Navigation
Home
Forum
IoW Members
IoW Regulars
E-Mail

Downloads
Latest Ratings
Online Users
Rules
Staff
Statistics

FAQ
Search Forums

Donate
My Cookies

<IoW> Server Rules

Who is Online

In total there are 89 users online ::
0 Registered,
89 Guests

Registered Users: None

[ View complete list ]


User Block
Username:

Password:

 Remember me



I forgot my password

Don't have an account yet?
You can register for FREE


Discord
Arrow IoW Discord Server

Server Monitor

Searching

Advanced Search

Style Select
Script by webmedic, v1.0.5

security

 phpBB Security ©  Has Blocked 2,352 Exploit Attempts.




Goto page 1, 2  Next

BECK
Subject:  IoW Admin Hitbox Testing Results
The admins and a few other members spent about 90 minutes or so testing out hitboxes. Below you can see dozens of screenshots and a few demos if you'd like to see it all for yourself.

Basically what we did here was compare the current hitboxes (g_hitboxes 0) against the so-called improved hitboxes (g_hitboxes 31).

The results are pretty clear.



STANDING




g_hitboxes 0







g_hitboxes 31




Clearly, you can see with our hitboxes the way they have been, a shot at the head that missed would still score a body shot. With improved boxes the body hitbox is lowered to the shoulders. This makes it harder to get headshots.

You can see that hitbox in action here:



I am shooting at shell (you can see my crosshair) plainly outside the frame of his body, yet I was scoring hits.




CROUCH




g_hitboxes 0




g_hitboxes 31







Again, the body hitbox is lowered to the shoulders. We were all lagging pretty hard when we did this, so you can see the trail when the player is moving in the last shot (more on that later)



PRONE




g_hitboxes 0







g_hitboxes 31





This is the most appauling of all. The size of that body box with 0 is huge. Clearly an improvement with 31.



DEAD




g_hitboxes 0



g_hitboxes 31



Again, huge boxes for 0.



PLAYDEAD




g_hitboxes 0



g_hitboxes 31





LAGGING-MOTION




This was an interesting experiment in seeing the server from the eyes of a lagger. With all the extra processing and debugging, we all lagged at around 500 or higher ping. You can see this plainly in the trails left behind players as they moved in the following shots:



me moving backwards

Crazy jumping




ANOMALIES




Some strange stuff happened as well, as you can see:


He is not jumping, he's standing on the axis medic here.


Nort for some reason still had the old hitboxes - lol.

In this shot, you can see how a player who is "hiding" around a corner is exposed to shots:






So, what did we decide.

Everyone there agreed that hitboxes 0 was a joke. So we turned on hitboxes 31 on the server. What does this mean? Expect your accuracy to drop. Now a lot of people are complaining that the boxes already suck for some reason.

THis could be to antilag and antiwarp. Both settings that Nort and Shell tested out, I'll let Nort explain that one, but I believe he did see a difference with antilag turned off. That remains to be seen.

As far as accuracy, it only seems reasonable to me and many others that if you are shooting at the head and you miss, you SHOULD miss and not get a body-shot as a consolation prize. That is going to be the biggest thing you'll notice with the new boxes.

I played for about 3 hours with a pretty full server, and I admit my accuracy did go down. IMO, that is ok, it just takes an adjustment. We'll see how it plays out.

Oh, if you want to sit through some really long and dull demos:

http://www.iowclan.net/iow/images/hittest/hit-test-demos.zip


props to:
shell
nortie
plan9
wolvie
quazi
crazy_rpg
venom
scraebbes

...for helping with the testing.
anyone else?



Last edited by BECK on Tue Aug 17, 2010 10:36 am; edited 2 times in total
Download Post
JEWMAN
Subject:  Re: IoW Admin Hitbox Testing Results
huge hitboxes lol

Download Post
Nort
Subject:  Re: IoW Admin Hitbox Testing Results
Basically we tested the antilag/antiwarp. Shell and myself.

WIth antilag off - shell noticed a HUGE difference in trying to hit me when i was moving side to side. He missed me more often then he shot at me for headshots. Antilag on really made a different to him being able to hit me.

We really couldnt find too much difference for antiwarp on/off.

Realhead comes in to play when a person is moving, or hiding behind corners. With realhead off your headshot hitbox follows slightly behind a player. realhead on the hs hitbox stayed with the player.

Download Post
ShellShocked
Subject:  Re: IoW Admin Hitbox Testing Results
JEWMAN wrote (View Post): › huge hitboxes lol


Well this is ETPUB ... :smt021

Download Post
DarkStrike
Subject:  
Lol alright, I'll stop bitching about the hit boxes. Thanks for doing a conclusive test on the hit boxes.

But one question, why does it go from hitboxes 0 to hitboxes 31?

Download Post
BECK
Subject:  
It is a bitmask thing.

0 means no improvements. Then with a combination of turning on bits, you enable other features:

1 - 2 - 4 - 8 - 16

Add those up (turn them all on) and you get 31.

Code: ›
g_hitboxes [integer]
This is a bitflag cvar that currently supports the following flags:

1
lower the standing player's body hitbox to the shoulders.
2
lower the crouching player's body hitbox to the shoulders.
4
lower the wounded player's body hitbox to a reasonable height
8
lower the prone player's body hitbox to a reasonable height
16
lower the playdead player's body hitbox to a reasonable height
The default is 31 which means use all of the improved hitboxes. Set it to 0 to use the unmodified hitboxes from etmain.

Download Post
PistolPete
Subject:  
thank you a ton guys, that much closer to great hitbox and will be more pro-like, acc will drop but gameplay will be lot more fun and challenging

Download Post
BECK
Subject:  
I like the challenge, personally. What it shows us is that we weren't all as good as we thought we were. All those times someone said "bs, I had my crosshair on your head the whole time". Well, maybe, but you were scoring body shots with the 'awesome' etmain hitboxes :P. No more of that, headshots are headshots. Above the shoulder and to the left, is above the shoulder and to the left and a miss, the way it should be.

Download Post
StEVoNuB420
Subject:  
I played again last night and I liked them. But I didnt mind the other ones either so I guess thats not saying much.

Download Post
zupadupa
Subject:  
I enjoy these ones even more since its a greater challenge to get HS's. It will force me to shoot better.

Download Post
DarkStrike
Subject:  
Yeh im liking these new hitboxes now, once you get a hang of them its nicer. Now I don't die as fast xP

Download Post
Quizzle
Subject:  Re: IoW Admin Hitbox Testing Results
I like the new hitboxes. I think they work well. People just always, always, always have to complain about changes because they can blame their crappy aim or mistakes on something else besides themself. (including myself)

*COUGH* RAIDER/WALMART, etc...*COUGH* :P

Download Post
Fuzzy Burrito
Subject:  Re: IoW Admin Hitbox Testing Results
Swimming, tug and tank-mounted MG hitboxes? Or too much to ask?

Download Post
Clanless
Subject:  Re: IoW Admin Hitbox Testing Results
Dear Admins,

Thank You. I appreciate all your efforts to make this server a better place to play.

You guys do alot, and it doesnt go unnoticed.

Sincerely,
Chris

Download Post
BECK
Subject:  
Thanks Tech, nice to hear that anytime :D.

Download Post
Goto page 1, 2  Next

Page 1 of 2


 Jump to:   
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum

Full Version
Powered by IntegraMOD © 2004, 2005 The Integramod Group
[ Forum powered by phpBB © 2001, 2005 phpBB Group :: All times are GMT - 5 Hours :: Design by phpBBXS.Com | Lo-Fi Mod ]
[Page generation time: 0.5258s (PHP: 82% | SQL: 18%) | SQL queries: 98 | GZIP disabled | Debug on]