Hitbox facts?

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Mogul
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Hitbox facts?

Post by Mogul »

Hey guys. Does anyone know how the hitbox in this game works? There wer all kinds of things to learn about Quake III's so I was wondering if anything had been learned about this one yet.
Pincus
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Post by Pincus »

Correct me if I am wrong, but it is per-pixel hitboxes, with no latency compensation, meaning you should aim where the player is going to go, predict. Obviously you don't need to do this if you have a ping of 40 or bellow.
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Mogul
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Post by Mogul »

If by per-pixel hitboxes you mean per-polygon hit detection, then no, it's not in Quake 4 dm, like it is in DOOM 3.
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
mjrpes
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Post by mjrpes »

Is the new type of 'hitbox' maybe a reason why CPU utilization is so high in MP?

EDIT: Although that wouldn't make much sense... as it should be a server side thing, right?
Oeloe
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Post by Oeloe »

Pincus wrote:Correct me if I am wrong, but it is per-pixel hitboxes
You're wrong. Per [s]vertex[/s] poly hit tests are only done in single player mode.

Why the f*ck isn't there a UBB strikethrough tag in this forum? :icon33:
Last edited by Oeloe on Mon Oct 24, 2005 12:24 pm, edited 2 times in total.
o'dium
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Post by o'dium »

Per Poly. Per pixel would kill your frame rate, per vertex would be hard as fuck to hit ;)
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MKJ
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Post by MKJ »

i'll shoot you in the vertex!!!!1 :icon33:
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Lenard
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Post by Lenard »

o'dium wrote: per vertex would be hard as fuck to hit ;)
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^misantropia^
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Post by ^misantropia^ »

o'dium wrote:Per Poly. Per pixel would kill your frame rate, per vertex would be hard as fuck to hit ;)
Why? You could use AABB collision detection (i.e. a bounding box) first, and only if that registers a hit, switch to per-pixel detection. Means you only have to run a check against the geometry inside the bounding box.
shiznit
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Post by shiznit »

So does it matter if you hit someone in the head with the rail or the chest area? Because it doesn't fell like it does.
dynerman
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Post by dynerman »

Hitboxes are the only weapon hit detection used in MP. There's no finer collision resolution.
Mogul
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Post by Mogul »

I know the mp portion uses hitboxes. This isn't about whether it's per poly or hitboxes -- it is hitbox.

But I'm wanting to know the charactieristics of how it behaves.
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
o'dium
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Post by o'dium »

Exactly how it worked before. You "hit" the "box" and your on target.

There are no damage zones.
Oeloe
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Post by Oeloe »

Mogul wrote:I know the mp portion uses hitboxes. This isn't about whether it's per poly or hitboxes -- it is hitbox.

But I'm wanting to know the charactieristics of how it behaves.
Per poly is much more refined of course because it detects actual hits on the player model and not hits on the box enclosing it (which is larger than the model). Because of the netcode (you have to lead when ping > 0) it would be quite useless to have per poly hit detection, let alone per pixel.
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