Need help testing new hitboxes!

TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Need help testing new hitboxes!

Post by TTK-Bandit »

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
Ver1tas
Posts: 71
Joined: Tue Jan 31, 2006 12:42 pm

Post by Ver1tas »

Great Job! Save the Q4 community until it is not too late!
Quake 4 GameType Revolution mod
http://gtr.quakedev.com
[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Post by [TJD]Rico »

I joined, but there was no one else there. I did some test shots at the walls, but I don't think they'll help. =)
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Interesting. I hope it will work out positive, but i'd prefer that you spent your time on fixing the RL and GL hitboxes and the point from where those weapons shoot (so you do shots close to walls again). :)
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

@[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 :paranoid:

I guess I'm misunderstanding something, please clarify :)
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

ah ok, got it now... you talk about the boundingbox of projectiles.
well it would be hell of a change (3 numbers changed per projectile weapon) :icon27:
and I'm not sure if its worth the time (as I don't know if the majority really wants it).
we could start a poll about it..
Ver1tas
Posts: 71
Joined: Tue Jan 31, 2006 12:42 pm

Post by Ver1tas »

I suggest to advertise it on esreality forums too.
Quake 4 GameType Revolution mod
http://gtr.quakedev.com
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

TTK-Bandit wrote:and I'm not sure if its worth the time (as I don't know if the majority really wants it).
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.
Last edited by Oeloe on Wed Mar 22, 2006 11:21 pm, edited 1 time in total.
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

Image
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Server doesn't allow direct linking? That player boundbox is hexagonal, not cylindrical btw. ;)
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

Oeloe wrote:
Server doesn't allow direct linking? That player boundbox is hexagonal, not cylindrical btw. ;)
for me it does work :confused:

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.
dynerman
Posts: 15
Joined: Mon Oct 17, 2005 6:31 am

Post by dynerman »

Oeloe wrote:
TTK-Bandit wrote:and I'm not sure if its worth the time (as I don't know if the majority really wants it).
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.
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)

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.
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

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.
Ok, then SyncError was mixing things up and the projectile bound boxes are the problem, like most people thought.

@Bandit: your post with the picture is empty. The image doesn't show up unless you click that link i put in my post.
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

@Oeloe: maybe youre using Internet explorer ?
IE is pretty buggy when it comes to png files.
User avatar
MKJ
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Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

IE doesnt allow png alpha channels, so thats why
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
I cant spell u
Posts: 1328
Joined: Sat Nov 05, 2005 1:00 am

Post by I cant spell u »

TTK-Bandit wrote:Image
Maybe you should do a compare and contrast of the current hitbox and your hit box.
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Post by rgoer »

Oeloe wrote:SyncError said it was because in Q4 projectiles are shot from the tip of the gun
this is wrong as hell, projectiles originate from the player's origin
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

GFG on this one bandit. Is this going in q4w?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

TTK-Bandit wrote:@Oeloe: maybe youre using Internet explorer ?
IE is pretty buggy when it comes to png files.
FF. Odd, i see the 2nd image, of the original hitbox but i can't get the new one to appear...
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

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
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Finally found SyncErrors post at ESR:
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.
Ok i got it backwards, but his explanation still doesn't make sense to me.
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

well I guess he is talking about something else..
this problem I think we are talking about has to do with the boundingboxes of the rockets.
I tried making them smaller, and voillat: it worked.
I guess he just misunderstood, like I did the first time.
Ganemi
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Joined: Thu Apr 21, 2005 12:57 pm

Post by Ganemi »

I haven't played Quake 4 yet, but that original hitbox looks like it could outsize an X-Box.

Is ID ever going to add a slant to the models, when they're in motion? I loved that effect in Quake 3.
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