TL;DR just watch 13:16 for an Example. This bug was weird to locate and replicate, but it's really game-breaking now that you're aware of it. Thanks to malta and the guys doing a lot of testing after my earlier video, Zaromet and JohnsonBoss. Twitter: twitter.com/flamuchz Discord: discord.gg/Flamu Stream: www.twitch.tv/flamuu Insta: instagram.com/flamugram/
its actually pretty obvious for ma as a coder how they calculate things, map coordinates in the middle is probably 0,0 and based on the object position on 2 dimensional plane they calculate vectors of all objects including those that break vision of sight, but because someone didn't code and test it properly those 0,0 coordinates break calculations and server does not know that you are hidden behind smoke and game renders object, but when something happens to smoke (starts fading) object position is dynamically recalculated (as it has to be) and game gets info that object is not visible, btw it may also be related to this weird thing with seeing only part of the ships as it is more related with where your guns (and vision center ends) as I expect server sends more updates for objects in the center of interest (to save resources and not spam millions of updates every millisecond) - my wild guess on a reasons
If you watch the end, the part with the "shadow cone" describes the partially-visible outside ships. Essentially, it appears like the game draws a vector from the map center to the smoke puff you're in, and hides everything within that "cone", but anything outside of it is still visible to the player in smoke. 🤔 I'm honestly at a loss as to how describe it code-wise other than SPAGHETTI CODE.
This actually makes more sense when you put into perspective how lots of mechanics in the game work. Matchmaking mirrors ships spawns against the x-axis or Y=0 at the beginning of the match. The reason why a ship needing an absolute center in it's model would be due to the center being where the server determines on the plane the coordinates of where to draw said polygon (a smoke puff) with 0.45km as the polygon's radius (translated back to whatever value measuring that vector would give) and then it simply repeats this function for determined intervals (it also makes sense why a crawling smoke actually has a very briefly lingering polygon that appears) . The server also uses the (0,0) coordinate to determine where the entity is in relation to whatever is requesting the rule determining if said entity is meant to be rendered. In the smoke case; if center of ship center is within polygon, ship does not render. Hell this explains so many visual and graphical bugs that have come up, really; Why the game client will crash for certain players who play windowed and will hit "maximize" on their window only for the game to crash (since the game likely has the assets fixed and loaded within specific resolution settings, and has to redo all of these calculation (literally every calculation on the map, the player ship, their teammates' ship, the enemy ships, polygons on the plane that are meant to be non-interactable (islands), and decorative assets on the map.) Why the game client seems to have a hard time figuring out which puff of smoke to pull the time from (it's getting quite literally over lapping information from overlapping polygons.) This would explain why there's people that load into the game but not really since the server loads in the physical interactable aspects of the player ship like the hit boxes but screws up rendering the graphical assets due to some weird funky calculations going on. Inherently most games do not have the kinds of 2D and 3D vectoring interactions in the way that WoWS does in that 3D games typically do not require that the 2D positions being represented have to be scaling accurately representative 3D positions. For the most part those kinds of interactions just get approximated since a flat 2D map that a 3D player is looking at is small and only is representative of giant game map. But ours does; that's why we can aim with the mini map, or like how we get mods like "running lights" since all it's doing is seeing if the vector being made by a ship is a positive, 0, or negative integer (I may be speaking from my butt, if maybe someone who has designed a similar mod can share some insight, I'm simply speculating) Hell could stretch that to even explain why we STILL have artillery bugs (shells landing short or far despite our crosshairs saying otherwise, and why we always as a rule of thumb say that the minimap is ALWAYS where we are truly aiming. Since the mini map likely is the more accurate approximation of what coordinates our crosshairs actually are on, in relation to what information the server is receiving. (Funnily enough maybe that's the explanation to why players with low end computers seem to aim better since the lower resolutions translates back to less 2D>3D>2D approximations)
@@bluesynth7958replying to part about "center of ship for spotting" If you clip inside (with camera mods) of anniversary camos - that red Benson and white ugly one) you will see a top part of superstructure on water line serving as spotting point They are that lazy
Had situations when it was impossible that someone spotted me as well… Thought it was my fault and i didnt realize that there was an enemy nearby but there clearly wasnt. That sucks!
It might be a quadrant issue where the map goes from +1 to zero to -1. So crossing the line between 5 and 6? Or does it have to cross the map zero and give -x, -y quadrant?
So... How the hell do you code smoke mechanics to be tied with the center of the map? That has to be a programing achievement. The railgun bug had shell travel time somehow tied with it's penetration and velocity, but those are at least parameters that do influence each other. But smoke tied with center of map...? Wha..
Clearly it depends of signs of the coordinates, relative to the map center. Which I guess it just the coordinate system of the game, with zero in the middle. I can imagine error like that .. but how is the first puff relevant ? But we know first puff is special from previous errors.
Not only smoke is broken regarding spotting. I had a game today when playing ipiranga. A bb i was shooting at went dark but cv behind him lit up despite me being the closest ship to it, our cvs planes was near him hunting dd which sneak up on our cv far behind me. I stop seeing their cv as soon as my targeted bb opened fire at me again and yes i was spotted all the time
smoke laying time may be broken too. was running a full smoke build legmod mino the other day and the action time wasnt what it should have been by a factor of about 30 secs if memory serves.
Yep, today in Ops I really noticed bots shooting me from smoke when I was not spotted and had not been spotted at all. I could not see them but they could see me.
''Because we've recently noticed that smokes seemed to work improperly, we've decided to remove them from the game, expect updates soon.'' Testing of several new iterations and fixes... 5 years later... ''As we removed the so called smoke mechanic a short time ago, we did thorough testing to find a fix for the improperly working feature. We tried several iterations in an attempt to resolve the issue and we have good news, finally the smoke mechanic will return in a new coat with shining colors and brand new features!''
I play the storymode in wows, but all DD's player or AI have this bug. You can see AI ships true the smoke but AI can see the player as well. hope that tell you a little more about this smoke bug.
Good news Smoke is OP to begin with, especially when a DD pops it 9-8 km from you and starts to farm you Whish things like this happened when I play the game XD P.S. Love you Flamu
You wanna hear a sick thing, the french DD line under Orage has full speed smoke into a cap it works full speed with speedboost and hidden by the smoke but as soon as you turn to use the smoke after it has finished to be produced but still lays there as a screen to kite you are spotted.
@@lucidnonsense942 no it not I am a DD main. If you go B which is in a lot of maps you can be F if another DD get there first. He at the center smoke you get spotted because you think he can not see you, like you can not see him. Or you run out of your smoke{never stay in smoke }. You get spotted because he is now in the center. So if you are a good DD you are dead
TL;DR just watch 13:16 for an Example. This bug was weird to locate and replicate, but it's really game-breaking now that you're aware of it. Thanks to malta and the guys doing a lot of testing after my earlier video, Zaromet and JohnsonBoss.
Twitter: twitter.com/flamuchz
Discord: discord.gg/Flamu
Stream: www.twitch.tv/flamuu
Insta: instagram.com/flamugram/
Bots everywheren it seems
I thought this was going to be a 'oh he's briefly spotted' but it was as if the smoke didn't exist. Absolutely laughably Brrrroken.
eSports ready boys
The one-way part of the smoke sounds even more broken though.
its actually pretty obvious for ma as a coder how they calculate things, map coordinates in the middle is probably 0,0 and based on the object position on 2 dimensional plane they calculate vectors of all objects including those that break vision of sight, but because someone didn't code and test it properly those 0,0 coordinates break calculations and server does not know that you are hidden behind smoke and game renders object, but when something happens to smoke (starts fading) object position is dynamically recalculated (as it has to be) and game gets info that object is not visible, btw it may also be related to this weird thing with seeing only part of the ships as it is more related with where your guns (and vision center ends) as I expect server sends more updates for objects in the center of interest (to save resources and not spam millions of updates every millisecond) - my wild guess on a reasons
your idear sounds valid :)
If you watch the end, the part with the "shadow cone" describes the partially-visible outside ships. Essentially, it appears like the game draws a vector from the map center to the smoke puff you're in, and hides everything within that "cone", but anything outside of it is still visible to the player in smoke. 🤔 I'm honestly at a loss as to how describe it code-wise other than SPAGHETTI CODE.
This actually makes more sense when you put into perspective how lots of mechanics in the game work. Matchmaking mirrors ships spawns against the x-axis or Y=0 at the beginning of the match. The reason why a ship needing an absolute center in it's model would be due to the center being where the server determines on the plane the coordinates of where to draw said polygon (a smoke puff) with 0.45km as the polygon's radius (translated back to whatever value measuring that vector would give) and then it simply repeats this function for determined intervals (it also makes sense why a crawling smoke actually has a very briefly lingering polygon that appears) . The server also uses the (0,0) coordinate to determine where the entity is in relation to whatever is requesting the rule determining if said entity is meant to be rendered. In the smoke case; if center of ship center is within polygon, ship does not render.
Hell this explains so many visual and graphical bugs that have come up, really;
Why the game client will crash for certain players who play windowed and will hit "maximize" on their window only for the game to crash (since the game likely has the assets fixed and loaded within specific resolution settings, and has to redo all of these calculation (literally every calculation on the map, the player ship, their teammates' ship, the enemy ships, polygons on the plane that are meant to be non-interactable (islands), and decorative assets on the map.)
Why the game client seems to have a hard time figuring out which puff of smoke to pull the time from (it's getting quite literally over lapping information from overlapping polygons.)
This would explain why there's people that load into the game but not really since the server loads in the physical interactable aspects of the player ship like the hit boxes but screws up rendering the graphical assets due to some weird funky calculations going on.
Inherently most games do not have the kinds of 2D and 3D vectoring interactions in the way that WoWS does in that 3D games typically do not require that the 2D positions being represented have to be scaling accurately representative 3D positions. For the most part those kinds of interactions just get approximated since a flat 2D map that a 3D player is looking at is small and only is representative of giant game map. But ours does; that's why we can aim with the mini map, or like how we get mods like "running lights" since all it's doing is seeing if the vector being made by a ship is a positive, 0, or negative integer (I may be speaking from my butt, if maybe someone who has designed a similar mod can share some insight, I'm simply speculating)
Hell could stretch that to even explain why we STILL have artillery bugs (shells landing short or far despite our crosshairs saying otherwise, and why we always as a rule of thumb say that the minimap is ALWAYS where we are truly aiming. Since the mini map likely is the more accurate approximation of what coordinates our crosshairs actually are on, in relation to what information the server is receiving. (Funnily enough maybe that's the explanation to why players with low end computers seem to aim better since the lower resolutions translates back to less 2D>3D>2D approximations)
@@bluesynth7958replying to part about "center of ship for spotting"
If you clip inside (with camera mods) of anniversary camos - that red Benson and white ugly one) you will see a top part of superstructure on water line serving as spotting point
They are that lazy
When Malta says "Oh shit, there's a Mino, I hope he's not radar!"
It killed me 🤣🤣
For me it was: "He's shooting me dude"
I like this Man dumbass humour, Always make me laugh.😂
when this 2 serious streamer did more testing than an entire company combined
great meme
Every time Flamu posts a WoWS vid, the freed up space on my hard drive becomes more justified. They're actively trying to break as much as possible.
The thinking mans action gamE !!!!
Clearly e-sports material
E sports ready game btw
this bug is so advanced even wargaming wont get how it works
I love the goofy energy from Malta 😂😂😂😂
Yeah Flolo just trying to analyze shit and Malta just thinking something like "wouldn't it be funny if I devstruck his Venezia" :D
Every couple of months I see a Flamu video about bugs pop up.
That's the closest I've come to this game in ages.
FeelsGoodMan.
World of Warships. The monke coded action game
I said that in-game when some [WG] dude was present in the match and I got chat-banned for insulting his feelings.
@@jfloop77 and not for person I reported for whatever reason
10/10 code, I see no problems here.
CSGO: Died 2023
Smoke bug: Born 2024
Welcome back One-Way Smokes
Flamu Sanchez: it's just bugs with extra steps
this explains a few of my matches were I was still somehow spotted...
Perfectly balanced, as all things should be.~WG probably.
So shall we just name the abilities that haven't been broken by WG.. shorter list by now
Another success comrade!
Sometimes, I wonder if they truly wake up every morning and ponder what else to break in the code with coffee on tap.
This may be the thinking man's action game, but it isn't coded by thinking men.
Had situations when it was impossible that someone spotted me as well… Thought it was my fault and i didnt realize that there was an enemy nearby but there clearly wasnt. That sucks!
So I should inform my DD capts for CB' to not lay smoke in the dead center?
With this bug and spaghetti coding you probably shouldn't
unless they are gunboat DDs. Then they can spot AND farm damage.
It might be a quadrant issue where the map goes from +1 to zero to -1. So crossing the line between 5 and 6? Or does it have to cross the map zero and give -x, -y quadrant?
that's my guess. why they put the origin in the middle instead of making everything quadrant 1...
next update: when firing main guns of any caliber, the servers catch fire
Youve got one of your life rafts thats spotting for you :)
Johnston Braxton particle affect
when you had the bourgogne, they were lit when your turret looked at them
This is the stuff we love Flamuu for. Great content thank you Flamuu.
So... How the hell do you code smoke mechanics to be tied with the center of the map? That has to be a programing achievement. The railgun bug had shell travel time somehow tied with it's penetration and velocity, but those are at least parameters that do influence each other. But smoke tied with center of map...? Wha..
I reported this bug months ago on discord, and they said they was fixing it. And its still not fixed
Well, I think WG also doesn't understand what is going on at this point :D
Clearly it depends of signs of the coordinates, relative to the map center. Which I guess it just the coordinate system of the game, with zero in the middle. I can imagine error like that .. but how is the first puff relevant ? But we know first puff is special from previous errors.
Not only smoke is broken regarding spotting. I had a game today when playing ipiranga. A bb i was shooting at went dark but cv behind him lit up despite me being the closest ship to it, our cvs planes was near him hunting dd which sneak up on our cv far behind me. I stop seeing their cv as soon as my targeted bb opened fire at me again and yes i was spotted all the time
smoke laying time may be broken too. was running a full smoke build legmod mino the other day and the action time wasnt what it should have been by a factor of about 30 secs if memory serves.
yeah that one is a known bug, also annoying( you can see the other flamu video about this
Yep, today in Ops I really noticed bots shooting me from smoke when I was not spotted and had not been spotted at all. I could not see them but they could see me.
flammu did you guys test this out on the new commonwealth cruiser smokes?
''Because we've recently noticed that smokes seemed to work improperly, we've decided to remove them from the game, expect updates soon.''
Testing of several new iterations and fixes...
5 years later...
''As we removed the so called smoke mechanic a short time ago, we did thorough testing to find a fix for the improperly working feature. We tried several iterations in an attempt to resolve the issue and we have good news, finally the smoke mechanic will return in a new coat with shining colors and brand new features!''
I don't even understand how you'd have to program the smoke for this bug to happen.
Maltese Knight is nuts 😂
Invoice wargaming with a legit looking request for QA testing, i think everyone who tests these kinds of bugs should be getting paid.
I play the storymode in wows, but all DD's player or AI have this bug. You can see AI ships true the smoke but AI can see the player as well. hope that tell you a little more about this smoke bug.
Time to make the crew smoke some sigars to compensate for the lack of real smoke!
Oh i can see some smoke abuses in combination with the new panamerican line incoming 😂
They have a normal problem. Something is negative value when it should be positve or vice versa.
This bug allowed me to devstrike a Smolensk so swings and roundabouts i guess haha
Same as planes spot when in smoke?Maybe Test CV when use Torpedo bomber attacking mode in smoke. Just guess not sure.
Not only that they lost Art department but the quality team as well
Amazing... That explains a lot... Was scratching my head when that happened in the game....
hidden new mechanics are finally discovered ... wait ... what? :D
Summer job students are gone...WeeGee's in trouble
IS there anything actually working as supposed to in this game anymore?????
BTW thanx for using Ame commander on Gearing
remember how there was an explosion in the center of maps every time a bb shot (or whatever caused it i forget) for YEARS
Knowing WG it wouldn't really be suprising if the addition of CV smokes caused this.
Wows has a competitive scene in spite of Wargaming
Ty
Great coding, comrade. Good job, WG.
wonder if this applies to all graphics settings or if its like people in fps games dropping graphics to the lowest possible to hide extra trees etc.
what the fuck... That's... Wow. Just. Wow.
this game is like the russian army
nothing works
WORLD OF BUGS
I like the conclusion, not the research
E-Sports! btw ...
peak game mechanics right there 16:14
can't remember the map for how long ago it was. i ended up getting spotted through smoke between a and b
Maybe WG are simulating the ship iin the smoke sending a guy up the top of the smoke stack to spot for the ship?
Maybe it is also cause by the centre of a cap. Havent seen all the testing tho, so this might already be irrelevant.
Does it work only in the middle of the map or in the middle of all caps?
I have seen this same thing crossing the center but not in the cap, it was next to the cap but same results.
Best bug ever
I see nothing has changed in WG land while I've been away.
Wait a moment, did you capture the cap at 5minutes, with the Gearing inside the circle on the map?
sooo, just turn the ship around and sail into the map boarder, this is how they play when they "play test" this game, don't you know ?😆
18:31 This is what the developer who are fixing this bug think xD
World of Warships, the thinking men's Action game😂
Chat have they fixed the supership burst fire bug yet
Wows: It will only get worse.
so nice WG doesn't need to hire testers and leave the job for foy
is it WG or Lesta? or both?
World of Bugs comrads
Well that sucks..
Just did a brindisi in operations, and my smoke was useless
honestly at this point just scrap the whole game and start over
How much do you get paid for QA again?
That department has 0 staff members, so not too much.
No way guys they added Mira to wows?
Good news
Smoke is OP to begin with, especially when a DD pops it 9-8 km from you and starts to farm you
Whish things like this happened when I play the game XD
P.S. Love you Flamu
bolognese or carbonara??
You wanna hear a sick thing, the french DD line under Orage has full speed smoke into a cap it works full speed with speedboost and hidden by the smoke but as soon as you turn to use the smoke after it has finished to be produced but still lays there as a screen
to kite you are spotted.
it’s a feature to help dds
I uninstalled wows, best decision I made. Less stress
Spreadsheet says it's fine though.
Doing the bug testing cuz WG can't afford a QA department in 2024.
WG just can’t implement anything with consistent behavior. It’s truly sad…
pretty sure their shop is kinda consistent :D
Because they don't know what they are doing Wargaming
I’ve been saying I get detected 100% behind smoke all the time and teammates are always copium copium copium. But it’s horse sh!t programming
Only if the smoke goes through the centre of the map. That's a pretty rare occurrence if not done deliberately
@@lucidnonsense942 no it not I am a DD main. If you go B which is in a lot of maps you can be F if another DD get there first. He at the center smoke you get spotted because you think he can not see you, like you can not see him. Or you run out of your smoke{never stay in smoke }. You get spotted because he is now in the center. So if you are a good DD you are dead
Its a feature!
Hahahha another bug found in the bug
Now ppl, Pile it on WG :/
Comrade, everything functioning as it should. Gearing not Russian ship. Need nerf.