<!--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-->the fact that Valve hasn't fixed this bug which is their responsibility tells me that maybe we shouldn't bother to mod for Valve games anymore. that's why i'm attempting to make a new engine for NS. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Im sure Valve are concentrating on making the Source Engine (HL2) better than improve a 8(?) year old engine that they didnt even create in the first place.
But yeah, good luck on your own Engine <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
half life is 5 years old, quake probably 6 or so, the thing with the hitboxes is that it used to be too much to process, however some people simply recoded the collision engine themselves, however this is an awful lot of work and I doubt flayra has that much time on his hands.
about half life 2 I was told it used the polies themselves to detect collisions, but if it doesn't its still a complex hit box.
In all honesty it's not much of an issue with the onos, you are either staring in his face or shooting him in the butt anyway, so it doesn't cause much of an issue.
As long as this is constant, and is taken into account in balancing...it should all pan out alright in any version.
<!--QuoteBegin--Onkel Dittmeyer+Aug 29 2003, 11:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Onkel Dittmeyer @ Aug 29 2003, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So it's technically impossible to fix it so far. I know someone mentioned a mod where it is possible to shoot someone between the legs and don't hit him. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I believe this was one of the paintball mods... I've seen someone mention it before.
places to shoot from the side: the middle of the onos places not to shoot from the side: the head, the feet, the tail.
places to shoot from the front: the middle of the oni's face. shoot any higher and it'll go right through. places to shoot from behind: the backside of the onos.
<!--QuoteBegin--Sarisel+Aug 29 2003, 10:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Aug 29 2003, 10:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Cheez!+Aug 29 2003, 10:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheez! @ Aug 29 2003, 10:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Seems that in 2.0 only two things were fixed regarding hitboxes.
1) Marines are no longer un-attackable if ducking in a vent or on a ladder 2) Skulks can actualy bite above and below them
Onos and fades a little odd. I remeber once, as a fade, I was standing behind an arms lab slashing it and a marine came and shot at me from the other side. Oddly enough he missed entirely even though the bullets went right through me...he then said i was h4xing lmao. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> As a fade, you can 'hide' between buildings so that your hitboxes are concealed by them. That way you take little to no damage. Very useful if a turret farm has the turret factory righe next to a resource tower. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> duck as onos bhind tf's and or sentries (SENTRIES THOSE SMALL THINGIES) and even shotgun has a hard time hitting you...
the onos hull is teh size it is a for very good reason. first there are 2 types of hul chilping the green box and hit boxes. ns has 3 player hulls.this limit(3) is hard wireed into the half life engine. <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> 32 32 72 64 64 108 32 32 36 <!--c2--></td></tr></table><span class='postcolor'><!--ec2--> these corrispond to teh size of your player vis-a-vis the world. tehy must be square scnce teh bounding box does not turn in relation to you model. the box for an onos cannot be teh size of teh model becasue it would still not fit teh retangle sha ped creature as it will not rotate!
in quake 2 this bounding box was your hit box, this is no longer true. hit boxes are now built into models, if the model has no hit box you cannot shoot it.
teh green blood slatter does not register a hit, nor does it corrispond to teh location to which one's bullet actually travels. this is simply a client side calcuation.
the dev team has stated many times that the hit boxes are fixed. belive tehm. im also sure that someone who has been pokin about with models has abetter clue about how actaul detection works. but from everything i have read teh clipping hull has 0 effect on hit boxes. it may however be used as it is less complex on teh client side for blood codes, this however is pure conjecture. thank you and go to bed
Wow you really can't win with some people. If he made a new topic there would be "OMG use search nub", since he went back and added to an old comment he gets "OMG old topic". <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
maybe Tor, but what he says in his 'revival' post is either nothing that hasn't been said before or something that's basically untrue. Unless the NS team actually said they fixed the hitbox/hull problem and he didn't bother linking to it and nobody else has seen it that is =3
Comments
If you're serious, keep us updated.
Im sure Valve are concentrating on making the Source Engine (HL2) better than improve a 8(?) year old engine that they didnt even create in the first place.
But yeah, good luck on your own Engine <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
about half life 2 I was told it used the polies themselves to detect collisions, but if it doesn't its still a complex hit box.
As long as this is constant, and is taken into account in balancing...it should all pan out alright in any version.
-Lee
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I believe this was one of the paintball mods... I've seen someone mention it before.
places to shoot from the side: the middle of the onos
places not to shoot from the side: the head, the feet, the tail.
places to shoot from the front: the middle of the oni's face. shoot any higher and it'll go right through.
places to shoot from behind: the backside of the onos.
1) Marines are no longer un-attackable if ducking in a vent or on a ladder
2) Skulks can actualy bite above and below them
Onos and fades a little odd. I remeber once, as a fade, I was standing behind an arms lab slashing it and a marine came and shot at me from the other side. Oddly enough he missed entirely even though the bullets went right through me...he then said i was h4xing lmao. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As a fade, you can 'hide' between buildings so that your hitboxes are concealed by them. That way you take little to no damage. Very useful if a turret farm has the turret factory righe next to a resource tower. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
duck as onos bhind tf's and or sentries (SENTRIES THOSE SMALL THINGIES) and even shotgun has a hard time hitting you...
first there are 2 types of hul chilping the green box and hit boxes.
ns has 3 player hulls.this limit(3) is hard wireed into the half life engine.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
32 32 72
64 64 108
32 32 36
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
these corrispond to teh size of your player vis-a-vis the world.
tehy must be square scnce teh bounding box does not turn in relation to you model.
the box for an onos cannot be teh size of teh model becasue it would still not fit teh retangle sha ped creature as it will not rotate!
in quake 2 this bounding box was your hit box, this is no longer true.
hit boxes are now built into models, if the model has no hit box you cannot shoot it.
teh green blood slatter does not register a hit, nor does it corrispond to teh location to which one's bullet actually travels.
this is simply a client side calcuation.
the dev team has stated many times that the hit boxes are fixed.
belive tehm. im also sure that someone who has been pokin about with models has abetter clue about how actaul detection works. but from everything i have read teh clipping hull has 0 effect on hit boxes. it may however be used as it is less complex on teh client side for blood codes, this however is pure conjecture.
thank you and go to bed
Have a cookie
T-H-E
NOT
T-E-H
Unless the NS team actually said they fixed the hitbox/hull problem and he didn't bother linking to it and nobody else has seen it that is =3