CoD 4 WTF Shot

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Re: CoD 4 WTF Shot

Post by matt101harris » February 21st, 2010, 2:34 pm

Yes he was killed in A hall.
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Re: CoD 4 WTF Shot

Post by Moustache » February 21st, 2010, 2:57 pm

Didn't you see the vid of the record with wh on?
He was outside behind the barrels?

EDIT:
Here you can see it better: http://www.xfire.com/video/228ac4/
On the left and right you see the guy on the minimap. You also see the players name now at the box. And when I kill him you see the same name on the left bottom. And you see the other guy killing my team mate somewhere @ b.

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Re: CoD 4 WTF Shot

Post by F |Madness| U » February 21st, 2010, 3:51 pm

I don't lnow if its fake or not, but i've had a shot like this before.

There was a lampost almost directly infront of me, and a guy at the far right of my screen (which i no scope dragged and got him).

But when I watch the demo slowly I can clearly see my bullet hitting the lampost, dunno if bullets can ricochet or what but its weird stuff.
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Re: CoD 4 WTF Shot

Post by Moustache » February 21st, 2010, 4:04 pm

Do you still have that record or a vid of it?
Then we can see if it looks a bit the same like this.
But nice to hear I am not the only one who made such a grazy shot :)

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Re: CoD 4 WTF Shot

Post by Drofder2004 » February 21st, 2010, 6:22 pm

Simple explanation.

Engine places the wallmark on the expected contact area and then calculates the actual shot second.


Remember, the game does not use actual projectiles (i.e realism style games) so it calculates both the bullet and the bullet impact areas in two different timings. You spinning caused them to hit different places.

My explanation.
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Re: CoD 4 WTF Shot

Post by F |Madness| U » February 21st, 2010, 8:40 pm

That sounds believable Drof so i'm gonna take that as the correct explanation, thanks :P
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Re: CoD 4 WTF Shot

Post by Moustache » February 21st, 2010, 8:41 pm

madnesslink5 wrote:That sounds believable Drof so i'm gonna take that as the correct explanation, thanks :P
/same
Thanxs Drofder

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Re: CoD 4 WTF Shot

Post by Azabael » February 21st, 2010, 8:45 pm

Drofder2004 wrote:Simple explanation.

Engine places the wallmark on the expected contact area and then calculates the actual shot second.


Remember, the game does not use actual projectiles (i.e realism style games) so it calculates both the bullet and the bullet impact areas in two different timings. You spinning caused them to hit different places.

My explanation.
Then why would they make a calculation system that fails to appoint the right place when you spin two times?
You'd think that actions like his would fall under the catagory of testing the system.

He indeed turns very fast. But this would mean there is a moving cap. Like breaking the speed of light in real life.
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Re: CoD 4 WTF Shot

Post by Drofder2004 » February 21st, 2010, 9:23 pm

No, you are over complicating things.

Example:
Player spinning at 60RPM (1 spin a second)
2.78 Degrees per milliseconds

Now, we do not know the actual background coding, but even 5 milliseconds between calculation A and calculation B is enough to allow the player to spin nearly 14 degrees.

If the game used a system such as Bad Company or Operation Flashpoint, where an actual projectile item is used, then only one calculation is ever made, but CoD uses a simple "point-and-click" method, where a line is drawn between your gun and the exact direction your gun is pointed, and then it calculates the objects/entities it hits in that line. Now consider the fact it either does this twice (one for objects and one for players) or it does a separate thread per object hit (causing time difference) and you have a feasible explanation....

Give me the source code and I will give you an exact reason >.>
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Re: CoD 4 WTF Shot

Post by Innkeeper » February 21st, 2010, 10:18 pm

Looking at the wallhack vid it seems to me that the player on docks moved into A hall. Hard to tell because of the spins but that's what it looks like to me.
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Re: CoD 4 WTF Shot

Post by Hoogie » February 21st, 2010, 10:38 pm

Innkeeper wrote:Looking at the wallhack vid it seems to me that the player on docks moved into A hall. Hard to tell because of the spins but that's what it looks like to me.
Thats what i was thinking :P
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Re: CoD 4 WTF Shot

Post by Drofder2004 » February 21st, 2010, 11:14 pm

Watch the dots...
Image of the exact moment the dot disappears. (Gun fire is heard slightly earlier than this point)
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Re: CoD 4 WTF Shot

Post by Azabael » February 21st, 2010, 11:52 pm

Drofder2004 wrote:No, you are over complicating things.

Example:
Player spinning at 60RPM (1 spin a second)
2.78 Degrees per milliseconds

Now, we do not know the actual background coding, but even 5 milliseconds between calculation A and calculation B is enough to allow the player to spin nearly 14 degrees.

If the game used a system such as Bad Company or Operation Flashpoint, where an actual projectile item is used, then only one calculation is ever made, but CoD uses a simple "point-and-click" method, where a line is drawn between your gun and the exact direction your gun is pointed, and then it calculates the objects/entities it hits in that line. Now consider the fact it either does this twice (one for objects and one for players) or it does a separate thread per object hit (causing time difference) and you have a feasible explanation....

Give me the source code and I will give you an exact reason >.>
If this method is used, would this mean the faster you spin, the more distance there can be between the calculations and the actual bullet impact?
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Re: CoD 4 WTF Shot

Post by Drofder2004 » February 21st, 2010, 11:54 pm

Azabael wrote:
If this method is used, would this mean the faster you spin, the more distance there can be between the calculations and the actual bullet impact?
Precisely.
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Re: CoD 4 WTF Shot

Post by Azabael » February 21st, 2010, 11:57 pm

Drofder2004 wrote:
Azabael wrote:
If this method is used, would this mean the faster you spin, the more distance there can be between the calculations and the actual bullet impact?
Precisely.
I feel like testing this.
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