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Posted: Sat Mar 04, 2006 3:03 pm
by MKJ
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.

Posted: Sat Mar 04, 2006 3:44 pm
by Oeloe
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.
You mean direct hit.

Posted: Sat Mar 04, 2006 7:46 pm
by ^misantropia^
MKJ wrote:rail rocket & nade do 100 dmg pointblank.
As does the Q3A BFG, which essentially is a rocket moving at the speed of a plasma bolt.

Posted: Sat Mar 04, 2006 11:19 pm
by DooMer
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 myself :D the mod stopped A LONG time ago.
http://www.overdrivepc.com/forum/showthread.php?t=9678
The only maps that its a problem in are the raven maps, and yeah the shotgun was like that in q3 too.

Posted: Mon Mar 06, 2006 8:31 am
by Runningman
so its safe to say everythings a big fuckin mess :D
like i said before, a team from the community working with raven/id would be about the only thing to do.

heres a team for you..
arqon
corncobb <- very skilled and creative, i mean the mans q3 mod makes you look down and see your legs walking..... http://www.violationentertainment.com/m ... index.html
ozonejunkie <- did most of the defrag coding and is just good.
and myself i guess, i might not do as much as these fellows, but i have moments.

these by far are the most intelligent and creative people in the quake community that ive come across in the past year and a half of online.

other than that i dont even wanna touch it. if its not better than q3, im not takin a step backwards. my ADHD wont allow me to play anything slower than the perception that im at with q3 :)

Posted: Mon Mar 06, 2006 4:52 pm
by 4days
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.
*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.

Posted: Mon Mar 06, 2006 6:45 pm
by Runningman
rollin

on

the floor.
it has alot of potential tho!

Posted: Mon Mar 06, 2006 7:02 pm
by ppp
4days wrote:
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.
*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.
..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 ATM

Posted: Tue Mar 07, 2006 12:01 am
by {uZa}FreakOfNature
That's odd. Are you looking for a specific type of server? My clan runs a DM server and we have several people on almost every evening (Of course, as I type this, I checked and no one's on.. go figure heheheh)? Tons of custom maps to keep things from getting to boring.

I've seen several Quake3World.com users on there from time to time.

I WILL admit though.. Things are REAL shaky right now for Q4. The final patch better kick some ass.

Posted: Tue Mar 07, 2006 3:14 am
by Underpants?
DooMer wrote:That stuff really isn't even broken to begin with.

Posted: Tue Mar 07, 2006 12:40 pm
by Oeloe
Underpants? wrote:
DooMer wrote:That stuff really isn't even broken to begin with.
Hah! :icon29:

Posted: Tue Mar 14, 2006 1:03 am
by MidnightQ4
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.
Coming from a coder, this should totally be doable. Nice suggestion Black Dog.

I noticed they said it increased lag a ton, I don't see why. The fact that you took a shot aimed at xyz coords doesn't change. That data is sent to the server which detemines if you scored a hit or not. For that matter, perpixel hit detection or having small boxes for different zones doesn't seem that far fetched either.

The only explination is that they are doing something much more sophisticated with the hit detection than they used to, but really after playing the game as it is today I don't see how that could be cause the netcode does not feel like what I would call sophisticated.

I say just unlagg the netcode, then balance the weapons appropriately.

Posted: Tue Mar 14, 2006 2:54 am
by Goofos
^misantropia^ wrote:
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?
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.
Than i dont understand why it packs the size of the hitbox into snapshots instead of only the location/centre point of the hitbox?

Posted: Tue Mar 14, 2006 4:28 am
by MidnightQ4
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?
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.