Re: [hlcoders] Hitboxes client side

2009-04-20 Thread Janek
Hi,

Does anybody know if it is possible to get hitboxes synchronous with
animations we see client side ?

J.

2009/4/18 Janek jan...@gmail.com

 Hi list,

 Yesterday I decided to display hitboxes to see where they are client
 side. I added my code at the end of RenderStart thus ensuring that all
 interpolation (I checked that players are in list of entities to interpolate
 and they are) and simulation are done.
 I thought these hitboxes will perfectly fit with players model but it is
 not true. It is like it doesn't take care of interpolation (confirmed by
 setting cl_interpolate to 0 and cl_interp to 0).

 Do any of you know where I have to put my code to display hitboxes which
 are really corresponding to player model I view ?

 Thank you in advance for your help.

 ---
 j...@nek




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Re: [hlcoders] Hitboxes client side

2009-04-20 Thread Jonas 'Sortie' Termansen
Isn't that just an artifact from prediction? The hitboxes are calculated on 
the server that takes client latency into consideration, so the hitboxes are 
very much in sync. If you are talking about the hitboxes debug command that 
displays them, that's because the game runs about 100 miliseconds in the 
past on the client, but you shouldn't worry about that. Please note I'm not 
an expert, but that's what I understood from the articles I read about it.

- Original Message - 
From: Janek jan...@gmail.com
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 20, 2009 5:23 PM
Subject: Re: [hlcoders] Hitboxes client side


 Hi,

 Does anybody know if it is possible to get hitboxes synchronous with
 animations we see client side ?

 J.

 2009/4/18 Janek jan...@gmail.com

 Hi list,

 Yesterday I decided to display hitboxes to see where they are client
 side. I added my code at the end of RenderStart thus ensuring that all
 interpolation (I checked that players are in list of entities to 
 interpolate
 and they are) and simulation are done.
 I thought these hitboxes will perfectly fit with players model but it is
 not true. It is like it doesn't take care of interpolation (confirmed by
 setting cl_interpolate to 0 and cl_interp to 0).

 Do any of you know where I have to put my code to display hitboxes which
 are really corresponding to player model I view ?

 Thank you in advance for your help.

 ---
 j...@nek




 -- 
 ---
 j...@nek
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Re: [hlcoders] Hitboxes client side

2009-04-20 Thread Janek
Thank you for answering Jonas but it is not what I'm talking about. I know
about displaying hitboxes server side and also client side. In fact, I was
expecting hitboxes client side was synchronous with animations but it isn't.
I thought that Interpolate was interpolating hitboxes but it doesn't.
At the moment I'm able to get sequence and cycle played in a sequence for a
specific player client side but I'm not able to get relative position of
bones in a specific cycle in a sequence. If I could have this answer, I
think I should be able to get right bone position.
Does anybody know how to get bones position for a specific cycle of a
specific sequence ?

J.

2009/4/20 Jonas 'Sortie' Termansen hlcod...@maxsi.dk

 Isn't that just an artifact from prediction? The hitboxes are calculated on
 the server that takes client latency into consideration, so the hitboxes
 are
 very much in sync. If you are talking about the hitboxes debug command that
 displays them, that's because the game runs about 100 miliseconds in the
 past on the client, but you shouldn't worry about that. Please note I'm not
 an expert, but that's what I understood from the articles I read about it.

 - Original Message -
 From: Janek jan...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Sent: Monday, April 20, 2009 5:23 PM
 Subject: Re: [hlcoders] Hitboxes client side


  Hi,
 
  Does anybody know if it is possible to get hitboxes synchronous with
  animations we see client side ?
 
  J.
 
  2009/4/18 Janek jan...@gmail.com
 
  Hi list,
 
  Yesterday I decided to display hitboxes to see where they are client
  side. I added my code at the end of RenderStart thus ensuring that all
  interpolation (I checked that players are in list of entities to
  interpolate
  and they are) and simulation are done.
  I thought these hitboxes will perfectly fit with players model but it is
  not true. It is like it doesn't take care of interpolation (confirmed by
  setting cl_interpolate to 0 and cl_interp to 0).
 
  Do any of you know where I have to put my code to display hitboxes which
  are really corresponding to player model I view ?
 
  Thank you in advance for your help.
 
  ---
  j...@nek
 
 
 
 
  --
  ---
  j...@nek
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  please visit:
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 ___
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[hlcoders] Hitboxes client side

2009-04-18 Thread Janek
Hi list,

Yesterday I decided to display hitboxes to see where they are client side.
I added my code at the end of RenderStart thus ensuring that all
interpolation (I checked that players are in list of entities to interpolate
and they are) and simulation are done.
I thought these hitboxes will perfectly fit with players model but it is not
true. It is like it doesn't take care of interpolation (confirmed by setting
cl_interpolate to 0 and cl_interp to 0).

Do any of you know where I have to put my code to display hitboxes which are
really corresponding to player model I view ?

Thank you in advance for your help.

---
j...@nek
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RE: [hlcoders] HitBoxes ?

2005-04-28 Thread Ian Warwick
 Vector( 0, 0, 14 ) -- no idea?

Dead view height I think.

-Original Message-
From: r00t 3:16 [mailto:[EMAIL PROTECTED]
Sent: 28 April 2005 04:44
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?

Bounding boxes are defined in Gamerules.cpp

line 34 - 48

static CViewVectors g_DefaultViewVectors( Vector( 0, 0, 64 ),
Vector(-16, -16, 0 ), Vector( 16, 16, 72 ),  -- standing

Vector(-16, -16, 0 ),
Vector( 16, 16, 36 ), -- ducking
Vector( 0, 0, 28 ),

Vector(-10, -10, -10 ),
Vector( 10, 10, 10 ),
Vector( 0, 0, 14 ) -- no idea?

);


r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: Jonathan Dance [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Cc: Tim Jones [EMAIL PROTECTED]
Sent: Wednesday, April 27, 2005 10:21 PM
Subject: Re: [hlcoders] HitBoxes ?


 OK, if I could take that back, found a back post on it. Bounding boxes

 = collision bounds?

 Sample code was...

 bool CreateVPhysics()
 {
 SetSolid( SOLID_BBOX );
 SetCollisionBounds( -Vector(12,12,12), Vector(12,12,12);
 

 So I imagine I can find this for players as well.

 On Apr 27, 2005, at 10:19 PM, Jonathan Dance wrote:

 Hmm... Where / how are the bounding boxes defined?

 On Apr 27, 2005, at 4:17 PM, Matt Boone wrote:


 Do your hitboxes extend outside of the bounding box?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan

 Dance
 Sent: Wednesday, April 27, 2005 1:04 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] HitBoxes ?

 We are noticing this too. The hitboxes seem like they should work
 using sv_showhitboxes / sv_showimpacts, but when ducking, the
 bullets pass right  through the hitbox, particularly the head
 hitbox. Anyone know what the root cause of this is?

 --JD

 On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:



 Anyone notice when you run / crouch / jump etc The hit box is off?
 It seemed to do this is CS:S also and I thought it was a CS:S bug.
 However it is also doing the same thing in the MP SDK..

 Anyone else notice this?



 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread Jonathan Dance
We are noticing this too. The hitboxes seem like they should work
using sv_showhitboxes / sv_showimpacts, but when ducking, the bullets
pass right  through the hitbox, particularly the head hitbox. Anyone
know what the root cause of this is?
--JD
On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:
Anyone notice when you run / crouch / jump etc
The hit box is off? It seemed to do this is CS:S also and I thought
it was a
CS:S bug.
However it is also doing the same thing in the MP SDK..
Anyone else notice this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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RE: [hlcoders] HitBoxes ?

2005-04-27 Thread Matt Boone
Do your hitboxes extend outside of the bounding box?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?

We are noticing this too. The hitboxes seem like they should work using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?

--JD

On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:

 Anyone notice when you run / crouch / jump etc The hit box is off? It
 seemed to do this is CS:S also and I thought it was a CS:S bug.
 However it is also doing the same thing in the MP SDK..

 Anyone else notice this?



 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


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 please visit:
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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread r00t 3:16
No the hitboxes seem to lag behind when you run / duck / jump etc in CSS and
HL2.
So if you are running forward the hitbox is actually behind you a little bit
until you stop.
Try it and you will see what I mean.
I believe it is a bug of some kind maybe valve can clue us in as to why this
is happening.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, April 27, 2005 4:17 PM
Subject: RE: [hlcoders] HitBoxes ?

Do your hitboxes extend outside of the bounding box?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
We are noticing this too. The hitboxes seem like they should work using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?
--JD
On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:
Anyone notice when you run / crouch / jump etc The hit box is off? It
seemed to do this is CS:S also and I thought it was a CS:S bug.
However it is also doing the same thing in the MP SDK..
Anyone else notice this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread LDuke
That's because the server and client are never exactly in sync. There
is a good article here (aimed more at gamers who are complaining not
at coders):
http://www.pro-hl.com/column_bomberman_1.shtml


On 4/27/05, r00t 3:16 [EMAIL PROTECTED] wrote:
 No the hitboxes seem to lag behind when you run / duck / jump etc in CSS and
 HL2.
 So if you are running forward the hitbox is actually behind you a little bit
 until you stop.

 Try it and you will see what I mean.

 I believe it is a bug of some kind maybe valve can clue us in as to why this
 is happening.


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Matt Boone [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, April 27, 2005 4:17 PM
 Subject: RE: [hlcoders] HitBoxes ?

  Do your hitboxes extend outside of the bounding box?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
  Dance
  Sent: Wednesday, April 27, 2005 1:04 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] HitBoxes ?
 
  We are noticing this too. The hitboxes seem like they should work using
  sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
  right  through the hitbox, particularly the head hitbox. Anyone know
  what the root cause of this is?
 
  --JD
 
  On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:
 
  Anyone notice when you run / crouch / jump etc The hit box is off? It
  seemed to do this is CS:S also and I thought it was a CS:S bug.
  However it is also doing the same thing in the MP SDK..
 
  Anyone else notice this?
 
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
 
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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread tei
nice article,
 , fun to see the paradox of this littel modern miracle of FPS games :D
Guys more aware of accuracy sould play instagib alike mods, something
with clientside damage calculations. Unfortunally much more weak to cheats
LDuke wrote:
That's because the server and client are never exactly in sync. There
is a good article here (aimed more at gamers who are complaining not
at coders):
http://www.pro-hl.com/column_bomberman_1.shtml
On 4/27/05, r00t 3:16 [EMAIL PROTECTED] wrote:
No the hitboxes seem to lag behind when you run / duck / jump etc in CSS and
HL2.
So if you are running forward the hitbox is actually behind you a little bit
until you stop.
Try it and you will see what I mean.
I believe it is a bug of some kind maybe valve can clue us in as to why this
is happening.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, April 27, 2005 4:17 PM
Subject: RE: [hlcoders] HitBoxes ?

Do your hitboxes extend outside of the bounding box?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
We are noticing this too. The hitboxes seem like they should work using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?
--JD
On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:

Anyone notice when you run / crouch / jump etc The hit box is off? It
seemed to do this is CS:S also and I thought it was a CS:S bug.
However it is also doing the same thing in the MP SDK..
Anyone else notice this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread Jonathan Dance
OK, if I could take that back, found a back post on it. Bounding
boxes = collision bounds?
Sample code was...
bool CreateVPhysics()
{
SetSolid( SOLID_BBOX );
SetCollisionBounds( -Vector(12,12,12), Vector(12,12,12);

So I imagine I can find this for players as well.
On Apr 27, 2005, at 10:19 PM, Jonathan Dance wrote:
Hmm... Where / how are the bounding boxes defined?
On Apr 27, 2005, at 4:17 PM, Matt Boone wrote:

Do your hitboxes extend outside of the bounding box?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
We are noticing this too. The hitboxes seem like they should work
using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?
--JD
On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:

Anyone notice when you run / crouch / jump etc The hit box is
off? It
seemed to do this is CS:S also and I thought it was a CS:S bug.
However it is also doing the same thing in the MP SDK..
Anyone else notice this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread Jonathan Dance
Hmm... Where / how are the bounding boxes defined?
On Apr 27, 2005, at 4:17 PM, Matt Boone wrote:
Do your hitboxes extend outside of the bounding box?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
We are noticing this too. The hitboxes seem like they should work
using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?
--JD
On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:

Anyone notice when you run / crouch / jump etc The hit box is off? It
seemed to do this is CS:S also and I thought it was a CS:S bug.
However it is also doing the same thing in the MP SDK..
Anyone else notice this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread Teddy
have you tested having sv_unlag 0 on the server? it effects hit traces
quite a bit (i believe it's only active if the player is looking
toward an enemy and has the fire button down)

On 4/28/05, r00t 3:16 [EMAIL PROTECTED] wrote:
 No the hitboxes seem to lag behind when you run / duck / jump etc in CSS and
 HL2.
 So if you are running forward the hitbox is actually behind you a little bit
 until you stop.

 Try it and you will see what I mean.

 I believe it is a bug of some kind maybe valve can clue us in as to why this
 is happening.


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Matt Boone [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, April 27, 2005 4:17 PM
 Subject: RE: [hlcoders] HitBoxes ?

  Do your hitboxes extend outside of the bounding box?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
  Dance
  Sent: Wednesday, April 27, 2005 1:04 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] HitBoxes ?
 
  We are noticing this too. The hitboxes seem like they should work using
  sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
  right  through the hitbox, particularly the head hitbox. Anyone know
  what the root cause of this is?
 
  --JD
 
  On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:
 
  Anyone notice when you run / crouch / jump etc The hit box is off? It
  seemed to do this is CS:S also and I thought it was a CS:S bug.
  However it is also doing the same thing in the MP SDK..
 
  Anyone else notice this?
 
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
 
  please visit:
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Re: [hlcoders] HitBoxes ?

2005-04-27 Thread r00t 3:16
Bounding boxes are defined in Gamerules.cpp
line 34 - 48
static CViewVectors g_DefaultViewVectors(
Vector( 0, 0, 64 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 72 ),  -- standing
Vector(-16, -16, 0 ),
Vector( 16, 16, 36 ), -- ducking
Vector( 0, 0, 28 ),
Vector(-10, -10, -10 ),
Vector( 10, 10, 10 ),
Vector( 0, 0, 14 ) -- no idea?
);
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jonathan Dance [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Cc: Tim Jones [EMAIL PROTECTED]
Sent: Wednesday, April 27, 2005 10:21 PM
Subject: Re: [hlcoders] HitBoxes ?

OK, if I could take that back, found a back post on it. Bounding
boxes = collision bounds?
Sample code was...
bool CreateVPhysics()
{
SetSolid( SOLID_BBOX );
SetCollisionBounds( -Vector(12,12,12), Vector(12,12,12);

So I imagine I can find this for players as well.
On Apr 27, 2005, at 10:19 PM, Jonathan Dance wrote:
Hmm... Where / how are the bounding boxes defined?
On Apr 27, 2005, at 4:17 PM, Matt Boone wrote:

Do your hitboxes extend outside of the bounding box?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
We are noticing this too. The hitboxes seem like they should work
using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?
--JD
On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:

Anyone notice when you run / crouch / jump etc The hit box is
off? It
seemed to do this is CS:S also and I thought it was a CS:S bug.
However it is also doing the same thing in the MP SDK..
Anyone else notice this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] HitBoxes ?

2005-01-03 Thread r00t 3:16
Anyone notice when you run / crouch / jump etc
The hit box is off? It seemed to do this is CS:S also and I thought it was a
CS:S bug.
However it is also doing the same thing in the MP SDK..
Anyone else notice this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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RE: [hlcoders] Hitboxes

2002-05-05 Thread Martin Webrant

Hehe, well - since I dont use any special magic in the SDK I thought I'd
just keep it simple and ask if anyone else noticed and fixed the problem
;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Philip
(Fiber)
Sent: den 4 maj 2002 13:08
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Hitboxes


You make it sound so easy!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot'
Lindgren
Sent: Saturday, May 04, 2002 10:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hitboxes

yes, just code a fix
- Original Message -
From: Martin Webrant [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 04, 2002 12:12 PM
Subject: [hlcoders] Hitboxes


 Are there any fix to the regular SDK code regarding hitboxes? Thats
 what most of my users complain about... Regards
 Martin 'BulliT' Webrant


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RE: [hlcoders] Hitboxes

2002-05-05 Thread Philip (Fiber)

Well, if my memory serves me (sometimes it becomes a lazy slob) the
hitboxes are automatically generated when the .mdl is compiled through
the bones, however, you can also set up your own hitboxes in the qc
file.
The file Modelling for Half-Life (or something to that effect) has more
information on this.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Martin
Webrant
Sent: Sunday, May 05, 2002 9:49 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Hitboxes

Hehe, well - since I dont use any special magic in the SDK I thought I'd
just keep it simple and ask if anyone else noticed and fixed the problem
;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Philip
(Fiber)
Sent: den 4 maj 2002 13:08
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Hitboxes


You make it sound so easy!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot'
Lindgren
Sent: Saturday, May 04, 2002 10:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hitboxes

yes, just code a fix
- Original Message -
From: Martin Webrant [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 04, 2002 12:12 PM
Subject: [hlcoders] Hitboxes


 Are there any fix to the regular SDK code regarding hitboxes? Thats
 what most of my users complain about... Regards
 Martin 'BulliT' Webrant


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Re: [hlcoders] Hitboxes

2002-05-04 Thread Oskar 'Zoot' Lindgren

yes, just code a fix
- Original Message -
From: Martin Webrant [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 04, 2002 12:12 PM
Subject: [hlcoders] Hitboxes


 Are there any fix to the regular SDK code regarding hitboxes?
 Thats what most of my users complain about...
 Regards
 Martin 'BulliT' Webrant


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RE: [hlcoders] Hitboxes

2002-05-04 Thread Philip (Fiber)

You make it sound so easy!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot'
Lindgren
Sent: Saturday, May 04, 2002 10:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hitboxes

yes, just code a fix
- Original Message -
From: Martin Webrant [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 04, 2002 12:12 PM
Subject: [hlcoders] Hitboxes


 Are there any fix to the regular SDK code regarding hitboxes?
 Thats what most of my users complain about...
 Regards
 Martin 'BulliT' Webrant


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