A Solution To The Bugged Hitboxes?
Forlorn
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....
<!--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....
This discussion has been closed.
Comments
It does however sound FREAKING AWESOME.
<img src='http://www.imageuploader.net/images/545389bugged1.JPG' border='0' alt='user posted image' />
I forgot who made it >_<
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....)
freaking tanks
Ugh yeah marines will be even stronger now.
But it's finally nice that this longstanding bug is being corrected.
Removing the current level of near-instagib will bring at least a measure of fun back into the game.
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
<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 ^_^
Please **** more
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.
<!--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.
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.
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.
<!--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
arg wrong post my bad ><
I'll brb and give a real reply, h/o