Here you can find all solved gameplay problems and bugs (beginning from Pre-Alpha 1.8.8).
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Zyfex
- SFD Q.A. Tester

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Post
by Zyfex » Wed Jul 13, 2016 9:05 am
https://youtu.be/xlns0HnUXR4
there's a good chance that, while trying to reflect a bullet, the bullet will go straight thru the player without any second thoughts. having 100+ ping, i took damage from the bullet that you can clearly see was reflected back at my boy luantic

(lookin for that sponsorship hjarpe hmu for that portfolio check)
after the crushing realization that reflects didn't work, i took to
gwendalaze's super ultra mega hyper-realistic ai sniper map for my reflection needs
1 x
but in reality
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Hoang Marcel
- Superfighter

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by Hoang Marcel » Wed Jul 13, 2016 9:38 am
It's not a bug or a game problem. It just bad timing and sometime players don't have good timing, all they have is luck to reflect bullets.
Also I love the Trashman
0 x
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Zyfex
- SFD Q.A. Tester

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by Zyfex » Wed Jul 13, 2016 9:59 am
woh there too spicy
enter the chill zone
look at the angle changes n slow the video down enough n tell me what you see
0 x
but in reality
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Wozenbelt
- Superfighter

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by Wozenbelt » Wed Jul 13, 2016 10:01 am
Hoang Marcel wrote:It's not a bug or a game problem. It just bad timing and sometime players don't have good timing, all they have is luck to reflect bullets.
Also I love the Trashman
If he had poor timing on those bullet reflections, there wouldn't have been a metal hit effect when the bullets touched him. There would have been blood. Players don't make metallic sounds when they get hit. Machetes do, though. That's why, when he hit the bullet with the machete, there was a clashing sound.
1 x
i got wozen fever
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Lunatic
- Moderator

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by Lunatic » Wed Jul 13, 2016 10:05 am
I watched Zyfex's sorry attempt to deflect the bullet in my server and wasn't sure if I should laugh or cry when he ate the shot despite hitting it.
1 x
Originally posted by Gurt
SFD BADASS!
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Hoang Marcel
- Superfighter

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by Hoang Marcel » Wed Jul 13, 2016 10:16 am
Wozenbelt wrote:
If he had poor timing on those bullet reflections, there wouldn't have been a metal hit effect when the bullets touched him. There would have been blood. Players don't make metallic sounds when they get hit. Machetes do, though. That's why, when he hit the bullet with the machete, there was a clashing sound.
I didn't hear any metalic sounds when he get hit
0 x
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Wozenbelt
- Superfighter

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by Wozenbelt » Wed Jul 13, 2016 10:43 am
I did. Check the part where he hits the bullets in the sniper map. There's a distinct clanging sound that signals a smacked bullet.
Also, even if that weren't the case, the visual effects are undeniable. The screenshots posted by Zyfex and the metal hit effect are telltale signs of successful bullet reflection.
0 x
i got wozen fever
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Gurt
- Lead Programmer

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by Gurt » Wed Jul 13, 2016 3:58 pm
SFD: In general the client will ALWAYS try to guess what the outcome will be on the server for a better experience. Small variations in movement, physics and RNG always play in how well the client's guess match the server's reality and of course your ping. On your client the guessed outcome was that you deflected the bullet towards Lunatic. In reality on the server you're hit much closer to the ground (because of your ping and you probably got hit in the head area) even before you swinged your machete on the server. In this specific scenario your client guessed the outcome wrong and it was corrected from the server - you died.
0 x
Gurt
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Zyfex
- SFD Q.A. Tester

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by Zyfex » Wed Jul 13, 2016 5:31 pm
what about the 2nd portion where the reflected sniper bullets went through my fighter
0 x
but in reality
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Gurt
- Lead Programmer

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by Gurt » Wed Jul 13, 2016 5:40 pm
Zyfex wrote:what about the 2nd portion where the reflected sniper bullets went through my fighter
I will look into that later. Probably something about spawned projectiles in custom maps that's missing a property or something. If one bug-report consists of 2 bugs I will just close the topic once the main problem is fixed. Keep the bugs separate.
Edit: Looks like all objects are processed in the projectile's current hitscan before it deflects. So depending on the situation the projectile could hit objects behind the player and not deflect at all - like the ground. Fixed after Pre-Alpha 1.9.3.
0 x
Gurt