Half-Life Hitbox Bug

An extensive post on the Natural Selection Forums offers details on a bug they've been battling that turns out to be present in the Half-Life source, rather than their mod. The problem seems connected to client prediction where the final player on a full server (i.e., player 10 on a 10-player server) is difficult to hit because the visible character on screen is not in the same location as his hitbox. They have determined that this problem is present in other (perhaps all) Half-Life mods, though it is not clear if it appears in unmodified multiplayer games. The issue also seems more evident the faster the bugged player is moving, which may be why it was more obvious in Natural Selection games.
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60.
 
Re: Amazing
Jul 26, 2004, 16:06
60.
Re: Amazing Jul 26, 2004, 16:06
Jul 26, 2004, 16:06
 
I believe that was on the deagle and as I remember it it did fire bullets but they were less accurate. The deagle would also do a weird click back animation after you "cleared the chamber"

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59.
 
Re: Sorry
Jul 26, 2004, 14:50
59.
Re: Sorry Jul 26, 2004, 14:50
Jul 26, 2004, 14:50
 
I don't think that each model would have to be identical, I mean if they're all roughly the same size then I suppose you could use some sort of universal hit detection model to accompany every character...Sure, there would be some discrepancies with each model, but its probably still more accurate than the hitbox technique.

Also, another problem with the per-pixel theory is that each model would have to be exactly the same which eliminates the idea of having a variety of characters...Doom 3 probably just has the doom marine so its safe, but not all games use just one character.

Thats just what i'm guessing...


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This comment was edited on Jul 26, 14:53.
58.
 
Re: Doom3 Hit detection
Jul 26, 2004, 13:31
58.
Re: Doom3 Hit detection Jul 26, 2004, 13:31
Jul 26, 2004, 13:31
 
hopefullky shouldn't be an issue really, you'd have an outer bounding box/elipse, and only start calculating lower more CPU intensive checks (down to the pixel level) if something first goes through that.

unless carmaks found some special new uber way of doing things, wouldn't suprise me if there was some GPU trick you could use..


57.
 
Re: Doom3 Hit detection
Jul 26, 2004, 11:44
57.
Re: Doom3 Hit detection Jul 26, 2004, 11:44
Jul 26, 2004, 11:44
 
I play games to pretend I know how to shoot a machinegun accurately while strafing and running. I kinda like the big hitboxes in CS (headshot!) and the huge hitscan death zone that the Doom II sawed-off created.

Oh well, I suppose I will be able to shoot my BFG in D3 as well as I could in RealLife(tm).

Still, I can't wait for my first D3 shotgun joust/stafing duel!!!
56.
 
Re: Doom3 Hit detection
Jul 26, 2004, 10:18
56.
Re: Doom3 Hit detection Jul 26, 2004, 10:18
Jul 26, 2004, 10:18
 
So, will the number of pixels per bullet depend on resolution

Hmmm.. interesting question, Sixis.. I really don't know how they're going to address that. It is definitely a crazy amount of stuff to calculate, but then again - it's D3 we're talking about, LOL!

Still, I think we'll see people complaining in the beginning that D3DM sucks (insert lame joke about only 4 players here) as they all start to realise how shitty their aim really is..

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55.
 
Re: Doom3 Hit detection
Jul 26, 2004, 10:00
55.
Re: Doom3 Hit detection Jul 26, 2004, 10:00
Jul 26, 2004, 10:00
 
So, will the number of pixels per bullet depend on resolution (are the going to be rendered ala Max Payne?) and will that then explain why D3 is supposedly so CPU dependent? I mean, goddamn, that must be a lot of stuff to calculate, especially on a MP server. Hmmm...the 4-player limit becomes clearer.
54.
 
Re: Doom3 Hit detection
Jul 26, 2004, 09:56
54.
Re: Doom3 Hit detection Jul 26, 2004, 09:56
Jul 26, 2004, 09:56
 
Shouldn't that be Per Polygon?

Nope.

D3 hit-detection is per-pixel, just like the man says.

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"... this has ALL been done before, better and by people who are slightly more competent than a pack of one eyed gerbils on acid."
-----
I'm not even angry. I'm being so sincere right now, even though you broke my heart and killed me.
53.
 
Re: Doom3 Hit detection
Jul 26, 2004, 09:50
53.
Re: Doom3 Hit detection Jul 26, 2004, 09:50
Jul 26, 2004, 09:50
 
Shouldn't that be Per Polygon?

This comment was edited on Jul 26, 09:53.
52.
 
Doom3 Hit detection
Jul 26, 2004, 09:06
52.
Doom3 Hit detection Jul 26, 2004, 09:06
Jul 26, 2004, 09:06
 
Actually Doom 3 is the first 3d game to use per-pixel hit detection! The game will really set the difference between elites and newbies, as a millimeter to the left or right could mean a miss and where a jump really does help!

51.
 
Valve is teaming up with Derek Smart
Jul 26, 2004, 08:53
B M
51.
Valve is teaming up with Derek Smart Jul 26, 2004, 08:53
Jul 26, 2004, 08:53
B M
 
Hey if Valve teams with Derek Smart we should have a kick ass HL2 game.


This comment was edited on Jul 26, 08:53.
50.
 
Re: Amazing
Jul 26, 2004, 08:41
50.
Re: Amazing Jul 26, 2004, 08:41
Jul 26, 2004, 08:41
 
CS used to have a bug where randomly the first bullet would act like it fired, but it never really did. Gamers creatively called it "jamming" and would fire a couple shots at the beginning of a round to "clear the chamber" ...

... wonder how many other bugs like this still persist.

Thankfully with HL2 all the major moddable engines will be on their next gens and we can start worrying about other things.

49.
 
No subject
Jul 26, 2004, 08:41
49.
No subject Jul 26, 2004, 08:41
Jul 26, 2004, 08:41
 
Half-Life2 won't, so it will be interesting to see if CS:S lives up to the success of the original. And yes, I know CS:S is NOT a sequel, just a port, bla bla bla, so hold your tongue.

You have to consider, however, that Half Life and Counterstrike haven't always run on "any POS machine." The hardward requirements for Half Life 2 may seem high NOW, but give it a few years and people will be saying the same thing about Half Life 2: "People still play it because it will run on low end machines."


48.
 
Re: Sorry
Jul 26, 2004, 08:30
48.
Re: Sorry Jul 26, 2004, 08:30
Jul 26, 2004, 08:30
 
Im not sure about HL2, but D3 uses per-poly (or even per-pixel) hit detection system. Which means that the only way to score a hit is to actually hit the player model. Unfortunately this means that all player skins and or models will have to be identical otherwise smaller/thinner etc. models would have an advantage. The good thing about it is that it eliminates problems like the one that started this thread

47.
 
Sorry
Jul 26, 2004, 05:36
47.
Sorry Jul 26, 2004, 05:36
Jul 26, 2004, 05:36
 
completely out of topic, but I couldn't resist...

http://www.gamestar.hu/apix/0407/doomfan.jpg

46.
 
Re: Amazing
Jul 26, 2004, 01:52
46.
Re: Amazing Jul 26, 2004, 01:52
Jul 26, 2004, 01:52
 
What Acleacius said - runs on any POS machine.

Half-Life2 won't, so it will be interesting to see if CS:S lives up to the success of the original. And yes, I know CS:S is NOT a sequel, just a port, bla bla bla, so hold your tongue.

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45.
 
Re: Amazing
Jul 26, 2004, 01:42
45.
Re: Amazing Jul 26, 2004, 01:42
Jul 26, 2004, 01:42
 
It's, not its.

44.
 
No subject
Jul 26, 2004, 01:30
44.
No subject Jul 26, 2004, 01:30
Jul 26, 2004, 01:30
 
Thought it was cause it was playable over dialup modem and ran on well on low end machines.

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43.
 
Re: Amazing
Jul 26, 2004, 01:25
Vek
43.
Re: Amazing Jul 26, 2004, 01:25
Jul 26, 2004, 01:25
Vek
 
Hitboxes in HL (and HL2) are attached to the skeleton of the model, just like the polygons are. So as a guy moves and animates, so do these boxes.

You can get hitbox models for HL where the hitboxes are actually rendered, and see how they move.

You've always been able to shoot between someones leg / etc in half-life and have it pass thru w/o damage, it was a feature from the beginning, thanks to the hitboxes.

The bug here is with the lagcomp system, where it seems to think its applying lagcomp to the last player, but isnt'.

Even if it used bounding boxes, or per poly collisions, this bug would still be quite possible.

42.
 
Re: Amazing
Jul 26, 2004, 01:03
42.
Re: Amazing Jul 26, 2004, 01:03
Jul 26, 2004, 01:03
 
Clans maybe? And perhaps a fun game?

Edit: I don't play the game anymore though. Probably one of the gazillion people who still plays it can give a 100 other reasons.

This comment was edited on Jul 26, 01:09.
41.
 
Amazing
Jul 26, 2004, 00:55
41.
Amazing Jul 26, 2004, 00:55
Jul 26, 2004, 00:55
 
I just can't understand why half life mods continue to be so popular despite the fact that half life is the most cheat infested product in the history of video games and by today's standards it's technology is so dated that it looks and feels like crap.

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