Quakelive Receives New Hitboxes/Hit Detection

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DooMer
Posts: 3068
Joined: Thu Dec 23, 1999 8:00 am

Quakelive Receives New Hitboxes/Hit Detection

Post by DooMer »

The rather large Quakelive update applied today adds cylinder hitboxes as well as improved hit detection among other things. This should make rail shots that look as if they hit through a wall a thing of the past, which has been a wide spread complaint in the community.

If you haven't been paying attention, be sure to visit past change logs in the forum for all the great new features that have been rolled out. The latest being cg_drawItemPickups 7 among others, which draws a time stamp on item pickups to assist with timing.

More info here: http://www.quakelive.com/forum/showthread.php?t=40613
DTS
Posts: 2879
Joined: Thu Jul 13, 2000 7:00 am

Re: Quakelive Receives New Hitboxes/Hit Detection

Post by DTS »

DooMer wrote:The latest being cg_drawItemPickups 7 among others, which draws a time stamp on item pickups to assist with timing.
That would be like Luke Skywalker using a targetting computer.

The hitbox improvement sounds good, but have they improved the way they work in the air and when ducking? I remember screenshots that showed the original hitboxes in those circumstances being WAY out.

Edit: Just read through the link:
SyncError wrote:impactSparks, that further assist in detecting when and where you've hit your enemy.
I had a simmilar idea after trying some SFX graphics mod that featured sparks on wall hits ages ago.
Zyte
Posts: 888
Joined: Tue Aug 26, 2003 7:00 am

Re: Quakelive Receives New Hitboxes/Hit Detection

Post by Zyte »

Definitely noticing the hitbox changes when using lg or rail.

I'm also not sure about the timestamp on item pickups. Although it wasn't exactly jedi-like to time prior to this, since you did have a timer.
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