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> Hitbox Troubles(images Inside), modellers needed
Tjoppen
post Jun 20 2005, 10:12 PM
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I discovered the wonders of sv_showhitboxes, and upon closer inspection I found the reaon why the melee behaves so strangely:

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The shifted hitboxes makes the client put blood(and sound) on the model, when it doesn't hit the boxes(but rather behind).
Clearly my ported player models are not 100% correct. Any modeller out there who know how to fix it?

Oh, and I got a simple class selection menu in there. It's ugly, but it works smile.gif
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Draco
post Jun 21 2005, 11:47 AM
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im pretty sure i read somewhere that the hitboxes are ahead like that due to lag, and how the client predicts movement, i cant find it anywhere right now
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Flask
post Jun 21 2005, 12:15 PM
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Yes, this same hitbox problem exists in Counter-Strike: Source as well. Check out this video:

http://www.putfile.com/media.php?n=css_hit_b0x_bb
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Draco
post Jun 21 2005, 01:32 PM
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dont worry about these hitboxes then. if they are in the right place in HLMV then the model is correct
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jackx
post Jun 21 2005, 02:31 PM
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And I thought HL1 hitbox behaviour was bad... now there's probably not even a point in getting HL2 for mods, if I want randomness, I go and play dice. ;/


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regis
post Jun 21 2005, 04:44 PM
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WOW!
im surprised
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gRanTeLbArT
post Jun 21 2005, 05:52 PM
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QUOTE(jackx @ Jun 21 2005, 03:31 PM)
And I thought HL1 hitbox behaviour was bad... now there's probably not even a point in getting HL2 for mods, if I want randomness, I go and play dice. ;/
[snapback]3979[/snapback]



I think in this case it is pretty predictable where the player's hitboxes are
if they manage to get it as good as it was in hl1 I m satisfied (maybe even if not)


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Tjoppen
post Jun 21 2005, 06:46 PM
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I did some more testing and it appears to just look like they're out of place.. So aiming at where you think the model is is just fine.
It might be that they fixed it since that movie was released but it still shows up incorrectly.
However, the client bloodsplats and so on are still as I suspected modelbound, and not hitboxbound. This is why you still get false positives for melee hits. It appears to be the other way around for CS.
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regis
post Jun 21 2005, 07:11 PM
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"It appears to be the other way around for CS."

what do u mean
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Jackhammer
post Jun 21 2005, 07:25 PM
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You'll see the bloodsplats appear on the hitboxes rather than the model in Counter-Strike. (If the hitboxes are positioned like in the screenshots above , the bloodsplats will form from thin air)
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regis
post Jun 22 2005, 03:48 AM
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hm yeh
i was wondering why it did that. dos valve already know of this problem?
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Draco
post Jun 22 2005, 08:40 AM
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its not actally a problem. lag introduses funny behaviour like this
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regis
post Jun 22 2005, 05:45 PM
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eh? but the vid said its not lag.. somethin about client side dosnt get lag or watever
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Slash
post Jun 22 2005, 10:27 PM
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There was a discussion about this elsewhere... It had to do with tickrate and client side prediction.

http://forums.sta-league.org/viewtopic.php?t=1955

It is poorly written, but in summary, default tickrate on SRCDS servers (33) is way too low. Client side prediction also ends up playing against the client in this situation as well because you could be firing at a player location which is not defined in any snapshot (which is taken at a frequency dependent on tickrate) in the history that the server keeps for lag correction.

http://www.valve-erc.com/srcsdk/general/mu...networking.html
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Draco
post Jun 22 2005, 11:39 PM
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theres the page I was looking for, thanks slash
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