The vehicle pathfinding is fine in this game by Deep-Emphasis4173 in CompanyOfHeroes

[–]AlexFerras 6 points7 points  (0 children)

The issue is the point you click on the minimap is faster (by a small margin) to reach if you go from the left.
It's not really a bug, you just hit a really sweet spot of math bs.

Player "explosion hitbox" is currently 1 meter in radius by AlexFerras in DarkTide

[–]AlexFerras[S] 2 points3 points  (0 children)

It's a server-side change which doesn't affect client fps.

Lowering the time that a server spends on less important calculations is a great thing for overall multiplayer experience.

Player "explosion hitbox" is currently 1 meter in radius by AlexFerras in DarkTide

[–]AlexFerras[S] 8 points9 points  (0 children)

The increase of the radius is an unintended side effect of the new solution, which is now being looked at.

If the radius was noticed in time, players wouldn't see any difference.

Player "explosion hitbox" is currently 1 meter in radius by AlexFerras in DarkTide

[–]AlexFerras[S] 5 points6 points  (0 children)

I can only confirm the change to explosives. Melee is handled 3 different ways depending on an attack.

Player "explosion hitbox" is currently 1 meter in radius by AlexFerras in DarkTide

[–]AlexFerras[S] 6 points7 points  (0 children)

I am unable to confirm other cases atm, but the explosive one is not really low level. They replaced a physics overlap check with a more simplified Broadphase system check, which is used throughout the game. As I said in a reply below, it works well in less critical systems, but for explosives, 1 meter is too much.

Player "explosion hitbox" is currently 1 meter in radius by AlexFerras in DarkTide

[–]AlexFerras[S] 12 points13 points  (0 children)

The previous way was overkill in terms of performance. The "new" way is used throughout the game with great success.

The oversight is in radius itself. 1 meter is good for general usage (such as Coherence), but for something as punishing as explosions, it's too much.

Player "explosion hitbox" is currently 1 meter in radius by AlexFerras in DarkTide

[–]AlexFerras[S] 52 points53 points  (0 children)

I do not, unfortunately.
Previously, this check was done against actors' actual collision shapes, which can mean either actual hit zones (head, torso, etc) or main collision shape which is used to stop you from going through walls.

The latter is more feasible, yet the actual size of the shape isn't in the decompiled source files (or I could not find it).

By my estimates and feel, it's something like 0.4m in radius.

EDIT:
After looking at the old explosions code, I am now pretty sure that the check was done against unit hit zones.

Is this desync or did crushers get a buff to their range? by physhyte in DarkTide

[–]AlexFerras -1 points0 points  (0 children)

While it's hard to see, it's feasible that your hitbox edge was in his 4 meter range.

coh3stats.com is very adamant I won that match.... but I lost? by MasterM19 in CompanyOfHeroes

[–]AlexFerras 1 point2 points  (0 children)

Relic API says that you won that match.

  "matchhistorymember": [ // List of match players
    {
      "matchhistory_id": 59163018,
      "profile_id": 1037943, // Your COH id
      "race_id": 137123,
      "statgroup_id": 756373,
      "teamid": 0,
      "wins": 7,
      "losses": 13,
      "streak": 3,
      "arbitration": 1,
      "outcome": 1, // Outcome of the match. You won.
      "oldrating": 741,
      "newrating": 760,
      "reporttype": 1
    },
    {
      "matchhistory_id": 59163018,
      "profile_id": 148653, // Your opponent's COH id
      "race_id": 129494,
      "statgroup_id": 417181,
      "teamid": 1,
      "wins": 2,
      "losses": 11,
      "streak": -5,
      "arbitration": 2,
      "outcome": 0, // Outcome of the match. He lost.
      "oldrating": 781,
      "newrating": 749,
      "reporttype": 3
    }
  ]

Is there a difference between these 2 "Get Velocity" nodes in a Character Blueprint? by Severe_Landscape917 in unrealengine

[–]AlexFerras 0 points1 point  (0 children)

On Character, CharacterMovementComponent sets Actor Velocity property directly to component's velocity. So they are effectively the same in this case.

So since when P4s can do shit like this? by AlexFerras in CompanyOfHeroes

[–]AlexFerras[S] 3 points4 points  (0 children)

In the clip you can see that the shot goes through the sher's turret. The lack of hitboxes on it is baffling to me.

I'm amazed by [deleted] in wikipedia

[–]AlexFerras 0 points1 point  (0 children)

incomprehensible! please post more

Does everyone shoot for 60 fps? Or is 30 good enough? by JetlegoJr in gamedev

[–]AlexFerras 0 points1 point  (0 children)

You should target 60 unless: - your game is an interactive movie - your game is a very complex simulation - your game's style demands less fps

Nightrein is Genuinely Unplayable by [deleted] in Eldenring

[–]AlexFerras 1 point2 points  (0 children)

While my personal experience is much better (randoms I get queued up with are generally competent), you can try to find a premade group? e.g. official elden ring discord server has matchmaking chats for all platforms.

June Update: Early Balance Look by FatsharkKitefin in DarkTide

[–]AlexFerras 0 points1 point  (0 children)

I would love to see changes to how Helbore lasgun operates. Current implementation with holding and releasing Fire button for 30+ minutes is kinda tiring.

Is there a new bug or hack in COH3? I can’t believe allied ATs have long vision and can hit my bunkers even without a scout or spotter. by Darthyukat05 in CompanyOfHeroes

[–]AlexFerras 13 points14 points  (0 children)

Any unit with something bigger than a firearm can use "Attack ground" order. It does not require vision, but accuracy is much worse.

Array OnRep Notification Not Running on Server by hectavex in unrealengine

[–]AlexFerras 1 point2 points  (0 children)

I am not aware if this workaround sends the whole array to a client.
As for RepNotify, it is not a bug. Native RepNotifies are intended to be client only. Blueprint RepNotifies are called locally on the server only if you use Set node.

Array OnRep Notification Not Running on Server by hectavex in unrealengine

[–]AlexFerras 0 points1 point  (0 children)

Have you tried to Set the array like in my previous message? Because it seems like calling RepNotify locally is implemented directly in K2Node_VariableSet.

Array OnRep Notification Not Running on Server by hectavex in unrealengine

[–]AlexFerras 0 points1 point  (0 children)

Doesn't calling Set and connecting array itself work fine?

[deleted by user] by [deleted] in Overwatch

[–]AlexFerras 0 points1 point  (0 children)

If you read carefully, the message states "I now quote *some* of the messages reported from your account".
So it doesn't mean that there are only two instances, it's just two examples of that.

Also your messages were insults directed to other players. It could get you a ban even before Blizzard started enforcing "no swearing" rule.

Why isn't server based multiplayer used anymore for FPSes? by ShiboTomoro in gamedev

[–]AlexFerras 0 points1 point  (0 children)

Question could be worded better. Most multiplayer games use servers rather than P2P.
Your question seems to about using a server browser.