Half Life - Source

TaaketaTaaketa Join Date: 2004-02-10 Member: 26357Members
<div class="IPBDescription">Played it and the hitboxes are bad...</div> Just finished playing Half-life source and the hitboxes are aweful IMO.

A good example is the boss, Nivaeh or whatever the level is. Use one of the jumppads and trying to aim for his head. I experianced the rocket apon launching hitting my head or my feet... Or something. also the gernade launcher had the same issues when firing downwards.

But I would seriously consider maybe not work on an NS source if the hitboxes are this bad in Single player. Having said that it could just be the fact that half-life seems to have just been a straight port with a few little changes and so maybe with the source engine and old half-life settings the Hitboxes weren't all that great.

But with a port to Source, its gonna be one of those great annoying areas to check out again. A friend of mine and I intend on testing half-life deathmatch and hitboxes there soon by increasing character speed to see what happens, hopefully we will have some results soonish.

Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited April 2005
    cool, when you finish the tests i'd post and tell NS team whatcha found :-P I remember somebody saying that the hitbox problem is inherent to half-life2 as well.

    Only plus about doom3 is per-poly hit detection <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
    That's coding and model issues. HL:S isn't that great anyways. It's easy to fix most likely anyways. I really want to see NS:S though, with the updated models and the ragdoll physics and such!
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-Breakthrough+Apr 11 2005, 04:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Breakthrough @ Apr 11 2005, 04:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's coding and model issues. HL:S isn't that great anyways. It's easy to fix most likely anyways. I really want to see NS:S though, with the updated models and the ragdoll physics and such! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yea ragdoll would make the game 100% funner that it already is :-P

    i can just imagine what the marine\alien players will look like with moving eyes, looking at you when your near, etc. :-P :-P :-P

    maybe even have their mouths move when using the pre-recorded taunts :-P
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    I point you all to <a href='http://www.blackmesasource.com/' target='_blank'>this</a> website.

    enjoy
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Yea but i think he was just trying to make the comparision of HL:S to NS:S and how the hitboxes will work.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-aeroripper+Apr 11 2005, 04:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Apr 11 2005, 04:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yea but i think he was just trying to make the comparision of HL:S to NS:S and how the hitboxes will work. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Why base the potential for NS Sourse off the problems of the lowest common denominator. HL2's hitboxes are a fair bit better then HL:S' and CS:S' are even better then that. I'm sure the NS:S team wouldn't use the crappy default hitboxes from HL:S when there are much better models widely available.
  • ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    You know Half-Life Source was a direct port, and they didn't change anything on the models right?
  • R_A_CR_A_C Join Date: 2003-05-13 Member: 16273Members
    Yeah, they probably just used a special converter program they keep locked away in a vault, pressed "convert" and let the program do it all and maybe play through once to catch major bugs. But that's it.
    Actually, I have no idea how much work they did, but it seems like that's all sometimes. Also, I never played HL:S. So my statements could be way off.
  • ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Your thoughts are most likely correct, without the bug part. All you need to do is create a few batch files, and then the Half-Life mod goes to source.
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    There are minor graphical things in HL:S that make it a little better.... but they didn't redo any textures or models, so the best you'll get is everything running on the physics engine in source with some fun rag doll effects. That site I posted above is trying to change all that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Yep, Valve said that the HL:S port was not a properly done one, and they only did it to prove that a port could be done easily as a concept.

    Of course, they never mentioned how difficult it would be to make the thing work flawlessly, which presumably, the NS team is looking into now.
  • TaaketaTaaketa Join Date: 2004-02-10 Member: 26357Members
    Just as long as they are checking that out... I found hl:s incredibily difficult because of the minor bugs, eg: getting stuck on walls underwater (ref: The blackmesa dam), as I said before, gernade launcher issues and rocket launcher, certain texture issues when your in vents the top and bottom are pitch black but the sides are a very dark but shiny texture, the new water sprite clips at the edge of the level revealing the prevailing colour of a level (ref: In Zen), oh and the fact that you can bunny hop something shocking in HL:S compared to hl. Also the strange and wonderful random deaths that occured all over the place was intresting. I can't remember exactly where some happened but, lifts where a good place for it happen, as was moving objects, such as trains (it would start out as just being "stuck" and then it would become *Splat*)

    Now I knew that HL:S was a straight port, and boy what a bad port. I highly recommend that anyone here who is thinking "WTH don't they port straight to Source?" Please go ahead and play half-life source and you'll see why they won't do it.

    All those issues above I would have no doubts would be inherient to a straight NS port to source (and could be worse considering how much they've hacked the HL engine to pieces <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    However I will still be highly intrested in what I get from results of testing the hitboxes in HL2 Deathmatch. (By the way I'm currently looking for someone to donate the use of a US server for an hour or two and an a server located in asia as well, this is to create a reliable channel of lag without having to change any variables)
  • ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited April 2005
    Oh and Black Mesa Source will be awesome. I see "That's Enough" posted the link
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited April 2005
    <!--QuoteBegin-MistenTH+Apr 12 2005, 08:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MistenTH @ Apr 12 2005, 08:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Of course, they never mentioned how difficult it would be to make the thing work flawlessly, which presumably, the NS team is looking into now. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    As long as games stay on a platform that uses hitboxes, they will never be flawless, its not only HL:S hitboxes that are way out, HL2 and HL2DM hitboxes are terrible, from what I've seen in CS:S you can get headshots by aiming well above the player model, to either side on him from about shoulders up, or aiming at the abdomen.

    Above all else, source has nothing new, and does nothing spectacularly well, for all its development time HL2 brings nothing "groundbreaking" to the computer gaming industry, congradulations valve.

    It's a product of hype.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Zavaro+Apr 12 2005, 01:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zavaro @ Apr 12 2005, 01:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh and Black Mesa Source will be awesome. I see "That's Enough" posted the link <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It might be awesome, but the website is one of the worst ever.
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