Posted: Sat Mar 04, 2006 3:03 pm
well just like q3, 11 pellets, 10 dmg each (or vice versa, not sure).
rail rocket & nade do 100 dmg pointblank. always been like that.
rail rocket & nade do 100 dmg pointblank. always been like that.
You mean direct hit.MKJ wrote:well just like q3, 11 pellets, 10 dmg each (or vice versa, not sure).
rail rocket & nade do 100 dmg pointblank. always been like that.
As does the Q3A BFG, which essentially is a rocket moving at the speed of a plasma bolt.MKJ wrote:rail rocket & nade do 100 dmg pointblank.
The only maps that its a problem in are the raven maps, and yeah the shotgun was like that in q3 too.Runningman wrote:k, then go tell every mapper to change his/her map. whoops, im sorry.
i just assumed it would be 100. howd you get this 110? SDK? baseq4 pointblank shot? thats just funny....
btw, sorry i just cant fix it by myselfthe mod stopped A LONG time ago.
http://www.overdrivepc.com/forum/showthread.php?t=9678
*almost* finding that endearing with the beta - there are only ever 2 or 3 busy servers visible. in the last week or so, i've gotten to recognise the names of everyone who plays on them, all 12 of them.riddla wrote:I wonder if they even realize that Q4 is pretty much 1 missstep from being written off as a total failure?
I went looking for a pub last night, there was only ONE SERVER WITH PEOPLE ON IT.
..I'll be one of the 12 then, caught you on a CTF server the other day mate. Don't usually play CTF but it was the only Q4 action I could find.. going through Painkiller again ATM4days wrote:*almost* finding that endearing with the beta - there are only ever 2 or 3 busy servers visible. in the last week or so, i've gotten to recognise the names of everyone who plays on them, all 12 of them.riddla wrote:I wonder if they even realize that Q4 is pretty much 1 missstep from being written off as a total failure?
I went looking for a pub last night, there was only ONE SERVER WITH PEOPLE ON IT.
DooMer wrote:That stuff really isn't even broken to begin with.
Hah! :icon29:Underpants? wrote:DooMer wrote:That stuff really isn't even broken to begin with.
Coming from a coder, this should totally be doable. Nice suggestion Black Dog.Black_Dog wrote:If changes in player collision will break a game designed for a certain hitbox size, how about using different boxes for player collision and hitscan tests? That's not exactly elegant, but rather that than a 1v1 game totally dominated by the RG.
Than i dont understand why it packs the size of the hitbox into snapshots instead of only the location/centre point of the hitbox?^misantropia^ wrote:Capture the shape of the hitbox in a nice, mathematical formula and, at the very worst, you'd enlarge every snapshot with a few bytes. In this age of broadband cable with ~1500 byte MTUs, that ain't no biggie. Not entirely sure about Q4, but Q3 snapshots are usually only 40-50 bytes large.riddla wrote:models=polygons
hitbox=polygons
dont see why it would be hard to make a roughly upside-down bowling pin-shaped hitbox and it adversely affect ping, etc.
Could someone get full-on nerdy technical as to why/why not?
Ya you don't need all of that all you need is a point of reference and a direction vector. That shouldn't change regardless. Networking wise I don't see the issue. Cpu wise it would be slightly higher, but doing a vector-volume intersection computation is not that hard. I've no clue why it would lag out the server to do even per pixel hit detection.Goofos wrote:Than i dont understand why it packs the size of the hitbox into snapshots instead of only the location/centre point of the hitbox?