http://www.putfile.com/media.php?n=css_hit_b0x_bb
Hit boxes
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Woo Elephant Yeah
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mrbobbins
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But when you're only a few feet away from someone and their hitbox is completely outside the player model then something's not right.spoodie wrote:I saw that the other week and previously heard people moaning about hit boxes but I dont really see the problem. Bullets dont move at the speed of light. How does it work in other games?
Not sure about how it's done in other games.
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viper_2090
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Re: Hit boxes
Hmm, what does that video play with, Firefox can't find the plugin in needs!Woo Elephant Yeah wrote:So this explains why I'm so shit then![]()
http://www.putfile.com/media.php?n=css_hit_b0x_bb
Edit: fired it up in IE..
that is really werid, but the dude that made the video really does have a point, some dodgey stuff going on there...
Last edited by viper_2090 on June 29th, 2005, 9:53, edited 1 time in total.
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Woo Elephant Yeah
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Viper, it's a Windows Media Player 10 file, so perhaps you need WMP 10 to play it, and not just v.9???
As for hit boxes, I think this is shit, and ought to be resolved, or at least tweaked a bit better.
The only time anything like this happens in COD for example is over very long distances with a sniper rifle, which in my opinion, makes more sense.
As for hit boxes, I think this is shit, and ought to be resolved, or at least tweaked a bit better.
The only time anything like this happens in COD for example is over very long distances with a sniper rifle, which in my opinion, makes more sense.
I see what you mean, a targets hitbox should move depending on how far away you are from the target, but I guess that would mean each player would need a seperate hitbox for each enemy. The current hitbox position must be based on an average distance or something, you think?mrbobbins wrote:But when you're only a few feet away from someone and their hitbox is completely outside the player model then something's not right.
I do, the hitboxes in 1.6 are much better than Source. I heard rumours that Valve was going to fix the source hitboxes very soon, due to the amount of complaints.mrbobbins wrote:Well personally I don't think a hitbox should move from the model at all, looking at this it seems that in CS:S it's dependant on how fast the player is moving.spoodie wrote:a targets hitbox should move depending on how far away you are from the target
Anyone know what it was like in 1.6:
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Woo Elephant Yeah
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mrbobbins
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Hmm not so sure about this video now after reading a bit on the steam forums
http://forums.steampowered.com/forums/s ... did=298522
"Client and server hitboxes don't exactly match because of small precision errors in time measurement. Even a small difference of a few milliseconds can cause an error of several inches for fast-moving objects. Multiplayer hit detection is not pixel perfect and has known precision limitations based on the tickrate and the speed of moving objects."
"The question arises, why is hit detection so complicated on the server? Doing the back tracking of player positions and dealing with precision errors while hit detection could be done client-side way easier and with pixel precision. The client would just tell the server with a "hit" message what player has been hit and where. We can't allow that simply because a game server can't trust the clients on such important decisions. Even if the client is "clean" and protected by VAC (Valve-Anti-Cheat), the packets could be still modified on a 3rd machine while routed to the game server. These "cheat proxies" could inject "hit" messages into the network packet without being detected by VAC (a "man-in-the-middle" attack)."
http://forums.steampowered.com/forums/s ... did=298522
"Client and server hitboxes don't exactly match because of small precision errors in time measurement. Even a small difference of a few milliseconds can cause an error of several inches for fast-moving objects. Multiplayer hit detection is not pixel perfect and has known precision limitations based on the tickrate and the speed of moving objects."
"The question arises, why is hit detection so complicated on the server? Doing the back tracking of player positions and dealing with precision errors while hit detection could be done client-side way easier and with pixel precision. The client would just tell the server with a "hit" message what player has been hit and where. We can't allow that simply because a game server can't trust the clients on such important decisions. Even if the client is "clean" and protected by VAC (Valve-Anti-Cheat), the packets could be still modified on a 3rd machine while routed to the game server. These "cheat proxies" could inject "hit" messages into the network packet without being detected by VAC (a "man-in-the-middle" attack)."
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Woo Elephant Yeah
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i for one spray and prey. thats how i used to play 1.6 too though, and i owned the lot of them. very interesting videodeject wrote:Don't put much stock into these hitbox videos. There are a lot of variables involed in where these hitboxes go, and in my experience it's not a great idea to lead by that much. That's also why I don't aim per se, I more just shoot in their general direction.
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JamieChalm
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Gunslinger42
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deject
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This is why I don't put much stock in hitbox videos. I've seen that kind of behaviour, and I've seen the hitboxes line up directly with the model too, so where the hitboxes really are is more of a function of server and client configuration.Gunslinger42 wrote:I made my own server, added a load of bots and then turned the hitbox thing on, strangely enough, whenever I hit the hitboxes, nothing happened, but when I hit the model a hit registered *shrugs*




