Sp What's With The Hitboxes?

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
I've heard a lot about the hitbox issues that are problematic in NS and was wondering if the source engine has these problems as well? And would it be something the NS would even be able to change in the port, or is it more to do with internet latency?

Also another question is... can it ever be fixed with the method valve uses for its hitboxes, or would they have to move to a method like doom3's per-poly hit detection? Would that even be possible to code in as a mod in the source engine (per-poly hitboxes).

Comments

  • RichienzRichienz Join Date: 2004-03-01 Member: 27036Members
    I would say source "hitboxes" are pretty ****.
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    Source enging doesn't have hitboxes, AFAICR, though the latency will still be there...
    So by doing nothing you'd be coding in per-poly hit-registration...
    If I remember right... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    well, i dunno what they use in cs:s, if its hitboxes or whatever, all I know is they are crap lol.

    However, Im more then confident the NS team will do a good job.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    it might even be per-pixel ? or was that doom 3? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited May 2005
    Source uses hitboxes... and they are terrible. Old technologie see, hardly a next gen engine.

    Ask Supernorn for the videolink.

    Edit - This video he made is on a listen server with bots, no latency.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <a href='http://darcmarc.servehttp.com/gfx/vid/' target='_blank'>The original controvesial video</a> Shows that clearly the source hitboxes are crap right?

    Lets take another <a href='http://forums.steampowered.com/forums/showthread.php?threadid=285433' target='_blank'>look</a> at the issue alright?

    Turns out the original interp and rate settings were WAY off.
  • ModChaosControlModChaosControl HiveMind NS bot creator Join Date: 2004-03-31 Member: 27613Members
    <!--QuoteBegin-DarkFrost+May 13 2005, 03:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ May 13 2005, 03:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Source uses hitboxes... and they are terrible. Old technologie see, hardly a next gen engine.

    Ask Supernorn for the videolink.

    Edit - This video he made is on a listen server with bots, no latency. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Supernorn, come to the rescue!!11
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-ModChaosControl+May 13 2005, 04:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ModChaosControl @ May 13 2005, 04:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DarkFrost+May 13 2005, 03:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ May 13 2005, 03:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Source uses hitboxes... and they are terrible. Old technologie see, hardly a next gen engine.

    Ask Supernorn for the videolink.

    Edit - This video he made is on a listen server with bots, no latency. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Supernorn, come to the rescue!!11 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I already linked norn's video. And he basicly just missed the fact that he had his rates and interpolation set wrong.

    Belive it or not rates and interp soully determin the hitbox location. It has nothing to do with ping lag or latency.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Would this be the same problem with HL1 then? Or are the hitboxes there really are bugged?
  • daidalosdaidalos Join Date: 2004-05-23 Member: 28854Members, Constellation
    edited May 2005
    Afaik the source enginge, or hl2dm doesen't have ANY hitboxes. And when I remember correctly valve improvised and built coded some hitboxes for cs:s but as you can see, they aren't very good.

    HL1 hitboxes aren't that bad, but NS is too fast for them?
    I like the q3 and ut2k4 "hitboxes" :< painkille has some nice hitboxes too
    or whatever you call it there, the registration is fine.
    I didn't play cpma much, but it is very fast and the hit registration is damn good, but if they would code ns for q3 the movement wouldn't be nearly as good as it is in hl1.
    So staying with hl is fine in the long run.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Hl2 has hitboxes. If they don't, there its WORSE.

    Omg? worse? WTH?

    Google this video:
    hl2_nofrag_us.avi

    It shows how HL2 is worse then its claimed to be. (AI, hitboxes)
    Its all real and great to watch. And really, aim is worse then HL1
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    The problem with NS hitboxes, is that the Half-Life engine wasn't designed designed to handle the pace of NS (specifically, blinking/leaping celerity fades/skulks).

    Still, the hitboxes, with the exception of a crouched fade, are fine in my opinion.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    As always, we are working to improve the hitboxes and hit registry in NS for the next version...

    There have been some changes made, and hopefully will bear fruit in 3.1
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-schkorpio+May 13 2005, 09:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (schkorpio @ May 13 2005, 09:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it might even be per-pixel ? or was that doom 3? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Doom 3, it's accurate but also calulation intensive.
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    Two things are good for Doom III right now.

    1) Nice hit-dection (almost said hitboxes..)
    2) Nice environments.

    Altho I'm not a fan of the "LOOK ITS DARK AND ITS PRETTY WITH TEH SHADOWS!!!!111"

    But that's just me.

    Valve has one thing on Doom III--they can dynamically change and fix anythign they wish with Source right through steam. Be patient, things will be fixed, they have listened to the community thus far (For the most part) and they will continue to listen if they know what good business practices are.
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