justice

Screenshots/Avis/FragMovies

justice

Postby kud » Fri Nov 08, 2013 2:28 am

Image

I FUCKING KNEW IT
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: justice

Postby TimTim » Fri Nov 08, 2013 3:38 am

What is this screenshot for? Do I need to explain something?
Image
User avatar
TimTim
 
Posts: 1613
Joined: Thu Jun 14, 2012 9:36 pm

Re: justice

Postby kud » Fri Nov 08, 2013 4:47 am

the screenshot is for the lols. sometimes i get shots that I think should've connected. this screenshot is like catching a mosquito. makes sense why I'd think I hit
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: justice

Postby TimTim » Fri Nov 08, 2013 6:47 am

I'll provide a quick explanation for anyone who thinks the shot should have connected.

1) The screenshots are obviously from demo playback, so the shock beam that you see is the server's shock beam. This means kud's shock beam that he originally saw during live gameplay came out earlier, which is the beam the hit registration is based on. Of course this also means that at the time of the shot, edge wasn't as close to the crosshair as depicted in the first screenshot.

2) Edge was in the middle of a forward dodge. This causes the player model to appear to be outside of the hitbox since the hitbox is only a simple collision cylinder (taller than it is wide) that is unable to rotate with the player model. (Thanks Epic.) I've considered a few different solutions for this issue but there are bigger fish to fry at the moment.

Rough estimate of the hitbox:
Image

3) All that matters with regards to hit registration is the explosion. In this instance you see it on the wall behind edge. The shock beam is just a delayed effect and has no bearing on anything, which is why it will sometimes appear to pass through player models when your explosion lands behind them.
Image
User avatar
TimTim
 
Posts: 1613
Joined: Thu Jun 14, 2012 9:36 pm

Re: justice

Postby Bizmonkey » Fri Nov 08, 2013 10:45 am

Probably the only shot you missed that map. Dick.
Image
Bizmonkey
 
Posts: 517
Joined: Sat Dec 29, 2012 12:26 pm

Re: justice

Postby kud » Fri Nov 08, 2013 11:54 am

i like to think it went between his legs
User avatar
kud
Walder Frey
 
Posts: 1653
Joined: Tue Dec 13, 2011 7:48 pm

Re: justice

Postby heavy » Fri Nov 08, 2013 6:14 pm

i knew it, i always feel like shooting trough people!
heavy
 
Posts: 96
Joined: Mon May 20, 2013 8:04 am

Re: justice

Postby ph34r » Fri Nov 08, 2013 7:38 pm

(122202:123602:1216) (HU) ya pixie (122202:123602:1218) (HU) i love that (122202:123602:1222) (HU) mmmmmmmm (122202:123602:1226) (HU) MMMMMMMMMMmmm Image
User avatar
ph34r
*
 
Posts: 888
Joined: Fri Jun 15, 2012 1:30 pm

Re: Forbid or not forbid?

Postby n0b » Sat Nov 09, 2013 2:58 am

I'll just leave this here..
Image

If you want a 'more accurate' hitbox, the hitbox would have to be more detailed than a collision cylinder. Which would probably mean having to remake all models, textures, and animations, while attaching a hitbox to every bone in the model. As well as somehow getting the engine to interpret it correctly. Otherwise you'll end up shooting through players (it already happens during most, if not all frames) if you don't lower the drawscale with the hitbox. And regardless of whether you change the drawscale, the player might be able to access areas that were previously inaccessible due to being smaller.
n0b
 
Posts: 0
Joined: Wed Dec 31, 1969 7:00 pm

Re: Forbid or not forbid?

Postby mintek » Sat Nov 09, 2013 5:18 am

Tim already did hit box attempt in weapons, he can definitively cut some of it, because he did before. The dodge animation foward exemple is meaningless, you want to consider the cylinder on a standing target first off, all the upper shoulders area are thin air and hit able. Considering he could do it before, im pretty sure tim is likely to be able to do it again for testing for an upcoming future season.
User avatar
mintek
 
Posts: 116
Joined: Wed Jan 09, 2013 9:17 am

Re: justice

Postby TimTim » Sat Nov 09, 2013 5:58 am

Image
User avatar
TimTim
 
Posts: 1613
Joined: Thu Jun 14, 2012 9:36 pm

Re: Forbid or not forbid?

Postby n0b » Sat Nov 09, 2013 6:19 am

AFAIK, Tim only changed the headshot hitbox, which I believe extends a little higher than the normal collision cylinder.

Hitbox:
Image

Hitbox -1:
Image

Hitbox -2:
Image

Hitbox -3:
Image
n0b
 
Posts: 0
Joined: Wed Dec 31, 1969 7:00 pm

Re: justice

Postby TimTim » Sat Nov 09, 2013 7:07 am

I moved the latest few hitbox posts from the iCTF thread to this one.
Image
User avatar
TimTim
 
Posts: 1613
Joined: Thu Jun 14, 2012 9:36 pm

Re: justice

Postby Hinata » Sat Nov 09, 2013 4:50 pm

at least, this is better than quake, LOL.

Image
Rule 30: Players won't be judged equally for breaking the same rule.
User avatar
Hinata
 
Posts: 458
Joined: Sat Dec 10, 2011 4:42 pm

Re: Forbid or not forbid?

Postby PACO » Sat Nov 09, 2013 7:09 pm

User avatar
PACO
Horizontally Challenged World Traveller
 
Posts: 2292
Joined: Thu Oct 27, 2011 12:19 am

Re: justice

Postby mintek » Sat Nov 09, 2013 8:42 pm

Some people said newnet was impossible before timtim started working on it, i dont think because something is technically hard that it should be ruled out. Timtim already confirmed in this thread that its something hes already interested in checking out, not sure what else there is to talk about? Timtim is the only one that can really judge if its worthwhile or not.
User avatar
mintek
 
Posts: 116
Joined: Wed Jan 09, 2013 9:17 am

Re: Forbid or not forbid?

Postby InfamousRaider » Sun Nov 10, 2013 11:14 am

InfamousRaider
 
Posts: 1249
Joined: Mon Dec 12, 2011 8:35 pm


Return to UT99 Media Discussion

Who is online

Users browsing this forum: No registered users and 2 guests

cron