Sp What's With The Hitboxes?
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
I've heard a lot about the hitbox issues that are problematic in NS and was wondering if the source engine has these problems as well? And would it be something the NS would even be able to change in the port, or is it more to do with internet latency?
Also another question is... can it ever be fixed with the method valve uses for its hitboxes, or would they have to move to a method like doom3's per-poly hit detection? Would that even be possible to code in as a mod in the source engine (per-poly hitboxes).
Also another question is... can it ever be fixed with the method valve uses for its hitboxes, or would they have to move to a method like doom3's per-poly hit detection? Would that even be possible to code in as a mod in the source engine (per-poly hitboxes).
Comments
So by doing nothing you'd be coding in per-poly hit-registration...
If I remember right... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
However, Im more then confident the NS team will do a good job.
Ask Supernorn for the videolink.
Edit - This video he made is on a listen server with bots, no latency.
Lets take another <a href='http://forums.steampowered.com/forums/showthread.php?threadid=285433' target='_blank'>look</a> at the issue alright?
Turns out the original interp and rate settings were WAY off.
Ask Supernorn for the videolink.
Edit - This video he made is on a listen server with bots, no latency. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Supernorn, come to the rescue!!11
Ask Supernorn for the videolink.
Edit - This video he made is on a listen server with bots, no latency. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Supernorn, come to the rescue!!11 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I already linked norn's video. And he basicly just missed the fact that he had his rates and interpolation set wrong.
Belive it or not rates and interp soully determin the hitbox location. It has nothing to do with ping lag or latency.
HL1 hitboxes aren't that bad, but NS is too fast for them?
I like the q3 and ut2k4 "hitboxes" :< painkille has some nice hitboxes too
or whatever you call it there, the registration is fine.
I didn't play cpma much, but it is very fast and the hit registration is damn good, but if they would code ns for q3 the movement wouldn't be nearly as good as it is in hl1.
So staying with hl is fine in the long run.
Omg? worse? WTH?
Google this video:
hl2_nofrag_us.avi
It shows how HL2 is worse then its claimed to be. (AI, hitboxes)
Its all real and great to watch. And really, aim is worse then HL1
Still, the hitboxes, with the exception of a crouched fade, are fine in my opinion.
There have been some changes made, and hopefully will bear fruit in 3.1
Doom 3, it's accurate but also calulation intensive.
1) Nice hit-dection (almost said hitboxes..)
2) Nice environments.
Altho I'm not a fan of the "LOOK ITS DARK AND ITS PRETTY WITH TEH SHADOWS!!!!111"
But that's just me.
Valve has one thing on Doom III--they can dynamically change and fix anythign they wish with Source right through steam. Be patient, things will be fixed, they have listened to the community thus far (For the most part) and they will continue to listen if they know what good business practices are.