Fixed Hitboxes
TempDeleteMe
Join Date: 2003-08-03 Member: 18785Members
<div class="IPBDescription">Part 2</div> Rather then threadjack, I'm making a new thread.
Max managed to solve the hitbox vs. collision hull 'bug'.
Now my question is:
1) Does this mean that it is possible to shoot between the legs of a marine?
2) Does this also mean that <b>all</b> hitboxes will conform EXACTLY to their model's hitbox? Meaning: Are buildings going to actually be their real shape, or are they still going to be ghostly shells around a solid core you can stick your head halfway in?
Max managed to solve the hitbox vs. collision hull 'bug'.
Now my question is:
1) Does this mean that it is possible to shoot between the legs of a marine?
2) Does this also mean that <b>all</b> hitboxes will conform EXACTLY to their model's hitbox? Meaning: Are buildings going to actually be their real shape, or are they still going to be ghostly shells around a solid core you can stick your head halfway in?
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As for shooting between the legs of a marine: if the hitboxes actually follow the model info (see pictures above) then it would be barely possible. The space between a marine's leg boxes is tiny. If you were shooting at him from the side while he was walking, his legs would be further apart, and it would be easier.
As for shooting between the legs of a marine: if the hitboxes actually follow the model info (see pictures above) then it would be barely possible. The space between a marine's leg boxes is tiny. If you were shooting at him from the side while he was walking, his legs would be further apart, and it would be easier. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not invincible wings, but your bullets will go thru them to hit the body <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
- X_Stickman PENGUIN
2) Does this also mean that <b>all</b> hitboxes will conform EXACTLY to their model's hitbox? Meaning: Are buildings going to actually be their real shape, or are they still going to be ghostly shells around a solid core you can stick your head halfway in?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1) Yes.
2) Yes and no. The building hitboxes have always been correct. The problem you're talking about is not the hitboxes but the hull. The hull is still the same as in previous versions.
Max
2) Does this also mean that <b>all</b> hitboxes will conform EXACTLY to their model's hitbox? Meaning: Are buildings going to actually be their real shape, or are they still going to be ghostly shells around a solid core you can stick your head halfway in?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1) Yes.
2) Yes and no. The building hitboxes have always been correct. The problem you're talking about is not the hitboxes but the hull. The hull is still the same as in previous versions.
Max <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
EDIT: NM I read your other post, I would just like to know HOW they went around the HL Engine Hull issue <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Man, this is really gonna change the gameplay! I think...
<i>shooting between the legs</i> is something! really..
You see if we were able to hit the current resource tower hitboxes the legs would be bitable, which are a good distance away from the centre point of the rt, and thus aliens would be able to bite it from a much greater distance, if you were to extend electricity range further to compensate you would be able to block a huge radius from attacks and marines would be sure to locate bases closeby.
Their speed might have to increase to compensate for the huge hitboxes.
or their HP...
Glers will totally pwn Onos now, just point downa hall and it dies@@!!!!!1111241345123
As for the hitboxes im hunting for the thread now!!
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=45243&hl=hitbox' target='_blank'>http://www.unknownworlds.com/forums/in...45243&hl=hitbox</a>
2) Does this also mean that <b>all</b> hitboxes will conform EXACTLY to their model's hitbox? Meaning: Are buildings going to actually be their real shape, or are they still going to be ghostly shells around a solid core you can stick your head halfway in?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1) Yes.
2) Yes and no. The building hitboxes have always been correct. The problem you're talking about is not the hitboxes but the hull. The hull is still the same as in previous versions.
Max <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
little confused now....
Does this mean that shots will still only register when you shoot certain portions of aliens, or will shots register as long as they hit something that looks like it should take damage when hit? I know thats not very clear, but you get what Im saying.
Hull - The thing that stops you from passing through the object
Model - The thing you see
Hitboxes - The things your bullets hit and then cause damage to the player
the Hitboxes are fixed... it's the <i>hull</i> that has always had problems.
IE: the skulk's hull is located [from the .'s to the star]:
...*
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
...*
thus if a skulk walks into you the front portion of the [marine] will [pass through] your [marine] model (visual of skulk's head bewteen or behind the marine's legs), the hulls will collide (stoping the players from passing through one another), and hitboxes will take damage in all the right places (Marine 2 shoots the skulk through the marine's legs and the skulk gets damaged).
O Onos armor increased from 100 to 300 (hitbox compensation).
O Fade armor increased from 50 to 100.
That should prove interesting.
As for how Max did it, I also am VERY intrigued
Now comes the tricky bit....how much armor does an Onos have when it get Carapace?
But then again, it's hitbox compensation so I wouldn't mind it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
As for locational damage....I dunno about that because people will now also need to do 'headshots' <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
O Onos armor increased from 100 to 300 (hitbox compensation).
O Fade armor increased from 50 to 100.
That should prove interesting.
As for how Max did it, I also am VERY intrigued <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's not enough to compensate for the new hitboxes; versus level 3 shotguns, oni still go down REALLY fast. I had regen, and I think it was 2 direct shots that took me out. They just eat through the extra armour...
O Onos armor increased from 100 to 300 (hitbox compensation).
O Fade armor increased from 50 to 100.
That should prove interesting.
As for how Max did it, I also am VERY intrigued <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's not enough to compensate for the new hitboxes; versus level 3 shotguns, oni still go down REALLY fast. I had regen, and I think it was 2 direct shots that took me out. They just eat through the extra armour... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think carapace with the new armor values would come close to 2.5 times your orginal hp
Wow
O Onos armor increased from 100 to 300 (hitbox compensation).
O Fade armor increased from 50 to 100.
That should prove interesting.
As for how Max did it, I also am VERY intrigued <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's not enough to compensate for the new hitboxes; versus level 3 shotguns, oni still go down REALLY fast. I had regen, and I think it was 2 direct shots that took me out. They just eat through the extra armour... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think carapace with the new armor values would come close to 2.5 times your orginal hp
Wow <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Something tells me that still probably won't be enough...
Good to hear the hitboxes are actually fixed now, though.
Personally, I'm all for doubling (Lerk), tripling (Fade), or quadrupling (Onos) HP and Armor. Thankfully headshots and all locational damage were removed (as they let you kill a Skulk in four LMG bullets... pointless to play), but the Kharaa are still losing every single game of standard NS I've been in, and 14/15 games of NS:C. It IS fun, but it gets extremely depressing knowing the outcome every time.
Thankfully, development continues. Flay'll be sure to come up with something.
It's necessary that if a bullet hits an alien, the alien better well take some damage for it - even if it requires fiddling with stats. I'm very looking forward to the enxt version to see all of this.
Personally, I'm all for doubling (Lerk), tripling (Fade), or quadrupling (Onos) HP and Armor. Thankfully headshots and all locational damage were removed (as they let you kill a Skulk in four LMG bullets... pointless to play), but the Kharaa are still losing every single game of standard NS I've been in, and 14/15 games of NS:C. It IS fun, but it gets extremely depressing knowing the outcome every time.
Thankfully, development continues. Flay'll be sure to come up with something. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You could just make marine weapons weaker....
Personally, I'm all for doubling (Lerk), tripling (Fade), or quadrupling (Onos) HP and Armor. Thankfully headshots and all locational damage were removed (as they let you kill a Skulk in four LMG bullets... pointless to play), but the Kharaa are still losing every single game of standard NS I've been in, and 14/15 games of NS:C. It IS fun, but it gets extremely depressing knowing the outcome every time.
Thankfully, development continues. Flay'll be sure to come up with something. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You could just make marine weapons weaker.... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
well, doing that would be detrimental to the game start. If a large skulk rush hits the rine base at the start, chances are it'd be game over there and then. If you mean lowering the attack values of the upgrades, then maybe that'd work, yeah.
I have to agree with Forlorn for once, it would make sense to me to change the damage of the guns rather than the HP/Armour of the aliens. The problem with this however is that Kharaa buildings remain the same as before, so weaker Marine weapons means Hives/OC's etc will all last much longer. So either the solution IS to alter the Kharaa HP/Armour or to make Marine weapons weaker and have 2x damage against all buildings. Or of course to make Kharaa buildings have less HP...
Still, I'm confident a solution will be found. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->