage does not occure immediately? From everything I have read about hitscan, that is how it works. The damage is simultaneous with the pull of the trigger. Do you see the questions this raises? its one hitscan line that wobbles. thats what hes saying and its a single line that exsists for as long as you hold the trigger. each "bullet" you fire just changes teh state of the line from no damage, to damage think of it like a flashlight, for as long as you press the ON button it shines a blue light, and at a rate of 1000RPM it changes its color from blue to red. as long as two conditions are met damage is done theres a target in the beam, and the beam is in its red state. as for what your experiancing with the "no damage immediatly thing" its probable that the condition "target in beam" is not being met :P aka hes shooting but hasnt trained on you yet. Does this not mean more than one line? Maybe you are speaking a different kind of English than I am, but I was taught that the word "another" implied the existence of more than one. |
Viktor Zokas
High-Damage
337
|
Posted - 2013.09.05 23:07:00 -
[55] - Quote
Vexen Arc wrote:What are you trying to tell me? That I can dodge bullets?
No Vexen. That when you're ready, you won't have to. |
Garrett Blacknova
Codex Troopers
3713
|
Posted - 2013.09.05 23:08:00 -
[56] - Quote
Master Jaraiya wrote:Basically what you are saying here, is that when you fire your weapon, multiple hitscan lines are produced. (one for each "bullet"?) While you're firing, multiple lines are produced. Or a single line is wobbled around, but damage is only applied down that line at intervals. Either method is hitscan, and either method will produce the same result.
Quote:Does each one of these hitscan lines have a beginning and end? How long are the hitscan lines? They begin at the weapon barrel and extend from it to the target, an obstacle, or the weapon's maximum range. Whichever comes first. Depending on the game and the weapon in question, obstacles or targets may be penetrated by the line in some cases.
Quote:Why is it that, when I get shot by an AR at range, the damage does not occure immediately? From everything I have read about hitscan, that is how it works. The damage is simultaneous with the pull of the trigger. Either the visible damage application on your screen is tied to the animation even though the damage calculation wasn't, or there's latency involved in taking damage because of the fact that hit detection is run server-side. With the number of times I've died after taking cover from my killer, I'm leaning towards the latter, but it may be a little of both.
Either possibility could also explain the example I posted earlier in the thread where I saw a Scrambler Rifle beam coming, sidestepped while turning, and took damage as it impacted on the empty space where my head had been before I started moving. |
Csikszent Mihalyi
DUST University Ivy League
100
|
Posted - 2013.09.05 23:09:00 -
[57] - Quote
Master Jaraiya wrote:Garrett Blacknova wrote:Master Jaraiya wrote:Everything I have stated, was backed either by my own experiences or by references.
If you cannot think of any other way to discuss this other than the condescending tone you have taken, then leave my thread. As much as you would love to think otherwise you don't know everything. Most of what you have said is completely baseless, unless you want to count other people's posts as your "references" EZMode reference courtesy of Wikipedia: http://en.wikipedia.org/wiki/HitscanIt was posted earlier in the thread, but you should probably go back and actually read it. The page also cites a variety of examples that are described by actual game developers as hitscan. Care to provide a reference that contradicts that (correct) definition? Quote:if an object is detected in the path of the projectile, a hit is registered. Since the effect is immediate, the projectiles effectively travel at infinite speed and have a linear or otherwise simple trajectory GÇö a practical approximation of a bullet's speed and accuracy over short distances (emphasis added) From the Wikipedia page, which I did actually read. So this is saying that hitscan is pretty much simultaneous with trigger pull. Well, damage output in DUST is not simultaneous with trigger pull.
When you shoot, damage output is delayed by latency. When you get shot, it's quite impossible to tell how the tracer animation that is rendered corresponds with the damage you receive. It could be that you are seeing a tracer from a previous bullet for example, before being hit by another bullet. Or it could even be that DUST includes some fancy logic to delay damage output based on distance, to simulate an effect you are describing. Bottom line is, that it's impossible to tell the difference. |
Garrett Blacknova
Codex Troopers
3714
|
Posted - 2013.09.05 23:16:00 -
[58] - Quote
Master Jaraiya wrote:Garrett Blacknova wrote:Master Jaraiya wrote:Everything I have stated, was backed either by my own experiences or by references.
If you cannot think of any other way to discuss this other than the condescending tone you have taken, then leave my thread. As much as you would love to think otherwise you don't know everything. Most of what you have said is completely baseless, unless you want to count other people's posts as your "references" EZMode reference courtesy of Wikipedia: http://en.wikipedia.org/wiki/HitscanIt was posted earlier in the thread, but you should probably go back and actually read it. The page also cites a variety of examples that are described by actual game developers as hitscan. Care to provide a reference that contradicts that (correct) definition? Quote:if an object is detected in the path of the projectile, a hit is registered. Since the effect is immediate, the projectiles effectively travel at infinite speed and have a linear or otherwise simple trajectory GÇö a practical approximation of a bullet's speed and accuracy over short distances (emphasis added) From the Wikipedia page, which I did actually read. So this is saying that hitscan is pretty much simultaneous with trigger pull. Well, damage output in DUST is not simultaneous with trigger pull. As others have mentioned this is the result of latency. But not only that, it's also in part because the game calculates the hit detection process on its servers instead of a client.
When you pull the trigger, that trigger pull is sent to the server. Hit detection and the relevant damage application occurs the instant the server receives that instruction, and is then sent to the recipient of the damage (if there is one). The process of transmitting data from firer to target is what causes the delay.
There are also many games where the hitscan calculation, while instantaneous, isn't actually processed at the moment of the trigger-pull, but is delayed to allow for a simulation of travel time. |
Master Jaraiya
Ultramarine Corp
693
|
Posted - 2013.09.05 23:31:00 -
[59] - Quote
It turns out I was wrong, this time!
You have (mostly) all helped clear up the confusion here for me.
While it is hitscan, it is programmed in such a way that is is meant to mimic the way a real gun would fire, to an extent.
*Multiple hitscan lines to mimic dispersion and multiple projectiles
*Delayed initial damage output to mimic bullet travel time
*Intermittent damage output to mimic bullet travel time
Thanks guys! |
Master Jaraiya
Ultramarine Corp
693
|
Posted - 2013.09.05 23:39:00 -
[60] - Quote
These weapons still aren't beams of instant death, as some would try to lead you to believe. |
|
|
|
|
Pages: 1 [2] 3 4 :: one page |
First page | Previous page | Next page | Last page |