Gib issues


(ExPLiCiT) #1

Two things:

First, will the tap out issue be addressed in a patch? At first I thought I was getting a stray shot that was gibbing me but through tests I find it to be a bug.

Second, is there a server setting that can be used to increase the number of shots it takes to gib. An answer would be greatly appreciated so I can figure out settings for a decent oltl server.


([=O=]SMYLER) #2

Do we actually know if there will be ongoing patches ? This working for “free” thing ain’t all it’s cracked up to be for the people involved. I hope there is though as they will most likely be needed.


(bani) #3

yeah, being “gibbed” by a smg before you even hit the ground shouldnt be possible…

RTCW was never like this. its definitely a bug.


(SCDS_reyalP) #4

In the past, sd members have given a lot of support to the community in things that don’t make them money.

edit:
As far as gibbing goes, I think the main issue is that the hitbox of a dead player much bigger than in RTCW. It is more than twice as tall as the model itself, so you cannot shoot over a fallen teammate on level ground without hitting them into limbo.

edit #2:
Gib hit boxes…
http://www.cyberonic.net/~gdevault/etbugs/gibbox-1.jpg
http://www.cyberonic.net/~gdevault/etbugs/gibbox-2.jpg

For comparison, the box for a dead body in RTCW barely extended above the model. Cutting this to about 1/3 height would be a huge improvement, IMO. That would also require people to crouch to revive effectively again.

FWIW, the prone head boxes are greatly improved with the server patch, this was about the worst example I could come up with:
http://www.cyberonic.net/~gdevault/etbugs/prone-1.jpg

In many other cases the box was exactly over the head.

Note even in the above, you can shoot very significantly over the prone persons model and still get body hits. Proning doesn’t reduce your profile compared to crouching, and improve your smg spread either.


(ExPLiCiT) #5

Do you have any jpg’s of the wolf hitboxes?


(SCDS_reyalP) #6

rtcw:
http://www.cyberonic.net/~gdevault/etbugs/rtcwgib.jpg


(ExPLiCiT) #7

Wow that is a major difference, I would say at least double. Do you know if this is hard coded into the came, I imagine it is, but I am hoping that there is also an option to increase the number of hits it takes to gib, if it is increased enough it may take away some of the relevance of the size of the gib hitbox.


(SCDS_reyalP) #8

In RTCW, it is in the game code. I assume the same is true in ET.

FWIW, in ET seems to take much fewer shots to gib as well. While I haven’t actually tested, it seems like about 3 in ET vs half a clip in RTCW. Even if you could hurt people ‘on the way down’ in RTCW, you wouldn’t gib them before they hit the ground, because you just don’t fire that fast.


(ExPLiCiT) #9

bani, do you know if there was any option in wolf to change how many hits it takes to gib?


(bani) #10

nope, there isnt. GIB_HEALTH in rtcw is defined as -175. if your health is 0 or less, youre dead and waiting for revive. if its less than 175 then youre gibbed.


(Majin) #11

It only takes like 3-4 smg shots to gib now.
I always gib players now without even really trying. just keep shooting for short time and their gone. Ya don’t even have to aim down;/

And those evil double air strikes are auto gibbers.

I find that most of my job in ET as a medic is to just give out medpacks (and kills massive amounts of people).

I never really got into medics in rtcw, but recently I have started, and its so much easier when people dont get gibbed instantly.