official .50 projectile penetration fix !

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sir_edmond

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Beppo said:
As posted here already, there is a problem with a value for the .50 projectiles within INF 2.9 that affects the penetration capabilities of the Robar RC.50 and the M2HB. Both actually use the values that the M16, FA MAS aso are using too and that was a little copy/paste fault I guess.

Plz read and then ask questions ;)
 
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sublime

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Oh, and before anyone applies my comments towards Sentry Studios, I'm no longer on the team. I resigned my position due to a lack of time. And sPooKY, I think you got that phrase backwards. Just so you know.
 

Beppo

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keihaswarrior said:
I Downloaded it and redownloaded it. The version you have posted in the beginning of this thread does not work on my version of INF. I ran INF_50FIX and the RC50 does not penetrate 1 UU plates as well as the psg. I don't see why the texture matters (I would assume the material variable affects all weapons equally), but I tested several textures and got the same result.
...
I can only quote myself... plz make sure you find these lines within your log...
Beppo said:
Oh and make sure the mutator IS actually running at all... you can find a SpawnNotify log entry like this one here in your log file then:
Code:
ScriptLog: INF_50FixSpawnNotify added: EAS-INF-ACityBlock2.INF_50FixSpawnNotify0
If this stuff is not showing up... maybe you run one of the several muts here like the multimut or something similar?

And check your cache... not that an old version of it is hiding there...
 
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keihaswarrior

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Code:
Log: Level is Level DM-INF-plates2.MyLevel
Log: Bringing Level DM-INF-plates2.MyLevel up for play (0)...
ScriptLog: InitGame: ?Game=INF_GameTypes.INFg_CoopGame?Mutator=INF_50Fix.INF_50FixMut?Name=<P^R>KeihasWarrior?Class=INF_Core.INFc_CHSoldier?team=1?Skin=INF_cCamos.GEN_BL_Indonesia-Tiger-w?Face=INF_cFaces.CapGEN_INFNoStrap_White3?Voice=INF_Voices.INFv_VoiceP1?OverrideClass=
ScriptLog: Base Mutator is DM-INF-plates2.DMMutator0
ScriptLog: Mutators INF_50Fix.INF_50FixMut
ScriptLog: Add mutator INF_50Fix.INF_50FixMut
ScriptLog: INF_50FixSpawnNotify added: DM-INF-plates2.INF_50FixSpawnNotify0
ScriptLog: INF Message Regulator active! - bINFNoDeadLivingTalk=False - bINFKilledGetMessage=True
ScriptLog: Initiating local logging...
I don't know why mine doesn't work. The log looks like it should it seems... :(

It isn't like the mutie doesn't work at all. It still ups the penetration of the robar. Everything is fine, except for it doesn't penetrate as well as the psg on the thin plates.
 

Beppo

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keihaswarrior said:
...I don't know why mine doesn't work. The log looks like it should it seems... :(

It isn't like the mutie doesn't work at all. It still ups the penetration of the robar. Everything is fine, except for it doesn't penetrate as well as the psg on the thin plates.

Attached is a little test map for you... please check it out with ONLY the .50 fix mutator running and you will see that the RC.50 can penetrate more walls than the PSG in this map. PSG and RC.50 plus ammo are available within. Maybe take a M16 with you. It is a DM map so play with zero bots.
 

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  • DM-INF-WallTest.zip
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MP_Duke

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lol poor Beppo... damn tweaks!
My results on DM-INF-WallTest:

# of plates penetrated from thickest to thinnest -

Robar: 0 2 5 5
P S G: 0 1 3 5

Robar wins penetration contest :p
 
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keihaswarrior

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As I said before. The error in penetration was NOT apparent with plates of 5 UU thickness. I noticed the error with 1 UU plates, of which you have none of in your test level. I edited your test level and added 1 UU plates. I got the same result as before RC50: 11 plates PSG: 12 plates. I find it strange that the RC50 penetration error only happens with small plates, but there is something wrong none the less.

Here is the new WallTest with 1 UU plates added:
 

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  • DM-INF-WallTest2.zip
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cracwhore

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Since Keihas and I are dedicated INF players (nerds), could we fill the above mentioned "beta-testing team" spot? :D
 
The reason might be the following:

In 2.9 penetration works like this: The bullet hits a wall. A trace or something goes through to max. penetration distance, and if free there traces backwards from there until it hits a wall. The distance between those two walls is removed from the penetration distance of said bullet and the bullet continues from the second wall.

Now depending on the distances between the walls (haven't looked at the map) it might be that those walls are too close together, so that the RC50 bullet penetrates two or three walls at once with the first trace, which gives the same effect as if there was no empty space between the walls. The PSG doesn't penetrate as much and so the problem isn't there.

Just an idea.
 

MP_Duke

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The bullet's velocity also is reduced by a fraction every time it impacts.
Anyway, I also edited DM-INF-WallTest to include 1 UU plates spaced 16 UU apart.
My results of # of plates penetrated:

Robar: 10
P S G: 7

KW, what the hell are you doing?
 

keihaswarrior

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MP_Duke said:
KW, what the hell are you doing?
Please just use the test map I posted. I want to see if you get the same results as me. I don't think I placed the plates too close together. They are 32 UU apart.

Also, Duke I think you might have done something wrong with the 1 UU plates you edited in. I tested all the weapons and your values of psg 7 and robar 10 don't agree at all.
 
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MP_Duke

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I suppose there is something strange happening when the plates are spaced 32 UU apart. I got KW's results:
Robar: 11
P S G: 12

But when I spaced them 64 UU apart, from KW's map, I got this:
Robar: 18
P S G: 12

Here's my take...
Puncher is right about how the trace is done. The method is flawed in that you will get the odd chance of spacing messing up the trace for penetration. To recap, a line is traced from impact point 'A' forward to a certain point 'B' based on BulletWeight (the greater the BulletWeight, the longer the line 'A' to 'B'). Geometry is checked at point 'B'; if there's empty space at point 'B', the projectile continues its path, else it stops. This length AB is shortened with each impact and when it reaches a specified length, the bullet stops. So the trace might end up tracing through one plate and hitting the next plate, in which case it will stop there when it should've kept going.

I provided an attached diagram to describe the mishap:
 

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  • Trace.jpg
    Trace.jpg
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Beppo

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Puncher described it perfectly.

The max distance is used to check if the bullet CAN penetrate the obstacle. Then a trace is done back to the actual location of the projectile to get the 'exit' location on the other side of the wall.
So, if the spacing between those walls is not really that far, then it can happen that the first impact actually crosses one or even more of the thin walls and so it counts it as if such a thick wall was penetrated, not allowing it to penetrate the next 'bunch' of them in some cases of course.

The technique used is working within the game properly in 99% of the cases that a mapper would build up. Noone would place dozens of small walls in such a 'perfect' distance to each other that it can block the penetration of a Robar for example, cause it would never fit a realistic scenario where players should be able to move around in.

So, blame your very special test map ;)

btw... I always made my test maps without thinking too much about the distances between the single walls. I just placed them in such a way that it was easy to see the different impact marks or even to walk between them...
 

Beppo

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MP_Duke said:
...I provided an attached diagram to describe the mishap:

your image shows it almost correct... the only thing wrong is the 'penetration check vector' (Trace, blue dotted line). It uses the direction vector (velocity) of the projectile so it will not go straight as you drew it, it would be a bit angled, following the trajectory.