Author Topic: Better Hitboxes  (Read 12957 times)

jit

  • Posts: 258
  • Turrets: +4/-13
Better Hitboxes
« on: June 04, 2008, 09:43:05 pm »
Is there any plan for the tremulous hitboxes to become more complex where bullets could go past alien legs or under their belly or under human legs? I did a search over hitboxes and read some, none of them were about tremulous having more complex hitboxes.

Le Compilateur

  • Posts: 315
  • Turrets: +14/-19
Re: Better Hitboxes
« Reply #1 on: June 04, 2008, 09:53:11 pm »
It would be nice if hitboxes didn't exist (you only hit if your shot hits the actual model), but that's not going to happen. Implementing this kind of precision would put more stress on the engine and bump the system requirements up a notch (correct me if I'm wrong).
I'm a developer! If you'd like to contribute to the Equilibrium QVM project or download the latest version, please visit this thread.

QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: Better Hitboxes
« Reply #2 on: June 05, 2008, 02:27:49 am »
Per-polygon hit detection is very complex and would cause more stress on computers. And I have never heard of a Quake 3 modification having implemented per-polygon hit detection instead of hitboxes.
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

_Equilibrium_

  • Posts: 1845
  • Turrets: +96/-89
Re: Better Hitboxes
« Reply #3 on: June 05, 2008, 03:07:50 am »
Could we try giving aliens locational damage? I would like to see how it affects gameplay.

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: Better Hitboxes
« Reply #4 on: June 05, 2008, 04:42:46 am »
Well, the thing with locational on aliens is that for most (all but the tyrant?) alien classes the head isn't any higher than the rest of the body. As a result, what do you make be the "head" region? The front? There's no easy way to do it like with humans, where the game just calls it a headshot if it's in the top (some number)% of the hitbox.

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Better Hitboxes
« Reply #5 on: June 05, 2008, 06:58:44 am »
What happens here is that the server is actually the one calculating the hit, not the client. Think of the complexity of implementing per-poly hit checking when the server doesn't even currently use models for things. The hit box and the bounding box are all that the server tracks. If per-poly hit checking were implemented, it wouldn't slow down the client at all. It would just put a huge load on the server.

Return to Castle Wolfenstein was the first Q3 game(if I recall correctly) to implement separate hit boxes for the head and body, making the head harder to hit in multiplayer.

+ OPTIMUS +

  • Posts: 1098
  • Turrets: +263/-164
Re: Better Hitboxes
« Reply #6 on: June 05, 2008, 01:59:36 pm »
Well, the thing with locational on aliens is that for most (all but the tyrant?) alien classes the head isn't any higher than the rest of the body. As a result, what do you make be the "head" region? The front? There's no easy way to do it like with humans, where the game just calls it a headshot if it's in the top (some number)% of the hitbox.

is it a big problem if the program calculates with horizontal percentage instead of vertical?
ofc i can imagine that rear-front is more subjective than top-leg as the model is turning.
or lol, i can imagine a "turnbot", what instantly flips the model for the time of being hit, so headshots would automatically go into the assholes of the aliens. asshole bot. groove :-) (would work as bots are using teleport at q3 at the moment of firing a lethal shot)
even without a bot, i could imagine a charging tyrant who - seeing the luci shot coming - is rapidly turning the ass to the damage to avoid the headshot.

"have you seen opti's perfect 'assturn' at the last game? man, that dude just owns! I wish to make assturns as neat as him!!!" bsdakgjadsjkhHAHHAHAHA

so logical features can turn funny, watch out :-)
success is the ability to go from failure to failure without losing your enthusiasm

+PICS+

Bajsefar

  • Posts: 597
  • Turrets: +49/-39
Re: Better Assholes
« Reply #7 on: June 05, 2008, 05:08:51 pm »
Stand your ground well, men!
Camp your turrets like you never did anything else!

For this is the


Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Re: Better Hitboxes
« Reply #8 on: June 05, 2008, 07:43:43 pm »
Ummm.

∧OMG ENTROPY∧

Le Compilateur

  • Posts: 315
  • Turrets: +14/-19
Re: Better Hitboxes
« Reply #9 on: June 05, 2008, 08:22:24 pm »
Uh, what the hell...?
I'm a developer! If you'd like to contribute to the Equilibrium QVM project or download the latest version, please visit this thread.

QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.

+ OPTIMUS +

  • Posts: 1098
  • Turrets: +263/-164
Re: Better Hitboxes
« Reply #10 on: June 05, 2008, 09:14:42 pm »
highfivecopter.

owned. totally.
success is the ability to go from failure to failure without losing your enthusiasm

+PICS+

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Re: Better Hitboxes
« Reply #11 on: June 06, 2008, 11:46:52 am »
Can you light their farts?

I think you should light their farts. They'd fly for miles.

Lava Croft

  • Guest
Re: Better Hitboxes
« Reply #12 on: June 06, 2008, 01:17:20 pm »
Per-polygon hit detection is very complex and would cause more stress on computers. And I have never heard of a Quake 3 modification having implemented per-polygon hit detection instead of hitboxes.
Soldier of Fortune 2 has per-poly hit detection.

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Re: Better Hitboxes
« Reply #13 on: June 06, 2008, 03:04:49 pm »
Halo3 has per poly hit detection.

Or at least thats what they said at the IT convention...

∧OMG ENTROPY∧

Bajsefar

  • Posts: 597
  • Turrets: +49/-39
Re: Better Hitboxes
« Reply #14 on: June 06, 2008, 07:30:40 pm »
But it WOULD cause more stress on computers, wouldn't it?

Is it needed?

I think the game is fun as it is-
Although the assturn definately sounded like a cool tactic. :p

benmachine

  • Posts: 915
  • Turrets: +99/-76
    • ben's machinery
Re: Better Hitboxes
« Reply #15 on: June 07, 2008, 02:08:14 am »
Locational damage by angle of hit (back, front etc.) is already implemented, I think.
benmachine

Bajsefar

  • Posts: 597
  • Turrets: +49/-39
Re: Better Hitboxes
« Reply #16 on: June 07, 2008, 07:42:38 am »
  :o
In what way? You mean the head-torso-leg thing, or is backstabbing possible? >.>

Ivancool

  • Posts: 24
  • Turrets: +1/-5
    • http://tremulousclub.hostrocket.com
Re: Better Hitboxes
« Reply #17 on: June 08, 2008, 02:12:00 am »
Quote
Soldier of Fortune 2 has per-poly hit detection.
Soldier of Fortune 1 (quake 2 engine) too. Furthermore, both SOF has the kickass Ghoul Technology but it's Closed source forever. I'm not sure  but i think that Doom 3 has per-poly hit detection and will be open source :-) but...

jal

  • Posts: 249
  • Turrets: +8/-7
Re: Better Hitboxes
« Reply #18 on: June 17, 2008, 10:39:59 am »
Per-polygon hit detection is very complex and would cause more stress on computers. And I have never heard of a Quake 3 modification having implemented per-polygon hit detection instead of hitboxes.
Soldier of Fortune 2 has per-poly hit detection.
Q3 True combat too. Hacked in a mod.

Anyway, I wouldn't go for it.

Lava Croft

  • Guest
Re: Better Hitboxes
« Reply #19 on: June 17, 2008, 12:45:04 pm »
Quote
Soldier of Fortune 2 has per-poly hit detection.
Soldier of Fortune 1 (quake 2 engine) too. Furthermore, both SOF has the kickass Ghoul Technology but it's Closed source forever. I'm not sure  but i think that Doom 3 has per-poly hit detection and will be open source :-) but...
SoF1 has no per-poly hit detection. SoF1 uses what they call 'damage zones' or something. It's not per-poly hit detection as in SoF2 or DOOM3.

Ivancool

  • Posts: 24
  • Turrets: +1/-5
    • http://tremulousclub.hostrocket.com
Re: Better Hitboxes
« Reply #20 on: June 18, 2008, 06:33:56 pm »
According to Kenn Hoekstra SoF has per-polygon detection and SoF2 has Per-pixel detection.

Quote
Kenn: The damage location system in Soldier of Fortune 2 is in there and is far more advanced than the system seen in the original game. In the original Soldier of Fortune, our hit-detection system worked on a per-polygon basis. That is, if you aimed your weapon at an enemy and fired, whichever polygon you hit on the enemy model would be destroyed, damage would appear, and the enemy would react accordingly. In Soldier of Fortune 2, the accuracy of the weapons has increased to exist on a per-pixel basis. More detailed skin pages and the GHOUL 2 rendering system allow us this increased accuracy. The original game had 26 damage zones on each enemy model. Soldier of Fortune 2 ups the ante to 36 damage and dismemberment zones per enemy.

Source:http://www.computerandvideogames.com/article.php?id=21627

Lava Croft

  • Guest
Re: Better Hitboxes
« Reply #21 on: June 18, 2008, 07:33:35 pm »
According to Kenn Hoekstra SoF has per-polygon detection and SoF2 has Per-pixel detection.

Quote
Kenn: The damage location system in Soldier of Fortune 2 is in there and is far more advanced than the system seen in the original game. In the original Soldier of Fortune, our hit-detection system worked on a per-polygon basis. That is, if you aimed your weapon at an enemy and fired, whichever polygon you hit on the enemy model would be destroyed, damage would appear, and the enemy would react accordingly. In Soldier of Fortune 2, the accuracy of the weapons has increased to exist on a per-pixel basis. More detailed skin pages and the GHOUL 2 rendering system allow us this increased accuracy. The original game had 26 damage zones on each enemy model. Soldier of Fortune 2 ups the ante to 36 damage and dismemberment zones per enemy.

Source:http://www.computerandvideogames.com/article.php?id=21627

In that case I have totally mixed up the names and I fail.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: Better Hitboxes
« Reply #22 on: June 19, 2008, 12:48:02 am »
Halo 2 and Halo also had per-poly hit detection, but simplified collision models to conserve processor power, AFAIK.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Re: Better Hitboxes
« Reply #23 on: June 19, 2008, 01:37:16 am »
@techhead: facepalm, your right

∧OMG ENTROPY∧

doomagent13

  • Posts: 506
  • Turrets: +18/-18
Re: Better Hitboxes
« Reply #24 on: June 20, 2008, 06:22:53 pm »
This has come up before.  Let me see if I can remember anything...

The server should do all the hit/miss calculations, which it already does.  If possible, it might be best to get the server to do the related physics calculations with its GPU (Instant FPU!!!).  To actually check hit/miss, the server should have a set of low-poly models, maybe about 300 faces?  (I dont know that much about modeling...)  If something as complex as model-based hit/miss detection is going to be added, you might as well add a full-fledged physics engine...

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
Re: Better Hitboxes
« Reply #25 on: June 20, 2008, 11:25:47 pm »
most servers have a a gpu that makes your integrated intel look like a geforce 9800 (if they have one at all that is)
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----