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Topic Starter Topic: Quakelive Receives New Hitboxes/Hit Detection

One Man Army
One Man Army
Joined: 23 Dec 1999
Posts: 10568
PostPosted: 12-09-2009 01:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


The rather large Quakelive update applied today adds cylinder hitboxes as well as improved hit detection among other things. This should make rail shots that look as if they hit through a wall a thing of the past, which has been a wide spread complaint in the community.

If you haven't been paying attention, be sure to visit past change logs in the forum for all the great new features that have been rolled out. The latest being cg_drawItemPickups 7 among others, which draws a time stamp on item pickups to assist with timing.

More info here: http://www.quakelive.com/forum/showthread.php?t=40613




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Elite
Elite
Joined: 12 Jul 2000
Posts: 11553
PostPosted: 12-09-2009 03:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


DooMer wrote:
The latest being cg_drawItemPickups 7 among others, which draws a time stamp on item pickups to assist with timing.


That would be like Luke Skywalker using a targetting computer.

The hitbox improvement sounds good, but have they improved the way they work in the air and when ducking? I remember screenshots that showed the original hitboxes in those circumstances being WAY out.

Edit: Just read through the link:
SyncError wrote:
impactSparks, that further assist in detecting when and where you've hit your enemy.


I had a simmilar idea after trying some SFX graphics mod that featured sparks on wall hits ages ago.




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cess primary
cess primary
Joined: 25 Aug 2003
Posts: 2727
PostPosted: 12-09-2009 10:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


Definitely noticing the hitbox changes when using lg or rail.

I'm also not sure about the timestamp on item pickups. Although it wasn't exactly jedi-like to time prior to this, since you did have a timer.




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