Source Hitboxes Fixed For Ns:s Fade?

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, 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-->Half-Life 2: Deathmatch

Score in teamplay mode no longer wraps back to zero 0 when it goes past 127

<b>Fixed bug in player bounding boxes while crouching</b>

Added cvar "cl_autowepswitch" to allow automatic weapon switching to be turned off

Flashlight no longer turns off when auxiliary power is drained

Auxiliary power now resets when a player respawns after drowning

Fixed explosive barrels to allow burning after respawn<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

Is that just for deathmatch models or does that apply to custom hitboxes that can be made?

Or is this even relevant to models in NS:S? :-/

Comments

  • ChimpZealotChimpZealot The Elite Demo Detective Join Date: 2002-11-30 Member: 10315Members, NS1 Playtester, Constellation
    I'm sure someone will correct me, but I thought bounding boxes only determined collisions and such, and are not the same as hitboxes. For instance, the Onos bounding box is much smaller than it's hitbox to allow it to pass through doorways and such.
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    That would make sense actually. So this means a crouched Fade in NS:S should be able to pass through vents.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I think that in Source
    Which is a <b>whole new engine</b>
    Some bugs will be fixed
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin-TychoCelchuuu+Jun 4 2005, 06:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu @ Jun 4 2005, 06:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that in Source
    Which is a <b>whole new engine</b>
    Some bugs will be fixed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I wouldn't go so far as to call it a whole new engine. Newer, sure, but not entirely new.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    The end result is in any case that it doesn't really have an effect on a fade that does not yet exist <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    esuna, why not? AFAIK, they didn't use anything from any other engine, it's built from scratch.

    that isn't to it say it didn't lift some of the principles and concepts from other engines (most obviously, HL1). but I still believe it was coded from the ground up.
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    but they didn't actually say it's built from scratch. did they? they could of just built deeper off from the HL engine.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Havoc physics.

    Bar that and higher quality textures, the Source engine isn't that much different.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin-typical skeleton+Jun 5 2005, 04:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Jun 5 2005, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> esuna, why not? AFAIK, they didn't use anything from any other engine, it's built from scratch.

    that isn't to it say it didn't lift some of the principles and concepts from other engines (most obviously, HL1). but I still believe it was coded from the ground up. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, really, it's not made from scratch. Go looking into coding, mapping or pretty much any area of editing the source engine and compare it to HL1 editing, while yes, there's a good number of noticable differences (Off the top of my head, texturing, and the way it's handled), you will notice a hell of a lot of similarities (The same godawful archaic precompiled lighting in maps).

    Now if the Source engine came about and resembled something like Doom 3 or F.E.A.R., i could understand you believing it was coded from scratch, but come on, it's not like they reinvented the wheel here. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Precompiled lighting is still far and away of higher fidelity than the direct lighting in any currently available engine.

    And yes, the code for the ENGINE was written from scratch. Just because it uses some of the same concepts doesn't mean the code is the same (and the precomiled lighting in HL2 is still pretty darn different from that found in HL1)
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    For the love of gamers everywhere, ID and Valve should amalgate, and create a game with the graphical and shading potentiality of Doom 3 combined with the Havoc physics engine of HL2..... HOLY HAWTNESS!!!
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    I'm sticking to HL, HL2 runs crap on my PC, and HL is fulfilling my needs.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-esuna+Jun 5 2005, 11:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Jun 5 2005, 11:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-typical skeleton+Jun 5 2005, 04:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Jun 5 2005, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> esuna, why not?  AFAIK, they didn't use anything from any other engine, it's built from scratch.

    that isn't to it say it didn't lift some of the principles and concepts from other engines (most obviously, HL1).  but I still believe it was coded from the ground up. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, really, it's not made from scratch. Go looking into coding, mapping or pretty much any area of editing the source engine and compare it to HL1 editing, while yes, there's a good number of noticable differences (Off the top of my head, texturing, and the way it's handled), you will notice a hell of a lot of similarities (The same godawful archaic precompiled lighting in maps).

    Now if the Source engine came about and resembled something like Doom 3 or F.E.A.R., i could understand you believing it was coded from scratch, but come on, it's not like they reinvented the wheel here. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The precompiled lighting in the source engine is a lot more advanced than anything in halflife. I'd imagine they kept some of the same radiosity code around (it is, afterall, a pretty standard algorithm) but the fact that the lighting is now all normal mapped is entirely new. In fact, I believe valve invented the technique of normal mapped radiosity for the source engine. I certainly hadn't seen anything in the global illumination literature about it previously.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    No halfway sane person with a 3D engine's sourcecode at its hands will write the whole thing anew. All said and done, a lot of standard aspects have remained essentially the same since Carmack introduced .bsp-based rendering to the scene (the first engine I know of that does not use a comparable structure is Hellgate: London). Still, the D3 engine is obviously not the same as the Doom engine. In so far, I'd suggest you belay the discussion <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • titaniumtitanium Join Date: 2003-10-31 Member: 22166Members
    <!--QuoteBegin-Apos+Jun 5 2005, 03:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Jun 5 2005, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Precompiled lighting is still far and away of higher fidelity than the direct lighting in any currently available engine.

    And yes, the code for the ENGINE was written from scratch. Just because it uses some of the same concepts doesn't mean the code is the same (and the precomiled lighting in HL2 is still pretty darn different from that found in HL1) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    look at the source code leak for hl2

    there are comments in it which are from quake 1's source

    it is not written from scratch in any shape, way, or form
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