Hit Boxes Fixed In 2.0?

OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
edited July 2003 in NS General Discussion
Long ago I posted up about the hit boxes not registering damage; the only thing that registered damage was the main one center box in which there are about 3 or 4 different sizes (depending on the character)--not the actual hit boxes that you see in the model viewer--thus shooting a skulk in the head was pointless; shooting between a marines legs, even though there are 2 seperate legs and you shoot between, you still damage the player in tourney mode, and you had to shoot dead center of an onos before it gets any damage. Well, I've seen and heard many things about hitboxes being messed around with in 2.0; but, I don't have the truth yet about the registering damage to the player. So, now, if I shoot a skulk in the head sideways, will it now register damage to the skulk in 2.0 (Which is not possible in V1+)? If I shoot the onos sideways will it now register and give the player damage to actually kill it; or do we still have to play ignore the head, and shoot for the butt, or the invisible area above the butt?

Comments

  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    I thought there was only one hitbox for the skulk, which was the problem...

    But, I'm actually not sure. The hitbox <b>bugs</b> are fixed, like crouching (which apparently isn't really a hitbox problem at all?). However, whether they added hitboxes to skulks so you can hit their head, I dunno. I'm curious as well.
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    edited July 2003
    I would love to know the answer to this too - as Playing on both teams has given enough grief due to hitbox issues to make a mygot explode with joy :/
  • ElderwyrmElderwyrm Join Date: 2003-04-07 Member: 15296Members
    Hitbox problems don't exists. There is a trace hull problem that results in hard to kill crouching marines though.
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    <!--QuoteBegin--Elderwyrm+Jul 28 2003, 08:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Elderwyrm @ Jul 28 2003, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hitbox problems don't exists. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I read there still is; that the hit boxes problem hasn't been fixed. Perhaps one of the dev. can answer this.
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    Here is a thread on the issue: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=39177&hl=hit+box' target='_blank'>http://www.unknownworlds.com/forums/in...9177&hl=hit+box</a>
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--OneSneakYmousE+Jul 28 2003, 08:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneSneakYmousE @ Jul 28 2003, 08:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Elderwyrm+Jul 28 2003, 08:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Elderwyrm @ Jul 28 2003, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hitbox problems don't exists. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I read there still is; that the hit boxes problem hasn't been fixed. Perhaps one of the dev. can answer this. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    He was being pedantic. Technically it's not hitboxes causing the problem.

    And no, there is no locational damage at all implemented in NS, as far as i can figure from the entire changelogs.
  • ElderwyrmElderwyrm Join Date: 2003-04-07 Member: 15296Members
    <!--QuoteBegin--OneSneakYmousE+Jul 28 2003, 08:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneSneakYmousE @ Jul 28 2003, 08:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Elderwyrm+Jul 28 2003, 08:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Elderwyrm @ Jul 28 2003, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hitbox problems don't exists. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I read there still is; that the hit boxes problem hasn't been fixed. Perhaps one of the dev. can answer this. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    There is no problem with hitboxes, and there never where.

    As said by monse in that thread you so kindly linked to :

    "It's not - it's a lot of people making a big deal out of something that is not big. Not one single person here has the C++ and HL background to understand the differences between 'hitbox issues' and tracehull issues, for example, which most of these problems have been backtracked to and in many cases fixed. Instead of fretting, sit back, relax, and play NS on July 31st and don't worry so much - that's for your grannie."
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    I feel so proud I said that I didn't think it was really a hitbox problem at all... My memory's not COMPLETE junk!
  • omletteomlette Join Date: 2003-07-27 Member: 18457Members, Constellation
    <!--QuoteBegin--OneSneakYmousE+Jul 28 2003, 08:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneSneakYmousE @ Jul 28 2003, 08:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Long ago I posted up about the hit boxes not registering damage; the only thing that registered damage was the main one center box in which there are about 3 or 4 different sizes (depending on the character)--not the actual hit boxes that you see in the model viewer--thus shooting a skulk in the head was pointless; shooting between a marines legs, even though there are 2 seperate legs and you shoot between, you still damage the player in tourney mode, and you had to shoot dead center of an onos before it gets any damage. Well, I've seen and heard many things about hitboxes being messed around with in 2.0; but, I don't have the truth yet about the registering damage to the player. So, now, if I shoot a skulk in the head sideways, will it now register damage to the skulk in 2.0 (Which is not possible in V1+)? If I shoot the onos sideways will it now register and give the player damage to actually kill it; or do we still have to play ignore the head, and shoot for the butt, or the invisible area above the butt? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    For the people that don't want to bother looking at them through Half Life model viewer:

    <img src='http://www.omlette.net/hitboxes.gif' border='0' alt='user posted image'>
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    edited July 2003
    I understand the post; however, someone said that; still, the damage on skulks etc is the same as in 1.04.

    I'm just wondering if this has been fixed; regardless if it's a hit box issue or not, my question is, does the whole skulk model represent what will be shot and take damage, or is the same as in 1.0, .3, .4--etc.

    <!--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-->TeoH Posted: Jul 23 2003, 01:39 PM 



    Dark Queen


    Group: Veteran
    Posts: 667
    Member No.: 11640
    Joined: 30-December 02



    I tested the skulk and semi-tested the onos, both appeared identical to their 1.04 counterparts and since i heard nothing about a 'fix' i was under the impression nothing has changed.

    The skulk still works exactly as it did in 1.04, the front part of the body will not register hits, while hits can be landed a good distance above the back of the model. The hittable area still appears to be the hull. I'm not actually sure if this issue really is 'fixable', and if 2.0 still exhibits the same behaviour as 1.04, fixing it at this stage would be a huge balance change that i wouldnt like to have to deal with.

    Just so the new players don't freak out, the onos is by far the most exaggerated example of this, most of the alien models are relatively accurate. 
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I have no hitbox problems while welding an onos butt that devours a teammate.
    biting 40 times without doing damage can be frustrating.
  • PFCNublarPFCNublar Join Date: 2003-04-23 Member: 15792Members
    <!--QuoteBegin--Ollj+Jul 29 2003, 12:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jul 29 2003, 12:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> biting 40 times without doing damage can be frustrating. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Elaborate on this point, please.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Sometimes u have duels (low ammo and regen) that need extra time (even without medspam).
    When a marine spends more in moving away than aiming the alien it can live really long.
    Combined with crounching and crounch jumping I got some duels with ~20 skulk bites doing almost no damage.
    Im talking about nonstop close combat biting with only short breaks.
    After ~20 I start to count exactly and sometimes I reach 40 bites.
    Ive had 2 times were both sides survived about 60 skulk bites.
    Ive been marine and skulk on that.

    Once it was really funny in satcom with a regen skulk.
    no clue why he didnt damage me but after a while he got exhausted and ran to the ceeling. i reloaded and he came down with new energy. This continued 3 rounds and i got out of ammo only hit 2 times. wildly screaming for ammo (this duel was too werid) i got ammo, reloaded and shoot it to death while it bite me like crazy.
    And there was no medspam involved.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    *bump to new page*
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <b>NEARLY ALL IF NOT ALL HIT-CONNECTION ISSUES HAVE BEEN FIXED IN 2.0.</b>
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    edited July 2003
    Well hopefully they will *cross fingers* figure out a way to fix the problem. I mean take a look at the minimap... im sure they could figure this out in a week... Max + Flayra = pwange

    edit: Thanks coil <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    edited July 2003
    <!--QuoteBegin--coil+Jul 29 2003, 02:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jul 29 2003, 02:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>NEARLY ALL IF NOT ALL HIT-CONNECTION ISSUES HAVE BEEN FIXED IN 2.0.</b> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> This is what I wanted to read <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Can't wait play the new build; I know I'm going to love it!
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    Phew! Was getting nervous here now. Being a part of mass confusion and hysteria does that to me.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    I think coil is referring to skulk bite vs. marines, not marines vs. aliens. Might be wrong of course <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    <!--QuoteBegin--omlette+Jul 29 2003, 04:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (omlette @ Jul 29 2003, 04:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    For the people that don't want to bother looking at them through Half Life model viewer:

    <img src='http://www.omlette.net/hitboxes.gif' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    those are not actually the hit boxes. im not going to explain because it was brought up in another thread, which i believe is linked in this topic. the 1.0x hit boxes are actually a box in the middle of the model, and there are only 2 hit boxes, a crouched and a standing. the reason the onos was hard to kill was its hitbox was a marine-sized rectangle in the middle of its body, but it has been fixed
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    so why were collision hulls used to register hits rather than hitboxes?
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    wth are you talking about not being able to shoot the front of a skulk? All they have to do is let a claw slip around the corner and you can hit them.
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    Crouch 'bug' was one thing, but what I actually found most frustrating was the problem where a skulk would run RIGHT UP TO a marine (I mean like pushed against him) and start biting, and none of those bites would register. It's like if you get TOO close, you can't bite him. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->

    I assume that is fixed, based on the statement above by Coil.
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    Well, I just guess we'll have to wait till 2.0 comes out to test it. I hope it's been fixed; I didn't really like aiming for the but; because the damage area of a skulk and most other models don't represent what can be shot.

    Can't shoot a skulks claw in 1.04 or his nose for that matter; bullets just fly right through <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    edited July 2003
    can we please have a screen shot (or dev or even coil <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) to confirm (or deny) that the hitboxes are messed up in such a way that hits are not registered in the correct places (where the model is) please? (I cant play ns atm as I've just recovered from a virus)
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    <!--QuoteBegin--coil+Jul 29 2003, 07:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jul 29 2003, 07:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>NEARLY ALL IF NOT ALL HIT-CONNECTION ISSUES HAVE BEEN FIXED IN 2.0.</b> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't suppose something was done about the rather iffy melee hit prediction?

    *crosses fingers*
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Jabba The Hunt+Jul 29 2003, 03:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jabba The Hunt @ Jul 29 2003, 03:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> can we please have a screen shot (or dev or even coil <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) to confirm (or deny) that the hitboxes are messed up in such a way that hits are not registered in the correct places (where the model is) please? (I cant play ns atm as I've just recovered from a virus) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In 1.04 you can shoot a few feet above a skulk's head and still see blood fly, indicating a hit. Anyone who can run NS can check this for themselves. Coil strongly implied that this is fixed. If that does not answer the question, I'll need a serious rephrase.
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