It has been broken for a week which is obviously devastating for shooters. The players character seems to lag behind the actual parts locally. In that you can run through their bodies in some occasions (see original thread).
For shooters it means that raycasts casted clientside will go straight through players on many occasions, which is just awful. (Again I can’t understate how awful this all is).
Haven’t heard anything from Roblox engineers about this bug since last week. Could we please get some sort of assurance this is being investigated or (if this is at all technically fesable) roll back the disastrous changes that were made around this time last week. (Apparently this already happened but the issue seemed to persist).
Sorry for bombarding everyone with this but when it’s your business you’ve got to make your voice heard.
Here’s a Video example:
Note rays passing directly through the enemy and the enemy’s ray coming from ahead of their rendered position. There is a clear discrepancy here. Note rays are being casted CLIENT SIDE.
Even though I haven’t seen it online (I’ve been in the Studio caves for very long), I’ve seen it in videos. It looks game-breaking. I’m about to make a PvP game too.
Edit: It appears the physics/render model are in different places as other players gunshots aren’t coming from their body sometimes.[/quote]
Wait, isn’t that bad practice? I could potentially figure out how to send any part in the game through the remote and thus shoot everyone simultaneously, right? Why aren’t you sending the ray data to the server and letting the server handle it?
Edit: It appears the physics/render model are in different places as other players gunshots aren’t coming from their body sometimes.[/quote]
Wait, isn’t that bad practice? I could potentially figure out how to send any part in the game through the remote and thus shoot everyone simultaneously, right? Why aren’t you sending the ray data to the server and letting the server handle it?[/quote]
Huh, can you explain what your method is and how it’s more secure than doing raycasting on the client? I do raycasting all on the client also (I imagine lagfest if it were done on the server) so I would like to hear this
Not seeing how raycast is more secure on the server if the client is ultimately always sending start and end positions, unless you have a different way and variables of figuring out where the client wants to shoot. Which is also why I ask
EDIT:
So we don’t “de-rail” PM me it or make a topic, this affects anyone who does bullets/RAYCAST so this is actually kind of huge issue…
Well if you’re doing raycasting on the client it means you’re sending a part or position to the server. If I could figure out how to send specific parts or positions to the server, I could exploit that to kill everyone all the time.
Note rays passing straight through the enemy and the enemy’s rays coming from way ahead of their actual position. There is a discrepancy between the render position and the actual position.
I can 100% confirm the render is different from Physics. I made a FE Railgun for Rolijok, ray casting handled on the client, and I can get the same results as Owen.
I do raycasting on the client as well – this is a pain
What amazes me is that we haven’t had any response whatsoever from the ROBLOX staff in over a week after they acknowledged the issue when it first appeared.
Owen, can you record a version that includes the network diagnostic window (Shift-Ctrl-F3) and remove the shot variance from the gun that’s included in that place?
Thanks again and we are continuing to try to investigate this issue.
[quote] Owen, can you record a version that includes the network diagnostic window (Shift-Ctrl-F3) and remove the shot variance from the gun that’s included in that place?
Thanks again and we are continuing to try to investigate this issue. [/quote]
I’m on it. Will record with a zero spread gun now.
[quote] Owen, can you record a version that includes the network diagnostic window (Shift-Ctrl-F3) and remove the shot variance from the gun that’s included in that place?
Thanks again and we are continuing to try to investigate this issue. [/quote]
Could you roll back the update until the issue is resolved? This isn’t an update which people would notice (if there were no bugs), and we managed just fine without it, so until this is resolved can the optimization and whatnot wait? Every game that does client raycasting is completely broken due to this – one of the most popular games at this time, Hex, is doing extremely poorly right now because it’s completely broken when this issue arises. Since this isn’t any noticeable update, please please please just roll it back until you fix the issue. I’m pretty sure everyone here would prefer functionality over optimization or whatever this unseeable upgrade was.
[quote] Owen, can you record a version that includes the network diagnostic window (Shift-Ctrl-F3) and remove the shot variance from the gun that’s included in that place?
Thanks again and we are continuing to try to investigate this issue. [/quote]
There, there’s no way your going to be able to read that is there?
Not going to be able today, its midnight here. Can try again tomorrow but will need to wait for someone to get online to record for me.
Good luck![/quote]
I’ll get out of English as soon as 9 AM EST, so I can record the issue at 1080p for you then assuming you didn’t find someone in your timezone to record it earlier.