Hit Boxes Fixed In 2.0?
OneSneakYmousE
Join Date: 2002-12-02 Member: 10389Members
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
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.
I read there still is; that the hit boxes problem hasn't been fixed. Perhaps one of the dev. can answer this.
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.
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."
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'>
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-->
biting 40 times without doing damage can be frustrating.
Elaborate on this point, please.
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.
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-->
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!
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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
I assume that is fixed, based on the statement above by Coil.
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-->.
I don't suppose something was done about the rather iffy melee hit prediction?
*crosses fingers*
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.