tf2-patches
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Bullets are displaced by 1 tick
Description
Title says it all. Bullets are displaced by 1 tick upon firing. I'm pretty sure this also occurs even with building from this repo, if it doesn't, I didn't notice it get fixed. https://github.com/ValveSoftware/source-sdk-2013/pull/442 https://github.com/ValveSoftware/Source-1-Games/issues/4829 Sourcemod plugin that fixes the bug on the serverside (you need to update offsets for it to work)
I thought it would be worth putting this here, though it is an issue affecting all Source 1 games, to my knowledge. I already opened an issue in the ValveSoftware/Source-1-Games repo, but I thought I would put it here as well, hoping it has some chance of being included in the next TF2 update!
Checklist
- [X] None of the open or closed issues document this problem.
- [X] This is a bug, not a new idea.
- [X] This is objectively a bug, and not something that people commonly disagree on.
- [X] This issue occurs on the latest Team Comtress release, or the
master
branch. - [X] This issue occurs on the latest vanilla TF2 update.
- [X] This bug is in the code of the game, not in the textures, sounds, or other resources.
- [X] This issue is listed on the Source 1 official bugtracker.
- [X] This issue occurs with DirectX level 100.
- [X] This issue occurs when using no custom content.
- [X] This issue occurs when using
start_tf2.bat
(orstart_server.bat
) with no custom launch options. - [X] This issue occurs when using a listen server (using the
map
command ingame). - [X] This issue occurs when using a dedicated server.
- [ ] This bug is in the internal procedures or tooling (e.g. the build process).
Reproduction
- Load into a game (LAN or dedicated, doesn't matter.)
- Set host_timescale to a low value
- Move sideways at a fast speed, use noclip to exaggerate the displacement of the bullet
- Fire a shot and watch as it doesn't hit the enemy despite hovering over said enemies head (you can use external software to see tracers or whatever else can be used to show shots...)
Screenshots/Videos
https://www.youtube.com/watch?v=VPT0-CKODNc
https://www.youtube.com/watch?v=pr4EZ06mrpQ
Setup Details
Client Settings
- Server or client: Both?
- Operating system: Any
- Team Comtress version: Any
- Custom content: N/A
- Launch options: N/A
Would you be able to confirm this bug is fixed if a possible patch was made for it?
This bug was not fixed in live TF2, however, there is a Sourcemod plugin that is a bandaid fix for this issue.
If you're referring to TC2/tf2-patches, I have not tested whether or not this bug exists but I can almost guarantee it does. I will try testing it soon.
I mean that if a patch were made for this bug, would you be able to reliably test?
Oh, yeah, it's pretty easy to test.
To elaborate on this, this bug is very easily replicable and is a consistent, every time issue when moving at any speed, the degree to which it affects shooting is just exaggerated with higher velocities on the localplayer.
Can you please retest with 2.0.0-b1?
Sure
Can you please retest with 2.0.0-b1?
No, this issue is not fixed on 2.0.0-b1, I just tested on a dedicated and LAN server.
Could you record a video of it in TC2?
Please retest with 2.0.0-b2
Could you record a video of it in TC2?
Build 2.0.0-b1:
https://user-images.githubusercontent.com/36606403/232143908-de3c6946-c764-48c4-9e41-d41b50593c69.mp4
Please retest with 2.0.0-b2
Build 2.0.0-b2:
https://user-images.githubusercontent.com/36606403/232145597-ebe8fe36-4da6-4344-b2b0-79832ff2bdd6.mp4
Sorry for the late reply, I've been busy today.
If you could add a debug command (if it doesn't already exist) to show a client eye-angle trace on shot compared to server eye-angles on shot (like in this video), it would probably make this easier to see.
Oh and I just found a new bug introduced most likely in 2.0.0-b2, seems like some odd rubber banding when firing, but it's inconsistently reproducible.
https://user-images.githubusercontent.com/36606403/232147383-ffc22065-63b1-4fdf-a6e3-14e88e2bbf44.mp4
Thanks for testing, I will see what I can do
How it should look for reference (live TF2, scope removed for visibility, fixed with the plugin linked in the issue)
https://user-images.githubusercontent.com/36606403/232262941-86992fdc-0ae3-40e8-a904-870fabc7804b.mp4
I think now that it's a much better fix to make sure movement is not 1 tick behind, so I will try to fix that instead
If anyone was curious, this issue was (seemingly) fixed in Counter-Strike 2 (or more likely, Source 2 as a whole). This is almost certainly not intentional or something that's impossible to fix.
If anyone was curious, this issue was (seemingly) fixed in Counter-Strike 2 (or more likely, Source 2 as a whole). This is almost certainly not intentional or something that's impossible to fix.
I say "seemingly" because the bullet tracer + impact particles and hole are still skewed by your velocity in the direction you're moving on the client, but the server handles it perfectly and doesn't skew where you shot.
If anyone was curious, this issue was (seemingly) fixed in Counter-Strike 2 (or more likely, Source 2 as a whole). This is almost certainly not intentional or something that's impossible to fix.
I say "seemingly" because the bullet tracer + impact particles and hole are still skewed by your velocity in the direction you're moving on the client, but the server handles it perfectly and doesn't skew where you shot.
Yep exactly, if you're ready to read wall of text; please checkout the two comments here, this is my view on this https://github.com/ValveSoftware/source-sdk-2013/pull/442#issuecomment-1770868507