Ever go prone or jump behind some sandbags in BF42/BFV and still get killed even though you were sure you were out of sight? Well, while perusing the Forgotten Hope forums this evening I found an interesting post that lead me to the Silent Heroes BF42 Mod site and a news item that they had written that might shed some light on why that happens. Here is the lead in from the article:
“For some 2 years we have had a feeling that we were shoot when we shouldnt, when we hid by throwing ourselfs behind sandbags – even though we should have been in safety behind the cover. Lagg, net-code, (bad) luck was all blamed and the behavior dubbed by some as the sandbag-bug. And it pretty much continued like this for 2 years. Today Rainbearer showed his discovery that he could shoot anyone, even though he aimed in the air above them, while they where going prone. This made it clear for me that the faulty behavior was connected to animations, not netcode or client delays.” (emphasis added)
“After some initial research it became clear that the problem was a global one. It was NOT limited to players going prone, but actually for every animation-transition performed by the player-character.”
They even created a short video exposing the bug and calling for DICE/EA to correct it. Here is a link to the compressed video and accompanying readme file: The Proof!
Click read more to view the readme text explanation from the Silent Heroes guys. -=[ 20050124_cmbug_proofofcase – ReadMe ]=-
Editing & Readme: Johan Zarkow Munkestam
Photo: Markus Truppo Thurlin
Special thanks: [-NS-]Rainbearer
-=[ Background ]=-
For some 2 years we have had a feeling that we were shoot when we shouldnt, when we hid by throwing ourselfs behind sandbags – even though we should have been in safety behind the cover. Lagg, net-code, (bad) luck was all blamed and the behavior dubbed by some as the sandbag-bug. And it pretty much continued like this for 2 years. Today Rainbearer showed his discovery that he could shoot anyone, even though he aimed in the air above them, while they where going prone. This made it clear for me that the faulty behavior was connected to animations, not netcode or client delays.
After some initial research it became clear that the problem was a global one. It was NOT limited to players going prone, but actually for every animation-transition performed by the player-character.
-=[ Why is this bug so important? ]=-
Since it affects the player on an global scale. Its not limited to just one event under a specific occurence, its happening to ALL players, ALL the time.
Any bugs regarding incorrect, delayed or missing colisionmeshes are very important in the sence that they ruin the game for a player nomatter the skill-level and importance of the match. If BF1942 is to ever be used as an game in an tournament that has price-money up for grabs the players must be confident that their own skill is the most important component, not the amount of luck with flawed collision-meshes they will have to handle.
Please note that since BFV is built heavily upon the core engine of BF1942, it most likely has the same issues.
-=[ What causes this bug? ]=-
The exact technical explanation will only be given out to any DICE or EA-representative that contact us.
But in layman-terms, any animation that goes from one action to another has issues with collisionmesh not following the visual mesh.
-=[ How can I make DICE aware of this issue? ]=-
If you want to alert DICE or just raise your voice and let them know you want them to fix this (or other issues), e-mail them at [email protected] – for more contact-possibilitys, head over here: http://global.dice.se/contact/
-=[ Technical specs ]=-
Length: 2min 0sec
VideoCodec: Windows Media Video 9, 900kbps, 800×600, 30 frames/sec
SoundCodec: Windows Media Audio 9 Professional, 128 kbps, 44 kHz, 2 channel 24 bit VBR
Tools used: Adobe Premiere, Fraps 2.5.
Filesize: 15.4Mb
-=[ Contact information ]=-
We can all be contacted through the forums at http://www.silentheroes.se/