Ns Hitbox Controversy Announcemnt
That_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.
I also noticed he [or someone else] changed his member title, so I have to go update the list.
Comments
Damn, beaten!
However, joev made it so even I can understand the basic principles.
Much thanks. :-)
*hugs*
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.
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.
aaah... the good old days of testing
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.
That's related to the onos hull (which is a huge box), so no.
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.
<!--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!
i could see this leading to a slight skulk buff in health/armour, but yey for fixes!
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-->
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.
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-->
(Allkiller, you deserve a cookie.)
No more hitting my crouching buddies in front of me while shooting above his head (I HOPE!)
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-->
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.
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-->