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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hitboxes client side
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hitboxes client side
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- j...@nek ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Hitboxes client side
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HitBoxes ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HitBoxes ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HitBoxes ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HitBoxes ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HitBoxes ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HitBoxes ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HitBoxes ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Hitboxes
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders