I Hope All The Hitbox Issues Get Fixed Soon.

JRockJRock Join Date: 2002-11-26 Member: 10032Members
edited December 2002 in NS General Discussion
<div class="IPBDescription">They're kind of IMPORTANT.</div> *Marines when crouched are incredibly hard to hit, most especially in vents.
*Marines can't be skulk'd from above or below (and they should be able to - surprise attacks from above are a key skulk strategy that in this current state is almost completely useless because of the screwed up hitboxes).
*Lerks' wings aren't hitable, but they have a hitbox twice their height.
*Onos' hitbox is very small and doesn't cover a large part of the animal [looking at it from the SIDE].(perhaps to help it get through smaller doorways, which is sort of justified, but still worth mentioning).

This is an IMPORTANT thing to fix - you'd think hitbox issues would be one of the FIRST things fixed (they usually are in most mods).


So heads-up, NS team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Comments

  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    This sounds like somthing that would come in a client side patch.

    They are patching bugs and exploits like mad men, if this were a commercial game, you would have just now seen the first minor update, as the developers have been in Hawaii on vacation after the game's release. Chill out, take comfort in knowing that the devlopers know there are hitbox issues, and put some faith in the fact that Flayra obveously doesn't suck...
  • JRockJRock Join Date: 2002-11-26 Member: 10032Members
    It's just a reminder. Htibox issues ARE kind of important. That's all.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    nah, I honestly couldn't see why Flayra would give a damn ...

    really ...
  • NullzeroNullzero Join Date: 2002-11-05 Member: 6968Members
    Yeah, I really hope these get fixed. Happens to me all the time... trying to be a crafty skulk and hop on Marines' head and stuff... only to not do any damage because they're crouching. Really lame.

    -----
    Nullzero
  • DooM_Space_MarineDooM_Space_Marine Join Date: 2002-12-12 Member: 10670Members
    Or when your squad gets decimated because the Marines' hitbox is about 2x their size and they eat each others' bullets... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    edited December 2002
    The Onos is easy enough to hit with the hitboxes they have. They should keep it that way.

    [EDIT:] Onos hitboxes are fine. :|
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    This is a picture of Onos hitboxes. They're fine.
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    I think the problem is not the hitboxes... they are actually pretty fabulous for all models

    Its the bounding box that's the problem, and thats not easy to see in model viewers cuz its set in the code.

    The hitboxes are only examined by the game if a bullet passes thru the bounding box first. So if the bounding box is way small, bullets can pass through the hitboxes, but the game doesn't bother to check, becuase they did not pass through the bounding box.

    Unfortunately, halflife seems to use this bounding box for COLLISION too, not just bullet tracing, which means an onos would never fit anywhere if it were fixed, you'd never be able to climb over a turret, lerks wouldnt fit in vents, etc etc etc
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    if that's true don't you think Valve would have said something by now such as: sorry Flayra, what you are trying to do with this mod is unfeasible with the current limitations of Half-life, we will have to make a new Half-life patch to enable these things that you want.
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    And I'm pretty sure an overhead commander view is more or less "unfeasible" with the Half-Life engine, but he pulled it off anyway <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    This is very important... You know in Ns_nothing you get to seal off viaduct and powersilo by blocking elevators? Marines can do something really hateful. They can have 2 marines camp in the 2 vents (CBH/GVH and Antechamber) and the skulks will NEVER get out. Meanwhile, the others get to build without fear as the alien team sealed themselves in.

    Once their set (having more resource points than they would normally do with harass, they siege the elevators, come down and own you. Terrible aint it.

    And oh, lerks don't work too well either. The marines can camp near corners and just move away when you shoot them. Plus if you die... *twiddles finger*
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    Flayra is my hero.
  • Evil_TimmyEvil_Timmy Join Date: 2002-11-01 Member: 2350Members
    I volunteered for some skulk testing of biteboxes with 1.04, and they seem to be working better than before. A skulk could bite and do damage to both my head and my feet while standing or crouched on a ladder, and did proper damage even when I duck-jumped everywhere.

    Random thought: What if a skulk could latch onto a marine? IE use silence and jump on his back, then stick there? If the marine never noticed, how long would it be until he walked into a turret farm and started getting shot at, or until one of his buddies started capping him and he died to a mysterious skulk bite? I guess it'd sorta be the ultimate parasite...
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    <!--QuoteBegin--JRock+Dec 24 2002, 08:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JRock @ Dec 24 2002, 08:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->*Marines when crouched are incredibly hard to hit, most especially in vents.
    *Marines can't be skulk'd from above or below (and they should be able to - surprise attacks from above are a key skulk strategy that in this current state is almost completely useless because of the screwed up hitboxes).
    *Lerks' wings aren't hitable, but they have a hitbox twice their height.
    *Onos' hitbox is very small and doesn't cover a large part of the animal [looking at it from the SIDE].(perhaps to help it get through smaller doorways, which is sort of justified, but still worth mentioning).

    This is an IMPORTANT thing to fix - you'd think hitbox issues would be one of the FIRST things fixed (they usually are in most mods).


    So heads-up, NS team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Its very possible to kill a marine from above or below, I do it plenty of times. The only bad hotboxes I see right now is a marine at the edge of a vent. They're pretty much impossible to kill. Marines inside vents are fine, though. And a crouching marine is easy..
  • TrikkTrikk Join Date: 2002-11-22 Member: 9606Members
    <!--QuoteBegin--AcKz+Dec 25 2002, 10:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AcKz @ Dec 25 2002, 10:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The only bad hotboxes I see right now is a marine at the edge of a vent. They're pretty much impossible to kill. Marines inside vents are fine, though. And a crouching marine is easy..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I thought this was the case, actually. Stood at the edge of a vent. Fired a couple of rounds onto a skulk running around on the floor. The guy goes away and comes back with his buddies (4 other skulks). I didn't fire at them, 'cause I thought I was invincible (no, I didn't smoke/inject/ate anything prior), instead I taunted them and mocked over say. Then finally this german guy says "Scheisse" and climbs up the wall and kills me...

    The others felt quite silly after that, since no one thought of that approach. Instead they tried to parasite me to death.
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
  • JRockJRock Join Date: 2002-11-26 Member: 10032Members
    edited December 2002
    <!--QuoteBegin--Vektuz+Dec 25 2002, 07:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vektuz @ Dec 25 2002, 07:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think the problem is not the hitboxes... they are actually pretty fabulous for all models

    Its the bounding box that's the problem, and thats not easy to see in model viewers cuz its set in the code.

    The hitboxes are only examined by the game if a bullet passes thru the bounding box first.  So if the bounding box is way small, bullets can pass through the hitboxes, but the game doesn't bother to check, becuase they did not pass through the bounding box.

    Unfortunately, halflife seems to use this bounding box for COLLISION too, not just bullet tracing, which means an onos would never fit anywhere if it were fixed, you'd never be able to climb over a turret, lerks wouldnt fit in vents, etc etc etc<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You are correct - it is the bounding boxes (called player hulls) that are the problem. It's a known issue. It just needs to be fixed, but it's quite possible it's beyond anything the NS team can do and is actually up to Valve to fix this, because this issue affects all HL mods (CS, etc).

    Copy/paste of a proper explanation from another player:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Half-Life has a hardcoded maximum of THREE (3) total player hulls. This maximum cannot be changed by anyone except for Valve. The original Half-Life used one hull for the normal player in a standing position, one for a crouching position, and a point or 'null' hull of size (0, 0, 0).

    I wouldn't be surprised if Half-Life checks all hits on the player hull BEFORE checking the hitboxes. Thus, your shot would have to hit the player hull before it gets checked against the hitboxes.

    Obviously, Natural Selection needs a lot more hulls than the three allowed, so they really have to make do with reusing them as they can. I can guess that they have a skulk/gorge/lerk/playercrouch hull, a fade/playerstand hull, and an onos hull. I don't know for sure.

    One other point - the player hulls are AXIALLY aligned. They DO NOT rotate with the player. So, it would be impossible to extend the onos hull from head to tail; if you did that, the onos would only be able to walk through the doors facing one specific direction but not the other (i.e. north-south doors but not east-west doors).

    Knowledge++ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Ouch. That is one HARSH limitation, I'm amazed that they managed to get things done around such a nigh-crippling difficulty. For a game so beloved by modders, you'd think that Valve would've fixed that first thing.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    As I understand, it was said <b>long ago</b> that Half-Life has some errors limiting Natural Selection, and that Valve are aware of the problem. As to it's being fixed... that's anyone's guess, but I for one hope it is, even if it would mean a new set of map-compiles for the maps.

    Though if it DOES come to that, and the mappers need a dual-1.4Ghz machine to do the compile, I'd be happy to contrib some CPU horsepower. :-)
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