[Closed] Railtrail in beta6?
Rail feels off on moving targets, obvious hits count as misses and vice versa. Not sure if it's the animation or what, but it feels lagged.
yep
it gets more 1.03 alike by putting xp_delagweapons 0
write.xp_delagweapons.0.and.plz.stop.using.Rail.so.much..Plus.cfg.is.not
.named.Insta-only-rail.cfg..so.use.other.weapons.too!
Rail feels off on moving targets, obvious hits count as misses and vice versa. Not sure if it's the animation or what, but it feels lagged.
The actual bug that caused shots to be off with xp_delagWeapons 15 is already fixed in beta6, so now that cvar should be working without problems and helps to get a much more unlagged feeling. If you feel the railgun is off/lagged then its another problem, probably one regarding the switchtime, which btw its already fixed on next release.
it occurs even on beta6 for me imo.
Yeah it is the hitbox. Here is the complete explanation.
Well, it's not an easy issue to solve, and its something its already been there since the q3 start and it happens at the same degree in 1.03, its just that its more noticeable now with unlagged hitscan shots. The hitboxes could be theoretically altered based on the player animation, but that would require some more research to check if it doesnt have secondary effects, because every player has different animations and it could cause more harm than benefits, so i doubt it will be implemented in next release.
is it just me, or is it impossible to rail an enemy through an teammate with the improved corpse physics?





We tried to play around with rail & movement, you can d/l the video. I'm not sure if it's the least bit obvious or not. Around 150 mb.
Here are some screens captured from the video:
HIT
HIT
MISS
MISS
HIT!
Again, maybe not obvious at all. However playing at Beer it feels inconsistent as f*ck. Perhaps this is just keel's hitbox acting as it does, maybe someone can clarify that.