Dev question, "Silent shots".

Gulk2

  • Newbie
  • Posts: 39
Dev question, "Silent shots".
«  »
So yes, "Silent shots", or in the case of switching to a rocket launcher , the not so silent shot.
Our sweet 16-17ms jumpswitch shot that makes our shotgun/or weapon bullets sound like whatever weapon we switched to; aren't synced anymore! This is disappointing for me and I'm sure some others who've realized, as I always admire it as a showcase of very precise bullet sync, catching a players ability to do this precise switch shot timing and syncing it to other players.
It was truly amazing to me, sad to see it's broken and not syncing anymore.

So to devs; even though you apparently aren't active at this moment but supposedly you show up for a while each summer, hopefully this summer too. :P
Can we have it(silent shots) back... someday? ;D

Thanks for listening.

Hanney

  • VC:MP Beta Tester
  • Posts: 68

Murdock

  • LU Beta Tester
  • Posts: 242
Re: Dev question, "Silent shots".
« Reply #2,  »
Quote from Gulk2 on May 31st, 12:17 PM
Our sweet 16-17ms jumpswitch shot that makes our shotgun/or weapon bullets sound like whatever weapon we switched to; aren't synced anymore!
This kind of sounds like a bug and that you're asking us to put a bug back in?

Gulk2

  • Newbie
  • Posts: 39
Re: Dev question, "Silent shots".
« Reply #3,  »Last edited
Quote from Murdock on May 31st, 03:47 PM
Quote from Gulk2 on May 31st, 12:17 PM
Our sweet 16-17ms jumpswitch shot that makes our shotgun/or weapon bullets sound like whatever weapon we switched to; aren't synced anymore!
This kind of sounds like a bug and that you're asking us to put a bug back in?
It's sort a thing I would consider a case of honed timing through many hours switching while fighting. I think for the case of consistency, the sync being what you see is what you get just down to the minimum level of timing with a shot switch. I've payed close attention to the cause at a visual level. How can I say.. It looks like an animation forcing the switch rather than letting it play out how it does on the player who is shooting screen thus causing said local player to see shots exit his gun which are cancelled on the receiving end other players screen.

I understand it's much more complicated than this, just trying to describe. :)

NewK

  • VC:MP Beta Tester
  • Posts: 182
Re: Dev question, "Silent shots".
« Reply #4,  »
I know exactly what you're talking about, I remember this. But yea it was simply the result of bad vcmp sync. Now that the sync is better, that is gone. I see no need for it to return tbh :P

Athanatos

  • Hero Member
  • sin^2(x)+cos^2(x) = 1
  • Posts: 883
Infected City Survival Main Dev

Gulk

  • VC:MP Beta Tester
  • MTA 0.5 Vet / VCMP since 0.1a
  • Posts: 91
Re: Dev question, "Silent shots".
« Reply #6,  »Last edited
Just to be clear, this is what I'm talking about, quick vid.

Every shot in this video aside from one iirc,  are silent shots.
BTW, before anyone says "gulk your server has wepdata mod", I set it to default for this video.


https://www.youtube.com/watch?v=9FCWmH-7YOY

I don't see how it's bad or is a glitch, the shot exit time is the exact same if the player didn't switch.
Go to the last 15 seconds for best example.
MTA 0.5 Remake - Discord: https://discord.gg/NRKQYHZ[/cent