How should I relate to the new hitboxes?
Moderators: Forum moderators, developers
How should I relate to the new hitboxes?
I heard that the hitboxes were fixed in 3.1.6, but I'm not sure how I should relate to this change. Should I aim differently or what?
I suppose some will just say, "Do as you always do", but I want a good comparison with the old hitboxes. Anyone got some screenshots or something which can illustrate this?
I suppose some will just say, "Do as you always do", but I want a good comparison with the old hitboxes. Anyone got some screenshots or something which can illustrate this?
- =FF=im2good4u
- Posts: 3821
- Joined: Wed Feb 05, 2003 7:30 am
- Location: The Netherlands, HOLLAND
- Contact:
Well, I don't have any screenies...
and I dunno whether all the hitboxes were fixed...
The thing I do know is that the hitbox position / model position is now calculated server-side, so where you see the player is also where the hitbox is.
So you no longer have to aim in weird positions, lol, just aim where you see the person.
and I dunno whether all the hitboxes were fixed...
The thing I do know is that the hitbox position / model position is now calculated server-side, so where you see the player is also where the hitbox is.
So you no longer have to aim in weird positions, lol, just aim where you see the person.
<a href="http://bunnyherolabs.com/adopt/showpet. ... dQ=="><img src="http://petimage.bunnyherolabs.com/adopt ... Q0dQ==.png" width="80" height="100" border="0"></a>
Yes, in theory, with the new hitbox, you just aim for the model head. If this is all you ever did, nothing needs to change. If you did compensate for the old way (by aiming at the backpack of crouched players, aiming over the head of running players etc) then you will need to change, and aim at the model.
Also, quite a few people adjusted cg_crosshairY up, since a moving players head would duck down, but the old hitbox wouldn't. You most certainly want to turn this off with the new system.
b_realhead is server side.
(hmmm, if the transition turns out to be too hard, it could actually be made a client option which changes how the server does your hit detection, like antilag currently is.)
Also, quite a few people adjusted cg_crosshairY up, since a moving players head would duck down, but the old hitbox wouldn't. You most certainly want to turn this off with the new system.
b_realhead is server side.
(hmmm, if the transition turns out to be too hard, it could actually be made a client option which changes how the server does your hit detection, like antilag currently is.)
send lawyers, guns and money
that's what the fix is, the hitboxes _ARE_ where the client renders themsquadjot wrote:"where you see the player" - is client side=FF=im2weak4u wrote: The thing I do know is that the hitbox position / model position is now calculated server-side, so where you see the player is also where the hitbox is.
Day by day : http://w.twwwo.be/
- KingJackaL
- Posts: 666
- Joined: Thu Jan 08, 2004 3:47 pm
- Location: ChCh, NZ
- Contact:
Idd. If I understand it correctly, what you'll see on your screen will be identical* with and without b_realhead being set. However, with it set the server with calculate your hits based on a hitbox which is much closer to the model's position than without it being set.fretn wrote:that's what the fix is, the hitboxes _ARE_ where the client renders themsquadjot wrote:"where you see the player" - is client side=FF=im2weak4u wrote: The thing I do know is that the hitbox position / model position is now calculated server-side, so where you see the player is also where the hitbox is.
*sif conditions couldn't apply...
- =FF=im2good4u
- Posts: 3821
- Joined: Wed Feb 05, 2003 7:30 am
- Location: The Netherlands, HOLLAND
- Contact:
oke maybe i understoot it worng how it worksfretn wrote:that's what the fix is, the hitboxes _ARE_ where the client renders themsquadjot wrote:"where you see the player" - is client side=FF=im2weak4u wrote: The thing I do know is that the hitbox position / model position is now calculated server-side, so where you see the player is also where the hitbox is.
but the point is where you see the head is where you should aim
<a href="http://bunnyherolabs.com/adopt/showpet. ... dQ=="><img src="http://petimage.bunnyherolabs.com/adopt ... Q0dQ==.png" width="80" height="100" border="0"></a>
No, that doesn't follow at all. It should be blindingly obvious that longer delays and less smooth movment will always be a disadvantage.>>steven! wrote:so the hitboxes rnt where the model is then
AFAIK b_realhead doesn't change where/how the model shows up on the client, it only changes the relationship of the head hitbox to the player origin on the server. In earlier versions, the head hitbox location (on the server) was calculated by a simple formula which had nothing to do with the model animation. It now uses the animation data. So if you were seeing exactly what was on the server, then the hitbox would match up pefectly with the head model.
Antilag (and some other stuff) is reponsible for making it so that the player origin on the server is the same as what it was on the client when you shot. That has it's own problems in etpro 3.1, which are enirely unrelated to the head position calculations. There are also inherent problems playing a game on an unreliable network.
send lawyers, guns and money