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Need help testing new hitboxes!
Posted: Tue Mar 21, 2006 11:12 am
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
Posted: Tue Mar 21, 2006 12:17 pm
by Ver1tas
Great Job! Save the Q4 community until it is not too late!
Posted: Tue Mar 21, 2006 12:51 pm
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. =)
Posted: Tue Mar 21, 2006 1:26 pm
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).

Posted: Tue Mar 21, 2006 2:12 pm
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
I guess I'm misunderstanding something, please clarify

Posted: Tue Mar 21, 2006 2:37 pm
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..
Posted: Tue Mar 21, 2006 4:41 pm
by Ver1tas
I suggest to advertise it on esreality forums too.
Posted: Tue Mar 21, 2006 9:02 pm
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.
Posted: Tue Mar 21, 2006 10:13 pm
by TTK-Bandit
Posted: Tue Mar 21, 2006 11:44 pm
by Oeloe
Server doesn't allow direct linking? That player boundbox is hexagonal, not cylindrical btw.

Posted: Wed Mar 22, 2006 6:22 pm
by TTK-Bandit
Oeloe wrote:Server doesn't allow direct linking? That player boundbox is hexagonal, not cylindrical btw.

for me it does work
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.
Posted: Wed Mar 22, 2006 7:41 pm
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.
Posted: Wed Mar 22, 2006 8:26 pm
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.
Posted: Wed Mar 22, 2006 8:54 pm
by TTK-Bandit
@Oeloe: maybe youre using Internet explorer ?
IE is pretty buggy when it comes to png files.
Posted: Wed Mar 22, 2006 8:57 pm
by MKJ
IE doesnt allow png alpha channels, so thats why
Posted: Wed Mar 22, 2006 9:24 pm
by I cant spell u
TTK-Bandit wrote:
Maybe you should do a compare and contrast of the current hitbox and your hit box.
Posted: Wed Mar 22, 2006 10:12 pm
by TTK-Bandit
Posted: Wed Mar 22, 2006 10:26 pm
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
Posted: Wed Mar 22, 2006 10:36 pm
by Lenard
GFG on this one bandit. Is this going in q4w?
Posted: Wed Mar 22, 2006 10:54 pm
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...
Posted: Wed Mar 22, 2006 10:58 pm
by TTK-Bandit
Posted: Wed Mar 22, 2006 11:13 pm
by TTK-Bandit
Posted: Wed Mar 22, 2006 11:23 pm
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.
Posted: Wed Mar 22, 2006 11:30 pm
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.
Posted: Thu Mar 23, 2006 10:28 pm
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.