Dunno, but the gunbarrel trajectory could provide lots of trouble when covering behind objects and leaning around them. ie. you see behind the object from third person, but you don't have line-of-sight from drakes perspective.What I don't understand though is why not use a true gun-barrel trajectory to determine what gets hit? It's an obvious solution and technically correct, and should be a hell of a lot simpler to implement than U2's current offset mechanic that has to measure all sorts of distances by my reckoning.
Many thanks for coming by and explaining stuff (and to all of ND for programming such an awesome engine )!The aiming issue is as follows:
Have you played Warhawk? It seems to use barrel-trajectory exclusively, and when things do get in the way, you'd expect it to anyway. I suppose there's some scenery, especially in U2's complex environments, that would account for a lot more aiming problems from the barrel, but I can't say in WH I noticed aiming woes and finding bullets failing to reach their target.Because U2 isn't first person, the difference in position between the camera and the gun barrel means if we always shot the bullets from the gun you would often not be able to hit what you are aiming at...Any online TPS will...
That makes perfect sense and sounds a valid workaround to the TPS camera advantage, but my second video also suggests the implementation has a rogue bug. Have you seen the video where the reticule is over my friend's head and I miss? Given reports of players' in-game experiences, I think there are some occassions where the system fails to recognise the reticule is over a player at close range and is wrongfully applying the offset.We do an additional check though, to see if the reticle is over a player, if that is the case, *and* there is line of sight to the player from the gun barrel, we shoot from the camera anyway.
The bug you are noticing in the video, therefore, only happens if the reticle is *not* over another player...the issue you are seeing has no practical effect in game.
The bug you are noticing in the video, therefore, only happens if the reticle is *not* over another player. So although it looks like it's broken when testing aiming at walls, it reality it works perfectly whenever you aim at another player, except in the case where you are hitting someone who *cannot* see you..
Precisely. There are enough user experience reports to suggest there are bugs. These could be passed off as lag or misperceptions without any solid proof, but now we have a categorical example of shots missing, these reports can be viewed in a new light. Data should be gathered to try to determine what circumstances cause the miss.
I did with someone else just afterwards. Same result.So...get your friend to choose "villain" and try the test again.
The aiming issue is as follows:
Because U2 isn't first person, the difference in position between the camera and the gun barrel means if we always shot the bullets from the gun you would often not be able to hit what you are aiming at. (Note that this is true even at very long range, so we can't just ignore it unless we're close to a wall. Also note that Gears does the same thing. Any online TPS will. MGS solves this problem by having a double reticle appear, but that can be confusing and frustrating at times.)
I dont think when it says "enemy" it means "villain" characters. It means those in the opposite team as yoursYou did your video test with a friendly, rather than an enemy...which might be different. Eg. saw this posted on Gaf:
"Ah yeah basically at a certain distance they change from shooting from the barrel to shooting from the camera to allow you to hit enemies from close range, so when an enemy gets too close it triggers the switch for how it calculates the shots, it probably just doesn't trigger with friendlies because you're not supposed to be aiming for them anyway."
So...get your friend to choose "villain" and try the test again.
I dont think when it says "enemy" it means "villain" characters. It means those in the opposite team as yours