A Solution To The Bugged Hitboxes?

ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
<div class="IPBDescription">WOW ^ MAX</div> <a href='http://www.natural-selection.org/bt/bug_view_page.php?bug_id=0000573' target='_blank'>http://www.natural-selection.org/bt/bug_vi...?bug_id=0000573</a>

<!--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-->The code that Max and/or XP-Cagey wrote to deal with skulk hitboxes and hitboxes in general was commented out! The standard HL engine funcs for traceline were being used! This is why Fade was screwed!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

So basically, in b6 there is the plausibiity of improved hitboxes all around. The code that originally was put in place for the 2.1 beta's never got implemented.

I do wonder how much easier fades will be to kill now that you can't abuse +duck though....
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Comments

  • Deus_Ex_MachinaDeus_Ex_Machina Join Date: 2004-07-01 Member: 29674Members
    IT'S TEH BUS!!!!1one
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    This talks about traceline, not hitscan - last I heard traceline was about melee hit detection.

    It does however sound FREAKING AWESOME.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    This wont bother me, I never go +duckfade <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    It was effecting more than just ducking fades, but all aliens. This is why some people were able to be shot point blank with shotguns etc at an angle and not take any damage.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    One of the exterminators/devs care to elaborate on this a little more? I'd love to know if that skulk I shoot with a shottie will actually die next patch, or if bites will connect more often.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Im afraid that this will make marines even more overpowered <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • AfrAfr Join Date: 2003-05-13 Member: 16240Members, Reinforced - Shadow
    No more superskulks <!--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-->
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    No more:
    <img src='http://www.imageuploader.net/images/545389bugged1.JPG' border='0' alt='user posted image' />

    I forgot who made it >_<
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    <!--QuoteBegin-coris+Oct 4 2004, 09:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Oct 4 2004, 09:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im afraid that this will make marines even more overpowered <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Me too <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
    No more superskulks? I thought there was only one?
    (well, two, if you count the ex-superskulk....)
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    No more Admirals tbh
    freaking tanks
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-coris+Oct 4 2004, 03:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Oct 4 2004, 03:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im afraid that this will make marines even more overpowered <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ugh yeah marines will be even stronger now.

    But it's finally nice that this longstanding bug is being corrected.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    I think that the lmg needs to be nerfer as a result of this :s
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Has there been an official confirmation that this had to do with the other hitbox bugs? The bug report only mentions Fades.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    <!--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--><b>skulk hitboxes and hitboxes in general</b> was commented out! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Personally, I'd like to see Marine damage lowered in general. One of the strong points that made v1.0x as fun as it was, was that a confrontation lasted between five and ten seconds. Rather than the 1.5s maximum that happens now.

    Removing the current level of near-instagib will bring at least a measure of fun back into the game.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Talesin+Oct 4 2004, 08:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Oct 4 2004, 08:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Personally, I'd like to see Marine damage lowered in general. One of the strong points that made v1.0x as fun as it was, was that a confrontation lasted between five and ten seconds. Rather than the 1.5s maximum that happens now.

    Removing the current level of near-instagib will bring at least a measure of fun back into the game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In 1.04 skulks died faster than they do now, 9 bullets + bigger hiboxes = gg

    Also the biggest reason to go +duck as a fade is to squeze over marine's heads and over stupid idoit aliens who love to block you
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    <!--QuoteBegin-Zaggy+Oct 4 2004, 05:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zaggy @ Oct 4 2004, 05:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No more:
    <img src='http://www.imageuploader.net/images/545389bugged1.JPG' border='0' alt='user posted image' />

    I forgot who made it >_< <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    h34rt

    An aussie, he's made heaps of comics like that... their in ausns.com's artwork forum ^_^
  • The_IRSThe_IRS Join Date: 2003-11-30 Member: 23798Members
    <!--QuoteBegin-coris+Oct 4 2004, 07:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Oct 4 2004, 07:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that the lmg needs to be nerfer as a result of this :s <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Please **** more
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-The_IRS+Oct 4 2004, 04:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The_IRS @ Oct 4 2004, 04:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-coris+Oct 4 2004, 07:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Oct 4 2004, 07:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that the lmg needs to be nerfer as a result of this :s <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Please **** more <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I wasnt bitching, I think its great that this bug will get fixed, but I do think that it will make marines way overpowered early-game, but we'll see how it plays.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited October 2004
    It was just Yumosis' interpretation, then... Well, I don't see anything there to indicate a fix of the more general hitbox problems. Here's the actual quote:
    <!--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--><b>The code that Max and/or XP-Cagey wrote to deal with skulk hitboxes and hitboxes in general was commented out!</b> The standard HL engine funcs for traceline were being used! This is why <b>Fade</b> was screwed!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    To me, this says that this code was commented out only when it comes to the Fade. I'd love to be proven wrong, but we need dev feedback on this.



    By the way, the real reason skulks lasted longer in 1.04 is that they all capped their res and took cara free of charge. Now nobody takes upgrades because they directly count against their res saving. Free upgrades ftw.
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, 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-->SVN Revision: 194.

    The code that Max and/or XP-Cagey wrote to deal with skulk hitboxes and hitboxes in general was commented out! The standard HL engine funcs for traceline were being used! This is why Fade was screwed!

    I changed the code to use our version and It appears in my testing to work perfectly.

    I think it was not used originally because some event was coming up (NS-LAN in NYC perhaps?) at which Charlie was going to be testing a build and the guys deemed it too much of a risk to allow that untested code in, so it was commented out and was subsequently forgotten about!

    Now *all* hitboxes perform as expected and the crouched fade can be shot pretty much anywhere on the model (allowing for about a 5% visual disparity)

    <b>You can even shoot thru the Onos's legs and not hit him <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> </b><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The last line makes me think it wasn't comented out only for the fade.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin-Zek+Oct 4 2004, 10:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Oct 4 2004, 10:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By the way, the real reason skulks lasted longer in 1.04 is that they all capped their res and took cara free of charge. Now nobody takes upgrades because they directly count against their res saving. Free upgrades ftw. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The 1.04 I remember is one gorge, who builds everything, while all the skulks feebly try to delay the jp rush.

    Since when were upgrades free? I swear you're imagining that... You probably don't remember paying for upgrades because the game was over before you could afford 3 dcs.

    Skulks definately last longer now than they did in 1.04. You didn't even have to hit them to kill them back then.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    <!--QuoteBegin-Zek+Oct 4 2004, 10:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Oct 4 2004, 10:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It was just Yumosis' interpretation, then... Well, I don't see anything there to indicate a fix of the more general hitbox problems. Here's the actual quote:
    <!--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--><b>The code that Max and/or XP-Cagey wrote to deal with skulk hitboxes and hitboxes in general was commented out!</b> The standard HL engine funcs for traceline were being used! This is why <b>Fade</b> was screwed!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    To me, this says that this code was commented out only when it comes to the Fade. I'd love to be proven wrong, but we need dev feedback on this.



    By the way, the real reason skulks lasted longer in 1.04 is that they all capped their res and took cara free of charge. Now nobody takes upgrades because they directly count against their res saving. Free upgrades ftw. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i don't think you guys have a clear understanding of what "commenting out" code means...if it says hitbox code in general was commented out then that means that all of the default half-life hitboxes were being used and not model specific ones...the only reason he mentioned the fade is probably because that is what everyone whines about the most
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    /* True, code that is commented out has absolutely no effect. But somehow they haven't been very clear and what hitbox code has been used instead - the bounding boxes or what? If that were the case, a crouching Onos would be a pita to hit. */
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    // hopefully this will fix all "bugged" hit reg. in ns atm.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    I laugh because they fixed it so long ago and totally forgot about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    Now if they'll fix all of the hitox problems, we can work on real balance for once. Imagine the possibilities of balancing Natural Selection Classic.....ooooooooooooo
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    edited October 2004
    It's definitely working for the onos right now. Just compare the area of the onos you can shoot and the size of some small passages the onos can go through while crouched. Onos hitboxes definitely ignore the hull, but fade ones don't right now. I bet that thing only refers to fades.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited October 2004
    ~edit~
    arg wrong post my bad ><

    I'll brb and give a real reply, h/o
This discussion has been closed.