Question On Hitboxes

NGENGE Join Date: 2003-11-10 Member: 22443Members
<div class="IPBDescription">Orginally posted by Nem0</div> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->From what we have gathered, the hitbox issues do in all likeliness not go back to our changes. Valve did a global update on HL netcode lately, which is why other big mods report minor hitreg issues (us being, as usual, significantly more affected), as well. Seeing that a) we have no clear lead, b) the ball might not even be in our court, and c) there're those 90.000 players out there who don't have access to the new version, we'll continue to investigate the issue, but not make changes in time for 3.0 final.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


If this is true then why does Beta 5 lack the hitbox problems of beta 6?

Comments

  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Can anyone give me a response? Just trying to clear up some questions...
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    no idea :/ i can also tell you that since the hitbox code was reverted back to that used in b5 for constie prebuilds 2-4 the issues seem to have dissapeared, or at least have become much less noticeable.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin-Anderval+Feb 23 2005, 04:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Feb 23 2005, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no idea :/ i can also tell you that since the hitbox code was reverted back to that used in b5 for constie prebuilds 2-4 the issues seem to have dissapeared, or at least have become much less noticeable. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thank you for clearing that up. It would seem that the problems are indeed on the NSDev's team end then. Good luck to figuring them out!
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Personally I saw a huge improvement on the "new" hitbox code, over the old, perhaps its my connection settings?
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    edited February 2005
    <!--QuoteBegin-NGE+Feb 24 2005, 05:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Feb 24 2005, 05:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Anderval+Feb 23 2005, 04:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Feb 23 2005, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no idea :/ i can also tell you that since the hitbox code was reverted back to that used in b5 for constie prebuilds 2-4 the issues seem to have dissapeared, or at least have become much less noticeable. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thank you for clearing that up. It would seem that the problems are indeed on the NSDev's team end then. Good luck to figuring them out! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Nem0 said that the new hitboxes will NOT be in beta6 (and thus probably wont make it in time for 3.0 final) but that they'll try to get them to work for (probable) 3.1 release.
  • AlbinoAlbino Join Date: 2003-08-17 Member: 19841Members, NS1 Playtester
    <!--QuoteBegin-coris+Feb 24 2005, 06:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Feb 24 2005, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nem0 said that the new hitboxes will NOT be in beta6 (and thus probably wont make it in time for 3.0 final) but that they'll try to get them to work for (probable) 3.1 release. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You mean 4.0 right?
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-NGE+Feb 22 2005, 01:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Feb 22 2005, 01:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->From what we have gathered, the hitbox issues do in all likeliness not go back to our changes. Valve did a global update on HL netcode lately, which is why other big mods report minor hitreg issues (us being, as usual, significantly more affected), as well. Seeing that a) we have no clear lead, b) the ball might not even be in our court, and c) there're those 90.000 players out there who don't have access to the new version, we'll continue to investigate the issue, but not make changes in time for 3.0 final.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    If this is true then why does Beta 5 lack the hitbox problems of beta 6? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I questioned this too in a thread once. Never got an offical response. I remeber flayra said that he though it was a HL update. I qutoed him and asked him that if it was, it would have affected all Mods (and therefore B5) and that the last update was the one that got rid of the "last slot lagger" and B5 has been fine eversince.



    Its obviously something in B6 thats causing the problem.
  • NikonNikon Join Date: 2003-09-29 Member: 21313Members, Constellation
    arg, the beta5 code isnt fine, its the same as it always has been, crouching fades cant be shot through their upper half, res nodes block bullets WAY beyond their model, ect...

    Beta6 was NEW code, and apparently from testing found to be buggy as all hell. They are trying to work the bugs out, but as for a public release, they want to go final on 3.0 ASAP, so they are going to leave the buggy new code out, and if they can find a fix, patch it in.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-Nikon+Feb 24 2005, 07:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nikon @ Feb 24 2005, 07:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> arg, the beta5 code isnt fine, its the same as it always has been, crouching fades cant be shot through their upper half, res nodes block bullets WAY beyond their model, ect...
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Model clipping & the hitbox issues are not the same thing.

    Incidentally, all the HL mods DO get some form of hitbox erroring, I've found. It's just NS brings it to the point where it's very noticeable simply because of the greater speed things travel at.

    - Shockwave
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    HL2s hitboxes are broken also, cant see why they didn't go per pixel detection tbh D:
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited February 2005
    OK, where to start.

    First, thanks for the galling sarcasm, NGE. I appreciate it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Second, what is the current situation, hitreg-wise?
    We had serious trouble with the new hitreg code up until the first Constie release. Since no leads on the issue could be unearthed, we rolled back to B5's code. Since then, there are no big problems (aside from those you already know and that prompted us to do that code update in the first place) reported. A number of Consties and low ping - high skill PTs did however note that "something is a little off" for one reason or another. This is what my initially quoted comment was aimed at. There was a rumor of a small tweak on Valve's side going around at the time. This hasn't materialized into any more concrete form since then.

    Third, Source. One of the main reasons we're still holding back on a final decision regarding the Source port is that there is currently no multiplayer physics solution, nor a MP hitreg solution in place. HL2DM uses singleplayer code for this and CS:S is based on homebrew code if I'm not mistaken, which might explain a few things to many of you. These updates <i>will</i> come, but until they do, Source is just not a really viable platform for a multiplayer game.

    Fourth, 3.1.
    Ho, ho, ho, another .1 iteration? <b>Ho </b>ho ho. More like version X+1.0, <b>ho ho ho</b>.
    Funny. And so original.
    The matter of fact is that with the current Source situation, we have to bridge a certain gap. Seeing that 3.0's balance, while, as usual, not perfect, shapes up to be at least solid enough to go for two to three months (with the possible help of a little strictly reactive balance tweaking, of course; we'll see), we decided to invest a little time into some 'trimming'; into a few not necessarily gameplay-centric things that we wanted to include for a long time, but could just not justify putting in over bigger internal issues. In other words, 3.1's scope will be decidedly smaller than that of the previous .1 iterations. Plus, this time it's me deciding when to stop and release, and as everyone in here can attest, I'm significantly bigger a jerk than Flayra...
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    I think Nem needs a hug....
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    /me yell "group hug!" and begines running at Nemesis Zero.

    Almost every patch I've seen discussed before released ends up being about 10x bigger then they planed. Stuff all ways seems to get added, maybe Nemesis Zero will be better at resisting that temptation.

    Thats the first I've heard souce does not have a sever side hit-registration, though I'm not really up on all the technicle details of the engine. Client side seems so exploitable...
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Erm... Before the rumors start flying, HL2DM does not place all hitreg client-side, but it has no multiplayer optimization to speak of. So, no reduced packet sizes, no sensible lag compensation, etc. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    This is simply my curiosity speaking here:

    Do we know anytihng about DoD:S yet?
    will it still be ussing the homebrew of CS:S?
    Is it gona use an updates Sourse netcode/hitreg/WhatEverIsn'tInSourceATM
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    I have no insight whatsoever into that. The info I have gets filtered to me from the resident occupants of Valve's coder mailing list, and the message I get from there is that it will still be a bit until Source's SDK reaches the announced scope. Understandeable if you keep in mind that Valve <i>did</i> create it first and foremost to earn money over a singleplayer title, but not less unfortunate due to it.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    Is there any way of just fixing the fades hitbox without causing these significant errors? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
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