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projectial invalid issue#487

I hate it when I hit like 6 shots on someone and they all just say projectial invalid

5 years ago
5
D

That’s because either you or them have high ping.

5 years ago
21

i would like to see improvements to lag compensation and hit registration.

5 years ago
15

it’s due to your connection to the server and where the server is reading you compared to your enemy. im not really sure how they could fix this but it’d be nice to see the amount of invalids at least less frequent

5 years ago
4

I can have 32 ping to a server and still get two or three horizontal trajectories, its not just the connection.

5 years ago
8

I even got atack_cooldown on an AK which i find stupid.

5 years ago
4

Good idea, but it isnt something that can really be fixed, it is usually client sided

5 years ago

No it’s something that can be fixed, too many games that had hit registration issues that are fixed, yes connection/client/server issues are a huge thing, but it’s able to be fixed via update. Many multiplayer games do this (talking about those with a non dev held server, more so a user controlled server) just fixed by updating the client themselves. I get this with servers I get with 12 ping, 0 packet loss. Should never happen, even if they have bad ping, no excuse.

5 years ago
5

Yeah this is annoying as I shot all 30 shots of an lr300 8x and got like 10 attack cooldowns? and the rest invalids lmfao

3 years ago

@Kingjeezle imagine blaming someones internet for server side registration failure

3 years ago

I really don’t think most people understand that most project invalids (and probably all) mean you were already dead when your bullet was shot. This is going to happen with any network based game where the server has to talk to two different clients each with varying latency.

Take Pr0’s account above. His waterpipe received project invalids for every shot, he saw on his client it go off though and feels upset about losing.

The fact is that the server received all the bullets firing from the SMG he was fighting against and those bullets hit and killed him BEFORE he fired the water pipe. Thus his projectiles were marked as invalid as he was already dead.

A client cannot wait for the server ro confirm ‘you can fire now’. That would make the game feel absolutely terrible to interact with. Instead the client fires off the packets of ‘im firing’ to the server and if the server adds all the other guys packets together with yours in the right timeline of events you will always get stuff like this.

Especially when the game does not enforce a minimum latency for players. Some poeple are running around with 20ms latency to server and some are running about with 500ms to the server. Natrually if both players shoot at the same time and you can kill someone with just a couple of bullets to the head in the span of 480ms thing like this will happen.

2 years ago
1

This can be solved, by setting the hitnotification to Serverside. Press F1 and enter ‘hitnotify.notification_level 2’. You will never get invalids again.
We should open a vote to make this the default behaviour, or, atleast make an entry in the settings gui.

2 years ago
1

Has anyone seen this? 100% projectile invalid when your head clips into a roof, probably due to cheating protections but still something that needs looking at… https://rust.nolt.io/28322

2 years ago

How was this rejected????? Do the devs not see this as a problem! It is truly annoying as all fucking hell when youre shooting someone and it just doesnt register like whattttt. Im not truly sure how this was rejected lmfao I do know that sometimes it is due to ping and your internet but I usually only play on servers close to me and run with a 20-35 ms ping I should not be getting projectile invalids I def think that this is something that should be brought into the drawing board and at leasttttt some research to see if theres anything that can mildly improve shots getting invalids

2 years ago

To progress they, they could start by expanding the types of Project_Invalids that appear in combat log.

We know of three types of Projectile Invalids so far and the devs probably know of quite a few more, so how about splitting them out in the combat log so player can have some visibility into why it was invalid, from ther the player base can see if its a certain type of invalid projectile thats the problem.

For example

ProjInv_HeadInRoof
ProjInv_DeadAlready
ProjInv_Unknown

etc

2 years ago

changing “hitnotify.notification_level 2” in console wont change the fact that you saw it happen. The original poster still would have seen the smg guy and shot his waterpipe and died. The only difference would be when he checks combatlog he doesnt see invalids in the log he will just see the enemy’s bullets logged. But he will still feel salty about it bc on his screen he will still “know” that he hit a direct shot with the waterpipe and none of the shots counted.

a year ago