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Tested: Visibility and view Distance Issues[message #217759] Sun, 24 May 2009 16:46 Go to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
Campingkocher and I tested apart of the visibility and view distance issues today.
Mainly we tried to find out which factors have influence on the initial contact distance (ICD).

Test Setup:
Map:.....D8 - Lake Arulco
Inv:.......Old
Teams:..1 vs 1
Mercs:...varying (see results)
Equip:....Beowulf .50, canteen, first aid kit

Test Procedure:
Defending merc gets into position behind a rock (GN 16122) and waits for opponent, who moves along a path which is defined by three waypoints (GNs 22315, 21055, 18988). As soon as initial contact is established (change from Real-Time into Combat Mode) the distance between both mercs is measured (=IRD). If the attacker is not visible to the defender, the attacker continues on the defined path until the defender has definite contact. This distance is measured too (=DCD).

Results (Host attacks, attacker = Len):

Defender......ICD........DCD
Len.............22..........22
Magic..........24..........22
Shadow........25..........22
Scope..........39..........24

Results (Host defends, attacker = Len):

Defender......ICD........DCD
Scope..........39..........22

Further Results...
will be added as soon as more testing is done.

Interpretation & Importance of Results
These results support the theory that the AIM standard equipment has a huge influence on view distance and visibility issues: The mercs who have magnifying optics in their standard equipment, see farther and better than others, i.e. Scope is clearly in advantage (because of the battle scope in her standard load out). I don't know how the visibilities are determined, but I'm sure the sight range increase of the standard weapon has an influence on the calculation.
In practical game play these issues have occurred often, but unluckily it is very hard to reproduce them. During games we've had situations where scope could see and engage enemies 50 tiles far, however we couldn't reproduce these situations yet. We personally think that these issues decrease the playability significantly so we would be rather glad if one of the devs could look into that.

The results also suggest that there is a slight difference between host and clients.

Other Findings
+ Mercs in cover who don't move or shoot are nearly invisible to opponents (5 tiles)
+ that is a bit of an issue gameplaywise too
Re: Tested: Visibility and view Distance Issues[message #217765] Sun, 24 May 2009 18:34 Go to previous messageGo to next message
Native_Elder

 
Messages:58
Registered:April 2009
redgun


Other Findings
+ Mercs in cover who don't move or shoot are nearly invisible to opponents (5 tiles)
+ that is a bit of an issue gameplaywise too


even more so with camouflage. I decided to remove camouflage from MP for me because i considered it overpowered.


also, what exactly do you mean by "AIM standard equipment"? The loadout given to mercs via proedit? and did you test if only default attachments cause this issue or also non-default ones (e.g. give some scope to some AIM guy and check if he gets the bonus as well)?
Re: Tested: Visibility and view Distance Issues[message #217782] Sun, 24 May 2009 21:49 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
yes, we mean the loadout given with proedit. Scopes that are bought with BRs work just like they should they increase the view distance.
the problem is this: you hire scope (without gear) and give her a rifle from BRs *without* any attachment, she will (sometimes/under some conditions) see as if she had a scope.
In the near future we will try to verify that by using NexInv and testing with Magic.

[Updated on: Sun, 24 May 2009 21:50] by Moderator

Re: Tested: Visibility and view Distance Issues[message #217794] Sun, 24 May 2009 23:46 Go to previous messageGo to next message
Native_Elder

 
Messages:58
Registered:April 2009
you already tested magic up there in your chart. He has 2 squares bonus, probably from the default small scope on his gun. But here again it is a default attachment. These are magical things materialising out of thin air whenever a weapon is created in the game. Now if you remove the default attachment entry in xml editor and instead place the very same scope in proedit/mercstartinggear manually and test under those circumstances, you can find out if it's the fault of the default attachment code or attachments as a whole.

personally, my bet is on the default attachment code. I think that's the troublemaker.

Re: Tested: Visibility and view Distance Issues[message #217799] Mon, 25 May 2009 00:54 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
i simply test with newInv, where magic has m16a4 instead of AUG. no need to mess with xmls or proedit.
Re: Tested: Visibility and view Distance Issues[message #217816] Mon, 25 May 2009 11:06 Go to previous message
Native_Elder

 
Messages:58
Registered:April 2009
i see Smile
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