Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[CS1.6] Bullet vector calculation is wrong (REG) #1110

Closed
MPNumB opened this issue Jan 31, 2013 · 7 comments
Closed

[CS1.6] Bullet vector calculation is wrong (REG) #1110

MPNumB opened this issue Jan 31, 2013 · 7 comments

Comments

@MPNumB
Copy link

MPNumB commented Jan 31, 2013

Not many know, but bullet vectors are calculated kind of wrong.

What is happening is, that m_flAccuracy variable is updated after the shot is fired. Not before, what is the reason for the glitch.

This effects the gameplay quite much. You can attempt to see it yourself by typing cl_lw 0 (so it will show actual bullet location decals), buy ak47, fire about 20 shots non-stop, wait for recoil to cool down (make sure you don't reload or switch weapons), duck, don't move, make sure you are on ground, and fire one single bullet. Now you will see that this bullet is highly off target.


While on this subject, I also must say that scout is quite inaccurate on long range if ducked. It would be really appreciated if standing accuracy would be changed from 0.007 to at least 0.003.


Plus sg550 has really bad math (the worse the spread should be, the better it gets). I'd recommend to check code of this amxmodx plugin what fixes this accuracy based issues: http://forums.alliedmods.net/showthread.php?p=1549133
with testing I found that best fix for this weapon is:
{
m_flAccuracy = ( 0.65 + ( gpGlobals->time - m_flLastFire ) ) * 0.725;
if( m_flAccuracy > 0.98 )
m_flAccuracy = 0.98;
}


And I don't want to report too much, but g3sg1 has no active accuracy calculation at all. I mean the m_flAccuracy variable does get updated, but it's never used. I also would recommend to check/test the code/math of it, cause it seems to be have the same glitch as sg550 (the more spread you should get, the more accurate it becomes).

@InmanInman
Copy link

I wonder if this should even be fixed, now that people have gotten so used to it

@ghost ghost self-assigned this Feb 5, 2013
@MPNumB
Copy link
Author

MPNumB commented Feb 6, 2013

How people can get used to it? this spread is as predictable as shooting with awp unzoomed, while falling down at high speed. It does have a pattern, but it's almost as random, and only thing people can get used to is pressing Q twice after a spread, which takes time and makes gameplay experience worse.

@r3n4m3
Copy link

r3n4m3 commented Feb 9, 2013

absolutely needed

@idderf
Copy link

idderf commented Feb 11, 2013

agreed

@Reyer
Copy link

Reyer commented Feb 14, 2013

Yeah... that is pretty annoying

@MPNumB MPNumB closed this as completed Feb 15, 2013
@r3n4m3
Copy link

r3n4m3 commented Feb 15, 2013

will it be implement?

@MPNumB
Copy link
Author

MPNumB commented Feb 16, 2013

I have no idea. I moved this issue to: ValveSoftware/halflife#83

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

6 participants