Fixed Hitboxes

TempDeleteMeTempDeleteMe 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?
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Comments

  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I'm quite sure it means that you can now shoot a Fade in the head and that kind of stuff. I'm not sure it's possible to program Half-Life so that you can shoot between the legs of a marine.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Well if the hull situation was fixed completly the the hitboxes hopefully would look like this:

    <img src='http://www.sempire.co.uk/smoothtest/image1.gif' border='0' alt='user posted image'>
    <img src='http://www.sempire.co.uk/smoothtest/image2.gif' border='0' alt='user posted image'>
    <img src='http://www.sempire.co.uk/smoothtest/image3.gif' border='0' alt='user posted image'>
    <img src='http://www.sempire.co.uk/smoothtest/image4.gif' border='0' alt='user posted image'>
    <img src='http://www.sempire.co.uk/smoothtest/image5.gif' border='0' alt='user posted image'>
    <img src='http://www.sempire.co.uk/smoothtest/image6.gif' border='0' alt='user posted image'>
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    It frightens me that the lerks would have invincible wings (if I read that picture right).

    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.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin--taboofires+Oct 25 2003, 09:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Oct 25 2003, 09:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It frightens me that the lerks would have invincible wings (if I read that picture right).

    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_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    Man, the onos hitboxes are huge. It's gonna need quite a lot more HP and Armour to survive now penguins. PENGUIN!

    - X_Stickman PENGUIN
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    is it just me or do all of the models bar the gorge have huuuuuge head area hitboxes? o.O
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Besides, I think adding that many new boxes to each model would probably be too much extra server lag. Even just increasing each model from 1 box to 3 or 4 boxes would go a long way towards making the models accurate.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--TempDeleteMe+Oct 25 2003, 02:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TempDeleteMe @ Oct 25 2003, 02:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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?<!--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
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    edited October 2003
    <!--QuoteBegin--Max+Oct 25 2003, 09:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Max @ Oct 25 2003, 09:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--TempDeleteMe+Oct 25 2003, 02:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TempDeleteMe @ Oct 25 2003, 02:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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?<!--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-->
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    maX roX!!!
    Man, this is really gonna change the gameplay! I think...
    <i>shooting between the legs</i> is something! really..
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    As a side point, due to the possibility of building hitboxes being implemented correctly, will electric tf's and res towers be set to only electrocute when they are bitten?
    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.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    Onos is gonna be roxored!

    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
  • QwertyQwerty Join Date: 2003-06-30 Member: 17817Members
    post the pictures of where the current hitboxes are located plz? im curious as to to where the ono ones are
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    edited October 2003
    AHHH QWERTY WTH?? You haxor, wth is going on with your sig.

    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>
  • Electrical_TapeElectrical_Tape Join Date: 2003-07-18 Member: 18257Members
    edited October 2003
    <!--QuoteBegin--Max+Oct 25 2003, 04:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Max @ Oct 25 2003, 04:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--TempDeleteMe+Oct 25 2003, 02:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TempDeleteMe @ Oct 25 2003, 02:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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?<!--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.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited October 2003
    I <b><span style='color:red'>HATE</span></b> those d*** IP-telling sigs!

    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).
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    You can shoot between the legs of a solider. Play DoD, you can there.
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    This would be a damn interesting question : how the hell did you fix the hitboxes?I think EVERYONE wants to know.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Well if you check the latest changelog that's been posted:

    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
  • OzzKlozOzzKloz Join Date: 2003-01-20 Member: 12513Members
    Is it even feasible to use your new power to activate location-based damage? I have no idea, I just play and love the game, I don't make it...
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin--Ryo-Ohki+Oct 26 2003, 12:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Oct 26 2003, 12:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Onos armor increased from 100 to 300 (hitbox compensation). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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-->
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    <!--QuoteBegin--Ryo-Ohki+Oct 26 2003, 01:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Oct 26 2003, 01:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well if you check the latest changelog that's been posted:

    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...
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Guspaz+Oct 26 2003, 03:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ Oct 26 2003, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Ryo-Ohki+Oct 26 2003, 01:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Oct 26 2003, 01:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well if you check the latest changelog that's been posted:

    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
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    edited October 2003
    <!--QuoteBegin--Forlorn+Oct 26 2003, 02:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 26 2003, 02:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Guspaz+Oct 26 2003, 03:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ Oct 26 2003, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Ryo-Ohki+Oct 26 2003, 01:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Oct 26 2003, 01:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well if you check the latest changelog that's been posted:

    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.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    It still isn't enough. And even if it was, it'd just lock Carapace into the first-upgrade every game again, something that's been trying to be fixed.

    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.
  • xl-cowxl-cow Join Date: 2003-09-24 Member: 21163Members
    Make armor absorb more damage before it flows over into HP?

    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.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Talesin+Oct 26 2003, 04:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Oct 26 2003, 04:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It still isn't enough. And even if it was, it'd just lock Carapace into the first-upgrade every game again, something that's been trying to be fixed.

    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....
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    edited October 2003
    <!--QuoteBegin--Forlorn+Oct 26 2003, 03:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 26 2003, 03:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Talesin+Oct 26 2003, 04:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Oct 26 2003, 04:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It still isn't enough. And even if it was, it'd just lock Carapace into the first-upgrade every game again, something that's been trying to be fixed.

    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.
  • BJayDBJayD Join Date: 2002-09-02 Member: 1263Members
    I personally would rather wait months for the next release of NS and keep the fixed hitboxes than remove the fix to balance it again. Good luck finding a nice solution.
    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-->
  • Fro5tyFro5ty Join Date: 2003-09-26 Member: 21238Members, Constellation
    I'm curious as to how long this hitbox fix will put 2.1 in testing. I don't know about everyone else here, but if it will drastically increase the amount of time it's in production, would it be possible to remove the hitbox fix for now so that Flay and the PTs can test the next build of NS and get it working. Doing this might prove easier in teh long run as that you aren't fixing bugs in the game from NS:C AND balance issues caused by the new hitboxes. It does seem a lot to under take at once, and truth be told, the hitboxed aren't that much of a problem now since people are learning where to aim at the onos. I have almost no problem hitting skulks, gorges, and fades. Lerks are a different matter cause a lot of lerkers use the disappear in ceiling trick.
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