Hitboxes In Ns?

BizzyBizzy Join Date: 2004-09-19 Member: 31790Members
edited September 2004 in NS General Discussion
<div class="IPBDescription">OMG!1 I got killed around the corner!</div> ::Edit:: I now see that there is a topic about "Hitboxes" and not being able to hit aliens ,but im not sure this belongs here because this is about being killed around corners and not about what could possibly be bad aim.

If it belongs there feel free to move it .And sorry in advance if it does.

--------------------------------------------------
This is semi taking nemesis up on his offer to tear the current beta apart ...
And semi a question and idea about the nest beta. It could go under suggestions and ideas but i think it belongs here more than there.


Ok.

The hit boxes for ns seem a little "Odd" And i was wondering if its just me and maybe 20 other people... Or does the hitboxes in ns sometimes feel like the opposite of the
"23 slot bug" when your moving around a corner? I understand that as a marine you are often told to

"CHASE THAT FADE HE'S ALMOST DEAD!"

But ive had times where the marine said "WTH? rofllmao. I didnt even move!" and i died as a skulk or fade when a simple hit and run turns into a steam sucks. or omg lag( wich im 100% sure it wasnt. Because (I AM THE MATRIX =\ ).
Or maybe even a flyraa, ns " buggalug" i hate this crap . Rant .
=================================
Question: Do bullets go thru walls in beta5?

Question: Is it a known problem? If not or so.. What can you tell me and others about it?

Also.
Question/idea: Will hitboxes like CS ever be added to NS?
=================================
That would make alot of the skulk complaints go away with one easy add in . because skulks would be more willing to aim instead of holding down mouse1 and praying they get you... + a gorge headshot would
be cool lol ( hs wouldnt hurt ha's)

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Considering the skulk head always points in the direction of his prey, if he's trying to keep it in sight, I really don't see headshots etc being a feasible idea.

    Getting shot "around corners" is not new. Just groan when it happens and glower a bit, then move on.
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    It is because of lag compansation of the net code... It is not because u are lagged; but you have been hit by a player that has high latency... That means if a player with 300 latency shoots at you, it will be registered 300 miliseconds later... and add this your latency lets say 50... So you will die 350 miliseconds after he shoot... Possibly after you turned around the corner...
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    edited September 2004
    This has nothing to do with lags. In a lot of matches we continued to shot at the corner where the fade / onos (whatever) just dissappeared, and often enough (when he was low on health) we actually got the frag <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> And the pings were around 50ms for both teams.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    edited September 2004
    NS has a hard-time with the HL netcode, which post 1.1.0.0 relies on client side prediction. The servers response time is far too slow to keep up with pace ns follows. The reason you die around corners is simple: Client side prediction means that the server will get information from you at a certain rate (whatever your cl_updaterate is). You trace a skulk with a lmg as it runs out of the room. The server recieves your information and the clients information. The problem is that both of these sets of information, where you were shooting and where the other client thought they were at, aren't necessarily the same. The client may think "yes I cleared the wall" the moment they get behind the wall. However on your screen, your client can still see the skulk, and you were shooting it. The server sees this info from your client, decides you did the required damage, and kills the skulk. It then sends the info to the client and says "hey, you died before you made it around the wall", and then the skulk dies. The player who died then comes to the ns.org forums and says "WTH STOP LAGGING NS I KEEP DYING AROUND CORNERS PLEASE MAKE IT STOP". The short answer is that this is the price we pay for "clean" shooting in terms of leading targets. The problem is that client side prediction causes many problems that aren't easily solved (read the other thread and its talk of interpolation and such to see why its not perfect), but is probably a better and more reliable method than the serverside alternative, at least at the moment. Hope that higher bandwidth alternatives in the future make such clientside prediction un-needed (gogo fibre to the home).

    No bullets do not go through walls in NS. The above issue was probably the cause of being "walled".

    No hitboxes will not be "CS style" for NS. It's already bad enough trying to kill something with hitboxes how they are now. Further complicating of them would most likely only worsen the situation. I'm sure one of the I&S Forum Trolls knows the rules on that, it was probably a common suggestion to add "headshots and 1 bite kills for biting a marine on the head" and such.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Hey, love it or leave it.

    Half Life's netcode is some of the best I've seen.

    But TheAdj` basically summed up everything about it.
Sign In or Register to comment.