Mordhau
 marox — Project Lead
Project Lead
  • Likes received 5177
  • Date joined 25 Oct '15
  • Last seen 23 Feb

Private Message

785 5177
  • 1 Feb
 marox — Project Lead

@Pred said:
Something that I wanted to bring to the devs' attention. Right before this happened:

dafb46d029d388a18d0818f664c43ad4.png

There was about a 0.5 second window when my opponent seemed to move at something like 200% speed, like the server lost track of him for a moment and then compensated. I thought that maybe I'm seeign things so I ignored it. I don't have the clip anymore.

Something similar happened today:

https://streamable.com/7l4i1

Notice how:

  • At 1.5 sec the Zwei guy on my right gets catapulted forward
  • A 3 sec my stab gets parried by air
  • For a moment everything goes back to normal
  • At 11 sec game goes supersonic for maybe about 1.5 sec
  • During which this desync happens:

1.PNG

And then everything goes back to normal again.

Seems like it would be down to 3 possible things:

  • a server stutter
  • a spike in the server's network
  • a spike in your network

All 3 would bump the ping, although it might be for such a small duration that it would simply get averaged out and not noticeable on the scoreboard.

785 5177
  • 29 Jan
 marox — Project Lead

@SeaFerret said:
Is there a due date on bot name, custom emblem, and credit name submissions?

We'll probably slap one on there if people take too long, but there's no hurry right now.

785 5177
  • 29 Jan
 marox — Project Lead

Work continues on Mordhau and we're making good progress towards beta and release, but unfortunately we're not quite there yet. We do not intend to rush things, but since we promised early access to Beta backers by January, we are letting the Beta backers into the melee-focused Mordhau Alpha. If you are a beta backer, you will receive an email from us shortly with instructions on how to get your Steam key. Our actual Beta and Release dates will unfortunately have to shift a bit further into 2018 to make sure we can deliver content with an adequate attention to detail and polish. We will keep you updated on the matter!

We are also releasing some of the backer rewards that can now be claimed, and we have also begun collecting input for the personalized rewards. For those of you who backed at the corresponding tiers, you will see your rewards listed in the account tab on our website, and you will be able to fill out the input for personalized rewards there as well.

And finally, check out some cool Alpha combat footage below, captured by community member Trix:

785 5177
  • 26 Jan
 marox — Project Lead

@JasonBourne said:
How will this affect servers that change map every 10 mins with players ?

It won't, because this issue does not pertain to them

785 5177
  • 26 Jan
 marox — Project Lead

@Havoc said:

@marox said:

@Havoc said:
So the "input lock bug" is actually the "animations and player models are desynced causing very early hits on your client via receiving accels" bug.

Not sure what input has to do with this, can you elaborate?

The input lock bug may just be desync.

I'm guessing you're not referring to an actual general input lock, but a specific case of not being able to parry in a specific scenario which you mentioned last time? Shouldn't be related to that in any way unless it magically goes away on map change. It's only related to time (and by proxy) some animations desyncing between server and clients, and since servers run the logic they decide when hits happen. I'm not sure if it's an issue that would become problematic in actions other than attack hitreg.

785 5177
  • 26 Jan
 marox — Project Lead

@rob_owner said:
okay so from what i found, if you join a server that was empty and up for a while (theres probably a reason i dont know for why this happens but those two qualities were both consistent when i tested), theres a chance that the server tracers are not synced with your tracers/weapons, and stabs will hit SLIGHTLY early, so will everything else. This is different from regular instahits (which are already pretty brutal) and it looks like thats whats happenin in some of your clips.

i tested on Nal's server with the commands m.drawtracers 1 and the showauthtracers 1 command, you need to be logged in as admin to see the server tracers, but if you join a server that was up and empty for a while, chances are they will be desynced, it was consistent when i tried it. If you just change the map it will fix it. If you set the server speed with slomo to like 0.2 or 0.5 it becomes extremely overt.

pretty sure devs already know and are working on it among other things

Can now confirm this is an issue, we're working on a fix.

785 5177
  • 26 Jan
 marox — Project Lead

@Havoc said:
So the "input lock bug" is actually the "animations and player models are desynced causing very early hits on your client via receiving accels" bug.

Not sure what input has to do with this, can you elaborate?

785 5177
  • 25 Jan
 marox — Project Lead

@rob_owner said:
okay so from what i found, if you join a server that was empty and up for a while (theres probably a reason i dont know for why this happens but those two qualities were both consistent when i tested), theres a chance that the server tracers are not synced with your tracers/weapons, and stabs will hit SLIGHTLY early, so will everything else. This is different from regular instahits (which are already pretty brutal) and it looks like thats whats happenin in some of your clips.

i tested on Nal's server with the commands m.drawtracers 1 and the showauthtracers 1 command, you need to be logged in as admin to see the server tracers, but if you join a server that was up and empty for a while, chances are they will be desynced, it was consistent when i tried it. If you just change the map it will fix it. If you set the server speed with slomo to like 0.2 or 0.5 it becomes extremely overt.

pretty sure devs already know and are working on it among other things

Nice! This isn't something we were aware of. Any idea how long they were up and empty? Are the desyncs consistent, do other people get them as well?

Due to how Unreal handles world time and how it computes delta time between frames from that time, this might be caused by deterioration in floating point accuracy. I've feared this for some time after initially looking over the engine source, but couldn't really believe Epic would leave such a rookie mistake in for so long. This would require the map to be running for quite a while, but it would fix itself on map change, so it feels like it could be responsible, I'm just not entirely sure it's the culprit. It would easily be fixed by making the map change itself after a while regardless if the server is empty, but I'd prefer to tackle the root of the problem as well.

785 5177
  • 21 Dec '17
 marox — Project Lead

There are some issues with the servers in this patch, not entirely sure what's up, but we're trying to get to the bottom of it. Might be related to the animation optimization on dedicated servers, might be just our host Vultr acting up.

As for the delayed sound/hit, the effects of the hit are split into two stages that could potentially be delayed. These will eventually be brought together into a single packet to reduce the chance of this occurring. Right now what can arrive split is the flinch animation and in the other stage the sound & hitflash & particles. The health updates completely separately from these, so the health bar is not a reliable indicator in any case, but it might be a good idea to preemptively show it in the same frame even though it doesn't tick down.

785 5177
  • 15 Dec '17
 marox — Project Lead

I should point out here when I say movement and mouse I mean during attacks/release. We specifically slow down movement and to a certain extent mouse movement depending on ping, but for the mouse this correction stops quite early and doesn't compensate beyond a certain point, for movement we keep doing it even on higher pings. This is to synchronize with the server better, but it gets kind of overboard on high pings right now.

785 5177
  • 1
  • 14 Dec '17
 marox — Project Lead

What I'm looking for is:
1) movement feels too floaty
2) mouse feels too floaty
3) have to parry/chamber too early or I get hit
4) missing when it should've hit
and the ping at which the issue starts becoming unbearable/needs fixing

If there are other problems, feel free to list them too, but these are separate things that are solved differently so the feedback needs to be explicit

785 5177
  • 14 Dec '17
 marox — Project Lead

Making some serious cases of differences between the pings would be good. There's certain tradeoffs that we do right now that we can adjust for various ping ranges very easily. There's generally tradeoffs of visuals vs game play/feel, but we haven't done much tweaking on the higher pings right now.

785 5177
  • 9 Dec '17
 marox — Project Lead

It was an oversight in the random generation that caused those to spawn, we had them in the game since the start, but haven't allowed them until we sort out restrictions / can give them to the people who bought them. While it wasn't mentioned last patch, we also added / began steam inventory integration to handle these things, so that we can start letting people claim them (soon).

785 5177
  • 28 Oct '17
 marox — Project Lead

There is no inverse accel, just a speed cap

785 5177
  • 15 Oct '17
 marox — Project Lead

@Jax said:
@marox while you're at it, could you implement "inverse strike" and "inverse stab" keybinds, which would make the attack come from the opposite side of where you looked?

I know there's already an option to toggle this, but I prefer the default system - however, sometimes when I'm doing successive chambers or trying to track an enemy I run out of mousepad or get too off target.

(I might have overlooked an option in the settings, though.)

This might quickly spiral out of control in terms of buttons, given that one person might want left/right swapped or up/down swapped or both. :(

785 5177
  • 15 Oct '17
 marox — Project Lead

I'll add the 240 system angling after button press as a console toggle (for strikes only since stabs are normally on wheel)

785 5177
  • 15 Oct '17
 marox — Project Lead

Thanks for the reminder, the potential fix will be in next patch, if it occurs in the next patch do let us know.

785 5177
  • 14 Oct '17
 marox — Project Lead

Here's the patch notes: https://mordhau.com/forum/topic/10158/changelog-thread/

What do you guys think of the changes? Discuss them here!

785 5177
  • 14 Oct '17
 marox — Project Lead

Alpha Build #8
10/3/2017

Changelog:

  • Switched to modular linking for Windows server builds (plugin support)
  • Fixed backswings becoming possible to some internal angle changes
  • Chat anti spam fixes
  • Fixed chamber angles and morph angles
  • Messer combo windup increased by 50ms
  • Changed some accellerations:
    • Tier 0 now x2.4 in total (1.05/1.05/0.3)
    • Tier 1 now x2.3 in total (1.0/1.0/0.3)
    • Tier 2 now x1 in total (0.4/0.4/0.2)

Known Issues:

  • Profile select menu causes the input to become sticky.
  • Crashes may occur on Alt+Tab during loading screens, use Borderless Fullscreen if it happens to you.
  • During spectate, players may become invisible except for the person being spectated.
  • Flickering between the main menu and loading screen can occur on start-up. WORKAROUND - thanks to iluvfuz
  • Bots are afraid of heights.
785 5177
  • 5 Oct '17
 marox — Project Lead

Would love to have it, unfortunately, the 1P view model would clip like crazy if you turned the head like that.