Need help testing new hitboxes!
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- Posts: 190
- Joined: Sat Sep 07, 2002 7:00 am
Need help testing new hitboxes!
You don't like Quake4's hitbox? You think it's way to easy to hit an enemy with railgun/shaft ?
id/Raven say cylindric hitboxes won't work, as you stuck in some maps.
This may be true for singleplayer, but with a few tricks, I was able to make it work in multiplayer.
We have already done some testing on it, but we need further testing with more players and detailed reports, if there are bugs.
You can download the beta test here:
http://217.172.47.148/bandit/gtr_010b5b.zip
You need the CCQ4 pak01 to run this mod. Mirrors:
http://www.nem3d.net/files/quake4/mods/ccq4_pak01.zip
http://www.ingame.de/filebase/index.php ... 5&fid=3208
A public server is running at: orange.ipax.at:28004
Note: This is a mod that runs with 1.1beta patch, and not with 1.0.x.!
(Movement is slightly different on some places, as clipping works different now, but you'll see,
that it's not getting better or worse, just slightly different. with a good chance, you won't even notice it.)
mod homepage/forum: http://gtr.quakedev.com/
irc channel: #GT-Revolution @ QuakeNet
Thx
id/Raven say cylindric hitboxes won't work, as you stuck in some maps.
This may be true for singleplayer, but with a few tricks, I was able to make it work in multiplayer.
We have already done some testing on it, but we need further testing with more players and detailed reports, if there are bugs.
You can download the beta test here:
http://217.172.47.148/bandit/gtr_010b5b.zip
You need the CCQ4 pak01 to run this mod. Mirrors:
http://www.nem3d.net/files/quake4/mods/ccq4_pak01.zip
http://www.ingame.de/filebase/index.php ... 5&fid=3208
A public server is running at: orange.ipax.at:28004
Note: This is a mod that runs with 1.1beta patch, and not with 1.0.x.!
(Movement is slightly different on some places, as clipping works different now, but you'll see,
that it's not getting better or worse, just slightly different. with a good chance, you won't even notice it.)
mod homepage/forum: http://gtr.quakedev.com/
irc channel: #GT-Revolution @ QuakeNet
Thx
Great Job! Save the Q4 community until it is not too late!
Quake 4 GameType Revolution mod
http://gtr.quakedev.com
http://gtr.quakedev.com
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- Posts: 190
- Joined: Sat Sep 07, 2002 7:00 am
@[TJD]Rico:
hehe that is my problem, not enough testers at the moment.
@Oeloe:
>...spent your time on fixing the RL and GL hitboxes
uh what ? there is only one hitbox that is used for every weapon.
>and the point from where those weapons shoot (so you do shots close to walls again).
you can shoot close to walls
I guess I'm misunderstanding something, please clarify
hehe that is my problem, not enough testers at the moment.
@Oeloe:
>...spent your time on fixing the RL and GL hitboxes
uh what ? there is only one hitbox that is used for every weapon.
>and the point from where those weapons shoot (so you do shots close to walls again).

you can shoot close to walls

I guess I'm misunderstanding something, please clarify

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- Posts: 190
- Joined: Sat Sep 07, 2002 7:00 am
I suggest to advertise it on esreality forums too.
Quake 4 GameType Revolution mod
http://gtr.quakedev.com
http://gtr.quakedev.com
I'm sure the majority thinks it sucks that when they're hiding behind a wall and want to fire a rocket or nade, with the croshair a few pixels away from the wall, they shoot themselves in the face (or the nade bounces back). The difference with Q3 is quite big. You can find some short movies showing this on ESR and i think i crossposted them here too. SyncError said it was because in Q4 projectiles are shot from the tip of the gun and not from the player boundbox (view origin?). That doesn't make much sense to me though.TTK-Bandit wrote:and I'm not sure if its worth the time (as I don't know if the majority really wants it).
Last edited by Oeloe on Wed Mar 22, 2006 11:21 pm, edited 1 time in total.
Server doesn't allow direct linking? That player boundbox is hexagonal, not cylindrical btw.TTK-Bandit wrote:http://gtr.quakedev.com/hitbox.png

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- Posts: 190
- Joined: Sat Sep 07, 2002 7:00 am
for me it does workOeloe wrote:Server doesn't allow direct linking? That player boundbox is hexagonal, not cylindrical btw.TTK-Bandit wrote:http://gtr.quakedev.com/hitbox.png

yes its hexagonal, cuz its faster and causes less problems with the stuck problem.
anyway, you won't notice much of a difference to a real cylinder.
Projectiles are not launched out of the tip of the gun - they emerge from the center of the model, rougly the same region as Q3 (different because models are different)Oeloe wrote:I'm sure the majority thinks it sucks that when they're hiding behind a wall and want to fire a rocket or nade, with the croshair a few pixels away from the wall, they shoot themselves in the face (or the nade bounces back). The difference with Q3 is quite big. You can find some short movies showing this on ESR and i think i crossposted them here too. SyncError said it was because in Q4 projectiles are shot from the tip of the gun and not from the player boundbox (view origin?). That doesn't make much to me though.TTK-Bandit wrote:and I'm not sure if its worth the time (as I don't know if the majority really wants it).
edit: to clarify, projectiles are spawned like this only in MP. In SP they do indeed spawn at the barrel of the gun. It was one of the many tweaks and changes we made to get the gameplay right in MP.
Ok, then SyncError was mixing things up and the projectile bound boxes are the problem, like most people thought.dynerman wrote:edit: to clarify, projectiles are spawned like this only in MP. In SP they do indeed spawn at the barrel of the gun. It was one of the many tweaks and changes we made to get the gameplay right in MP.
@Bandit: your post with the picture is empty. The image doesn't show up unless you click that link i put in my post.
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- Posts: 190
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dunno, if q4w likes it, they can use it 
here some better comparison shots:
http://gtr.quakedev.com/compbox.png
http://gtr.quakedev.com/oldbox.png
http://gtr.quakedev.com/newbox.png

here some better comparison shots:
http://gtr.quakedev.com/compbox.png
http://gtr.quakedev.com/oldbox.png
http://gtr.quakedev.com/newbox.png
Finally found SyncErrors post at ESR:
Ok i got it backwards, but his explanation still doesn't make sense to me.The rocket hitting the wall when aiming 1 pixel away from it has nothing to do with the rockets hitbox. It has to do with the origin of the projectile. In D3 and Q4 it shoots from the players origin whereas in Q3 it shot from a distance just in front of the player's origin.
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