bug: Prone hitboxes are really fubar


(SCDS_reyalP) #21

No.

First of all, they could have done the same experiments I did, and not told anyone.

They also could have just learned from experience to shoot higher than it looks like you should.

Don’t discount the power of slop either.

If you don’t have a demo, it is not safe to say cheat. Ever.

Really though, I’ve seen someone using an aimbot in urban terror (a q3 mod) It was OBVIOUS. They would jump into a mass of enemies, and headshot everone in sight, using one of the least accurate weapons in the game. Never seen anything remotely close to that in RTCW or ET.


(duke'ku) #22

dave doesn’t cheat. get over it, he just pwns you.

please put this cheating debate to rest.


(=SWAT=Shadow Fox) #23

I would just like to know what the hell it looks like, yeah he owns me lol but I just wanted to know what tell tell sign’s there is. Dave is a good player but I thought that only half the reason this was going on was cuz he was mouthy about it at first. But no matter what is done Ill stand behind my clan. The reason I posted on this thread was for further refrense not to get anyone heated up.


(Brinkman) #24

what’s up with this SD?


(kyleb) #25

well at least now we know that all the fools that said “oh i have no problem snipeing the guy in the tank” are the ones that obviously can’t aim for crap. :bump:

i too want word from SD on this, i have been learning my way around the issue by feel even before i saw the hitbox pics but it would be really nice to see the issue resolved.


(bani) #26

knowing about these hitbox flaws, it has changed my playing style immensely.

now i am able to kill tank gunners every time, and kill eng’s behind construction most of the time even if theyre not visible…


(Majin) #27

I really hope SD fixes this. It has been so easy to kill the engies since I found out about this.
Same thing for taking out snipers. They sneak behind a hill, but the box still stay above it. Just shoot and they die.
VERY CHEAP.

Although, its there, and I can’t stop using it because my enemy uses it.

PLEASE fix this!


(=SWAT=Shadow Fox) #28

Hahah before this post I tryed running from the dude in the tank, Maybe now ill stand a chance since my bullits wont be killing anymore birds

Thanks


(Neeko) #29

Much appreciation, this really helps with getting easy kills in the aformentioned cases, and also gives one an excuse for getting mown down by the randomly firing noob in the tank while sniping before even or barely after cresting the hill. :disgust:

I think the hitboxes whish seem the farthest displaced are those for an injured awaiting medic. As any covert ops who runs to knife his corpse has found, you almost always have to aim for the thighs to get them bleeding, the top 60% of their body is completely nonexistant. These show that maybe the better tactic would be to stand over the lower half of their body and knife the air rather than wasting your time on the ground. I think I’ll try that.


(damocles) #30

yeah when knifing or shooting prone or injured people you should always aim for the very centre (just above the groin area) as it is the only place you are guaranteed to get a hitbox.


(Hewster) #31

mm I wondered how they had gone about the hit boxes for the
prone position !!! now I know …

Must be hard though, since hit boxes don’t rotate… maybe someone
needs to re-write how the quake engine does hitboxes… hehe
now there’s a challange :slight_smile:

Hewster


(bani) #32

no they just need to buy the ghoul engine used for per-poly collision detection in q3.


(Hewster) #33

Hi Bani,

So they have changed hit detection in Q3 ?

All I can find is info on QuakeII & SOF…

For anyone interested, here’s an extract I found reguarding the qhoul
engine & hit detection :

Location-based damage
The accurate game physics provided by GHOUL allows the player pinpoint accuracy with his weapons. You can target 26 different locations on each enemy model’s body and he will react accordingly to the area that you hit. We have custom pain and death animations for each area you can target so the enemy will react to the damage realistically. Location-based targeting also allows the player to disarm enemies and shoot off their glasses and equipment.

heres a link to the SOF page I got that from
http://acwob.hypermart.net/sof/faq.html#3.2

If its as good as it sounds… WE WANT THE GHOUL ENGINE IN RtCW & ET :smiley:

Hewster


(bani) #34

ghoul lets you do per-poly collisions instead of being limited to non-rotatable hitboxes.

jk2 has ghoul in the engine but i dont know if they use it in the game or not.


(Awol) #35

JK2 does use the ghoul engine. Works like a charm after a few patches.

JK2 was a great game for sabers can’t wait for JK3 this fall :slight_smile:


(McAfee) #36

The “Injured” (waiting for medic) hotbox has serious problems too. I consider it worse than the prown issue.

It’s as high as the crouch hitbox, maybe worse. And both the head and the the area under the knee are left out of the hitbox. It is too easy to send people to limbo, that’s why it happens so often.


(Vaticool) #37

No need for ghoul engine :smiley: Urban Terror is a free Q3 Total Conversion.

Urban terror FAQ: (read @ urban terror site)

Q: Why can I not hit anything?
A: Urban Terror uses something called ARIES, which breaks down the model to 21 different hit zones, that conform to the shape of the model and not those large, bulky bounding boxes that are highly inaccurate. We are updating the current hit detection for the next release.

I played a lot Urban Terror and the hit detection is heaven, then when I play RTCW ET, I often get highest accuracy !!
Head Shot rulez :banana:
but IMHO you don’t have as much team work in UrT as in RTCW (ET)
U don’t have neither OSP, nor WW2.

Urban terror accuracy analyser


(bani) #38

you can only do so much accuracy from server side. UT ARIES is still an approximation and not 100% accurate if hit detection is done server-side (dedicated server cant reliably know about the playermodel’s animation state or orientation). ghoul would be 100% accurate however.

the headshot hitbox in rtcw is an example of the kind of approximation ARIES does (its calculated as a perfect arc based on the players viewangle pitch, though thats not quite how the actual model’s head moves). the ARIES guys probably did a closer approximation, but notice they say they’re still working on it.


(karpo_007) #39

I would really like to see a response from SD on this matter. Or are they going to leave it as it is? If so, comment would still be apreciated.


(Vengeance) #40

I have a lot of respect for the SD guys and im sure when they get time to do the client side patch that they will fix all these problems and make ET even more amazing. Trouble is its gonna probbably take a real long time :frowning: ,however, i believe it willl be worth the wait.

We just need to keep the faith ppl :clap: