Ns Hitbox Controversy Announcemnt

That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
So I just noticed that Joev posted a nice thought out thorough description on the hitbox code that was left commented out for some time in an [IMHO] very succefull attempt at quashing the rumour mill. After reading the post I have a much firmer grasp of what actually happened with that. I would like to thank Joev for taking the time to keep us civilians in the know on what really went down.

I also noticed he [or someone else] changed his member title, so I have to go update the list.
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Comments

  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    Thank you for this precious information, joev. Evil eggs !
  • KezeiKezei Join Date: 2003-09-23 Member: 21127Members, Reinforced - Gold
    Indeed. Your time is much appriciated joev <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Much <3 Joev. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Haha the preparation for our NYC lan broke the game, thats awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    I did not get out of the announcement if the fix was *only* for the fade, or if it fixes the various hitbox issues with the skulk, too. Can someone shed light on this? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    Yes. It's basically fixing the way that NS traces all hitboxes, not just the fades.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited October 2004
    It basically implies that it's more based on the models themselves instead of a big box, so that's a yes.

    Damn, beaten!
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited October 2004
    Favorite things to do during egg crash buillds: Rush MS as aliens and then have everyone egg to gorge at the same time. Hilarious.
  • CyndaneCyndane Join Date: 2003-11-15 Member: 22913Members
    I can not say I am really computer literate when it comes to programming.
    However, joev made it so even I can understand the basic principles.
    Much thanks. :-)
    *hugs*
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
  • joevjoev Giving grief... With a smile. Join Date: 2002-07-20 Member: 977Members, Retired Developer, NS1 Playtester, Contributor, Constellation, Reinforced - Shadow
    Glad it cleared up the confusion for you guys.

    And yes, it applies to all models.

    My tip: when you get your hands on the next release, shoot a lerk in an outstretched wingtip <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    joev.
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    <!--QuoteBegin-Redford+Oct 20 2004, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Oct 20 2004, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Favorite things to do during egg crash buillds: Rush MS as aliens and then have everyone egg to gorge at the same time. Hilarious. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That was fun in the Constie tests until someone found out the knife didn't crash it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->My tip: when you get your hands on the next release, shoot a lerk in an outstretched wingtip <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Can't wait to try it.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    I remember a time when joev was called DONTSHOOTHEEGGS!

    aaah... the good old days of testing
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    EVIL EGG.. KILL IT...
    lol. great we still can now without crashes.

    Does this also mean skulk can run through onos legs or is that 2 much? Anywayz way cool, so thanks.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-D.C. Darkling+Oct 20 2004, 08:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D.C. Darkling @ Oct 20 2004, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does this also mean skulk can run through onos legs or is that 2 much? Anywayz way cool, so thanks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's related to the onos hull (which is a huge box), so no.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    So when I shoot a skulk with a shotgun, it will actually die if the appropriate number of pellets hit it now? If it does, let me have your babies joev. Really.
  • crisanocrisano Join Date: 2004-09-01 Member: 31152Members
    Don't do it Joev, or your babies will be half packmules!
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin-Mendasp+Oct 20 2004, 02:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Oct 20 2004, 02:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-D.C. Darkling+Oct 20 2004, 08:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D.C. Darkling @ Oct 20 2004, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does this also mean skulk can run through onos legs or is that 2 much? Anywayz way cool, so thanks. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That's related to the onos hull (which is a huge box), so no.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    More like a small box. At least, small relative to the model.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--QuoteBegin-crisano+Oct 20 2004, 03:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crisano @ Oct 20 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't do it Joev, or your babies will be half packmules! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    I'm scared.

    Thanks joev. gogogo code surfing!
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    hmm so skulks gonna die even easier now.. donno if thats a good or bad thing... a single rine can can already get 3 or 4 easily at the starrt of a round by himself

    i could see this leading to a slight skulk buff in health/armour, but yey for fixes!
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-a civilian+Oct 20 2004, 09:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Oct 20 2004, 09:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Oct 20 2004, 02:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Oct 20 2004, 02:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-D.C. Darkling+Oct 20 2004, 08:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D.C. Darkling @ Oct 20 2004, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does this also mean skulk can run through onos legs or is that 2 much? Anywayz way cool, so thanks. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That's related to the onos hull (which is a huge box), so no.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    More like a small box. At least, small relative to the model. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Being a mapper... it's a pain in the **** making everything bigger because the onos has a fat ****... so I consider it huge <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Is there any relationship between this and the new hitbox issues that people have been complaining about in Beta 5?
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--QuoteBegin-`G`+Oct 20 2004, 03:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (`G` @ Oct 20 2004, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm so skulks gonna die even easier now.. donno if thats a good or bad thing... a single rine can can already get 3 or 4 easily at the starrt of a round by himself <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No worries, I talked to a playtester. He told me...

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 

    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I'm so excited.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Since the hull is smaller than the hitbox, can a gorge effectively hide "inside" an onos to prevent shots from hitting the gorge?
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    <!--QuoteBegin-supernorn2000+Oct 20 2004, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Oct 20 2004, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I remember a time when joev was called DONTSHOOTHEEGGS!

    aaah... the good old days of testing <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Egg rushing Marine start FTW <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    The only major hitbox issues I knew of dealt with crouching fades as well as all of the 1.0X issues. I also vaguely remember something (maybe in the bugtracker) about solid projectile (bile bomb and acid rocket, for example) weapons only colliding with the hull. Question one, were there any other MAJOR hitbox issues that I didn't know about? Question two, does this code deal with forcing projectile-types to ignore hulls and collide with hitboxes?

    (Allkiller, you deserve a cookie.)
  • j235j235 Join Date: 2003-12-24 Member: 24718Members
    I normally play on FF servers so this is gonna be sweer!

    No more hitting my crouching buddies in front of me while shooting above his head (I HOPE!)
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-`G`+Oct 20 2004, 07:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (`G` @ Oct 20 2004, 07:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm so skulks gonna die even easier now.. donno if thats a good or bad thing... a single rine can can already get 3 or 4 easily at the starrt of a round by himself

    i could see this leading to a slight skulk buff in health/armour, but yey for fixes! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, I guess we'll have to test that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • SVisionsSVisions Join Date: 2003-08-10 Member: 19375Members
    edited October 2004
    <!--QuoteBegin-TheAdj`+Oct 20 2004, 02:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj` @ Oct 20 2004, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So when I shoot a skulk with a shotgun, it will actually die if the appropriate number of pellets hit it now?  If it does, let me have your babies joev.  Really. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think that problem is something else. You'll notice for the most part, if the skulk is standing still, your pellets will hit just fine. But if that skulk celerity leaps at you, good luck on those pellets hitting, especially if you try and shoot it head on.

    Again assuming I interpreted this all right, the new hitbox code will fix our problems with ducked fades (which, don't get me wrong - is nice), and a few other things which are unimportant but cool, like being able to shoot between the legs of an onos. However it does not fix the so called "lagging hitboxes" of fast moving aliens, which is what I have the biggest problem with, correct me if I'm wrong here though.
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hmm so skulks gonna die even easier now.. donno if thats a good or bad thing... a single rine can can already get 3 or 4 easily at the starrt of a round by himself

    i could see this leading to a slight skulk buff in health/armour, but yey for fixes! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    They already said there would be some fairly decent sized changes in Beta 6. I'd love to finally play a great version of NS again, in between Gangwars games 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-->
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