RealTargets

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(SDS)benmcl

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It is a method of more accurately determining where a bullet hits a player instead of just relying on the large hit box.
 

geogob

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RealTargets does a quite a few things in fact. The first and most important is that it does post-processing once a hit has been detected. This processing check if the check if the bullet actually hit the player or the thin air around him which is normally included in the hit cylinder. For exemple, with RealTargets, if you shoot between the legs of a standing players, you will not hit him, whereas with the original hit cylinder in Infiltration, that would have been a hit. This hit detection is still under developpement and not perfect yet. RealTargets is in fact the continuation of the bulletsounds4 project by yurch/mute. (Check my sig for link to download and readme file).

Other few things are included in RealTargets... things like colored tracers configurable in loadouts (like 1 tracer for 5 rounds or 1 for 3, etc.)
 

geogob

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Derelan said:
You'll discover when you empty your MP5 at a guy 10 feet away from you.

Your aim is not considered a bug Derelan :p :lol:

gal-z said:
So what are the current major bugs (that effect gameplay)? Or are you just looking for new bugs ATM?

None. No bug really affect gameplay. In pre-RealTargets releases (i.e. bulletsounds4) a few cylinder placements made detection for prone players difficult. For this reason, RealTargets uses Infiltration's standart hit detection system at the moment.

All known bugs in RealTargets are related to the placement of the hit cylinders (post processing uses hemisphere-capped cylinders) used for the post-processing. All other bugs are corrected immidiatly uppon discovery. The correction of the hit cylinder placement is a long and painstaking process and it will take some time.

Stay informed by following this thread...
http://forums.beyondunreal.com/showthread.php?t=144787
 

NTKB

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Actually there is a bug that geo fails to mention. The head hitbox is currently very small, which is the last major bug left. This will be solved soon. Most hits under the nose area are considered torso hits, so its very hard to get a head shot atm.
 

UN17

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When everything is fixed... Mwa ha ha!

comichead8.gif

http://joecartoon.atomfilms.shockwave.com/media/images/comics/comichead/comichead8.gif <- Image ripped from here.
 

geogob

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{GD}NTKB said:
Actually there is a bug that geo fails to mention. The head hitbox is currently very small, which is the last major bug left. This will be solved soon. Most hits under the nose area are considered torso hits, so its very hard to get a head shot atm.

me said:
All known bugs in RealTargets are related to the placement of the hit cylinders

sorry my bad... I should have said placement AND size...

Both are the same in my mind.
 

Kyle Kellahshehskee

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Mar 3, 2004
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The latest release of Real Targets works exceptionally well. The hit detection system is much MUCH better than the default one. GREAT work.

Is it me, or is it easier to pick up items that have been dropped by others now? Usually it takes 3-4 tries for me to snatch up a grenade that's close to a wall or is on an inclined plane. It takes me about half as many tries as before.

Either I'm getting better at using my virtual hands, or is item pickup more accurate because of the new hit detection system?

Keep up the GREAT work on this mod!

:)
 

gal-z

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How do I remove tracers from my loadout? I really don't like using them.
Also if I downloaded it today, can I assume the "version mismatch" I got when joining the TDM server was the server having the older version?
 
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- Lich -

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[leaving topic] well use the infbonus weapons pickup menue (vote menue => equipment, there is now a pickupmenue (bonus pack active of course), there you can pick up what you want, and not what your computer thinks you want)[reentering topic]
Another thing other thing are still self hits. There are some positions where it is possible to hit yourself. Hope geo finds a way to make the new hit actor immune to 'self' fire, soon.

Edit: tracers: There are 2 kinds of tracers: When the server is running with alltracers active, you cannot do anything. It is more used for testing. The other tracers have to be added to your loadout (equipmentsection of the loadoutscreen, add a color and a number). So if you do not want them, just don't pick them.
 
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gal-z

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I'll try messing with the loadout, but I started firing some tracers offline without ever doing any tracer-related action.
EDIT: I see how you put tracers in, but I didn't put any and I still fire tracers... Also putting 1 in X rounds tracer would be a bad idea. Except for an MG nobody would put 1 in 5 or 1 in 10 tracer. If you would put any tracers, it would be the first round, or last few, or few in the middle to help you tell when you're running out.
For example, when we make our 150 round drums for IMI NEGEV (MINIMI equiv), we make 70 reg, 5 tracers, 70 reg, 3 tracers, 7 reg. That tells you when you're 50% empty and when you have 10 rounds left. Also as in AA:O you have 1 tracer in 10 for the minimi for increaced suppressive fire effect.
EDIT: There you go. FIXED.
 
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- Lich -

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Ok, either it is the 'glow' effect of the bullets, that is there without RT, too (this is an effect added by sentrystudios, seems like some rounds produce this 'light' effect in reality, and you cannot do anything about it) or I am out of ideas.
 

geogob

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Interesting comment on the tracer system gal-z... being primarly a minimi user i find it particularly interesting :p

Anyway, i wouldn't call it "pretty dumb"... it's only a first implementation on a mod still underdevelopement (hence the "beta" status). What would be pretty dumb is not to take the time read and consider comments and suggestions...
 

{GD}Odie3

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LGMan (from GD Forum PM To Me) said:
After I had easily wasted the enemy bots and it went to the next round, I decided to see if RT was still on. So I told my bot to hold position, then I walked infront of him and started to shoot at him, at less then 5 FT, between the legs, arms, and by the head. I discovered that RT was still on. Then after abit, I noticed that one of my bullets literaly went right through his head without hurting him. So now I'm thinking, "Ok, whatever.. I'm going to check this out". So now that I am point blank, still less then 5 FT away, I started to shoot at my bots head. Just pulled the trigger and ran 2 full mags of SIG Arms SG 551-SWAT Carbine and only hit the bot twice, as if in the mid chest/gut areas. Though he lived, I figured this was something that I had to report.

So, Geogob - ideas? Any updates on the next version? This thread has been dead for awhile.

Edit:
Crap this thread is in the wrong forum.... Is there a Real Targets thread in Infiltration Development? Runs to go look....
 
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