ET QW use polyhit or hitbox ?
Because Doom 3 use polyhit and Quake 4 use hitbox, so …
Please SplashDamage crew, isn’t a top secret information I think ! 
ET QW use polyhit or hitbox ?
Because Doom 3 use polyhit and Quake 4 use hitbox, so …
Please SplashDamage crew, isn’t a top secret information I think ! 
24-32 players so hitbox most likely (unless of course SD or Carmack has some genius new tech) (Woah! Maybe a megatexture adaptation for hit detection 0_0)
Rumor has it that a specially trained tapir will observe each combat encounter, and award the kill based on such factors as initiative, accuracy, style and 2d20
:tapir:
Yeah thats right. I have rumnors that you will get a tapir with the box of install cd’s/dvd('s). You can plug it on your computer with USB. It will decide if ur bullets were hitting the enemy. It also got a build in Anti Cheat. So the tapir and you wont cheat. It is also uncrackable for most ppl because of the analog DNA! Goodjob SD :tapir:
This talk of tapirs is not serious. You dare to say the holy SD tapir is not serious? :bash:
But yeah from so far we know, SD is probably gonna use hitboxes, but were not 100% sure, we only do guess this.
If you have any other questions, youd better take a look at: http://www.theredstuff.com/faq.php?g=Enemy+Territory+Quake+Wars which is an unofficial FAQ. The owner does update it asap he has more info out of the mags or anything else about ET:QW.
Praise the holy tapir! :tapir: 
I’m pretty sure Q4 uses a hybrid method where if it hits the hitbox then it will check per poly if your shot actually hit. I hope QW uses this because with hitboxes a lot of people just spray hoping to get a hit. Less skill required.
I’m not sure but I think Quake 4 use polyhit for the solo only.
I hope SD will use polyhit so you only can hit what you can see.
Oh yeah lets play 8 people on a 32km x 32km map just so you can hit what you see.
The amount of detail they’re putting into the actual players model and stuff according to the previews It would be surprised if they use hitboxes.
The amount of detail they’re putting into the actual players model and stuff according to the previews It would be surprised if they use hitboxes.
they could use a lower detail colision model for hit detection. And the hybrid method sounds likely per poly is uses to stop wating calcualtion with stray bulets
the maps won’t be 32km x 32km… that is a measurement of something different… apparently
Anyway, high poly models with per-poly hitchecking doesn’t work on a large scale without serious slowdown, so you’ll have to use at least a low-res model as carnage says.
And even then, it is way slower then hitboxes.
The main problem why they don’t use hitboxes is that you need to make them follow the animation perfectly, whereas a low-res model follows it for sure if it is linked to the same skeleton.
So the hybrid form is the best imo: have a hitbox for every limb, and make it follow the bones’ movement like a model would. You’re still checking hits in 3D space, but at least you don’t need to look up what polygon you hit, and to which part of the body this belongs. You just know which hitbox it was.
[quote=“KAGE”]
the maps won’t be 32km x 32km… that is a measurement of something different… apparently[/quote]
First ive read 1 square mile which is about 1.6x1.6 km
Then ive read 32 square KM, so about 5.5x5.5 km
I think we discusses this some time ago (over 6 months I think) and some SD guy said it was not going to be perpoly hit.
As long as hit detection is nothing like CounterStrike: Source’s, I’ll be happy. 