Digital Paint Discussion Board

Paintball 2: The Game => Paintball 2 Discussion => Topic started by: eugenics on April 02, 2010, 11:52:44 PM

Title: Hitboxes
Post by: eugenics on April 02, 2010, 11:52:44 PM
the white "Diamonds" are the hitboxes, a penix feature.

as you can see, the hit boxes never stay within the body at
all times and the hitboxes are not big enough to cover head
shots.

as for the video, it speaks for itself.
Title: Hitboxes
Post by: ViciouZ on April 03, 2010, 01:42:38 PM
The diamonds aren't the hitboxes. The diamonds are signs of where a missing model should be. If you have a recent build you can see hitboxes (and bounding boxes of other objects) with gl_showbbox 1, only works in demos/offline.
Title: Hitboxes
Post by: eugenics on April 03, 2010, 01:57:11 PM
The diamonds aren't the hitboxes. The diamonds are signs of where a missing model should be. If you have a recent build you can see hitboxes (and bounding boxes of other objects) with gl_showbbox 1, only works in demos/offline.


ask bleezy, shep and capo. i spent a half hour on a server with them after
showing them a sshots of those diamond hit boxes, we checked it. its true.

those are the true quake 2 hitboxes that jitspoe has not changed. at least
in build 13. i don't know if he has changed them in build 29, but i'm not
going to try to use penix off line to find out heh. but with
the testing i did with capo shep and bleezy, its conclusive.
those are the hit boxes.

they are not representations of missing models, do you know how dumb that
statement is? obviously not, missing models are represented by dimonds, then
that begs the question as to why we all can see the models.


please think before you post.
Title: Hitboxes
Post by: Gamabunta on April 03, 2010, 02:05:09 PM
gwb, delete all your models other than player, flag and gun/stuff models and try to play maps where sk89q's or anyone's else models are used and you will see (perfect example is oth, where instead of a tree you see... surprise, a diamond!).
Title: Hitboxes
Post by: Spook on April 03, 2010, 02:10:05 PM
Lmfao, somehow I think this is going to turn into a broken ego thread.
Title: Hitboxes
Post by: atmays on April 03, 2010, 03:44:01 PM
I think GWB is saying that in the video, using penix, the diamond reps the hitbox, You can still see the player model, so It cant be missing models.
Title: Hitboxes
Post by: Gamabunta on April 03, 2010, 04:08:44 PM
Try deleting player model then, the diamonds will still be there. They represent where the model is. Normally diamonds appear in places of missing models, just in case of cheats they are shown together with player model. Hope I made myself clear.
Title: Hitboxes
Post by: eugenics on April 03, 2010, 05:36:28 PM
Try deleting player model then, the diamonds will still be there. They represent where the model is. Normally diamonds appear in places of missing models, just in case of cheats they are shown together with player model. Hope I made myself clear.


you sure did, now explain hitboxes and show them, besides gama, i know this
is going to sound like ego, but you weren't around for quake2 paintball, nor
do i know your background. from your post, i take away you really don't know
what you're looking at. penix just makes the hitbox visible, nothing more.
take away the player model and be left with a diamond? sure, thats all thats left
is the hitbox. am i really here, am i really seeing this, are you people really that....
nevermind....the obvious presents itself.
Title: Hitboxes
Post by: eugenics on April 03, 2010, 05:59:17 PM
gwb, delete all your models other than player, flag and gun/stuff models and try to play maps where sk89q's or anyone's else models are used and you will see (perfect example is oth, where instead of a tree you see... surprise, a diamond!).

sprite locations representing themselves as a diamond, the most basic form to
represnt unseen sprite locations OH MY GOD REALLY?

IS THE HIT BOX A SPRITE TOO??? OMG NO WAY!?!?!?!? SUCK ME FIDEWAYS.
Title: Hitboxes
Post by: ViciouZ on April 04, 2010, 07:40:43 AM
Disregard the stuff in my last post about gl_showbbox, it's not entirely accurate, those bounding boxes are drawn based on the model statistics not the actual bounding boxes specified by the game module.

eugenics: I don't know if you get it yet, so here is a helpful example.

Here is a picture of the flag in arenaball.
(http://www.viciouz.co.uk/other/pics/sshot000.jpg)

Here is roughly the same picture, when all the flag models have been deleted.
(http://www.viciouz.co.uk/other/pics/sshot001.jpg)


In case you still aren't satisfied, here is the function that is called to draw 'null' models where there is no model file. It's a bit hard to decipher, but it draws 2 sets of 4 triangles, making up a rotated cuboid ("diamond").
Code: [Select]
void R_DrawNullModel(void)
{
vec3_t shadelight;
int i;

if (currententity->flags & RF_FULLBRIGHT)
shadelight[0] = shadelight[1] = shadelight[2] = 1.0F;
else
R_LightPoint(currententity->origin, shadelight);

    qglPushMatrix();
R_RotateForEntity(currententity);

qglDisable(GL_TEXTURE_2D);
qglColor3fv(shadelight);

qglBegin(GL_TRIANGLE_FAN);
qglVertex3f(0, 0, -16);
for (i=0 ; i<=4 ; i++)
qglVertex3f(16*cos(i*M_PI*0.5f), 16*sin(i*M_PI*0.5f), 0);
qglEnd();

qglBegin(GL_TRIANGLE_FAN);
qglVertex3f(0, 0, 16);
for (i=4 ; i>=0 ; i--)
qglVertex3f(16*cos(i*M_PI*0.5f), 16*sin(i*M_PI*0.5f), 0);
qglEnd();

qglColor3f(1,1,1);
qglPopMatrix();
qglEnable(GL_TEXTURE_2D);
}

Now here's my theory: if you are correct in saying that penix shows hitboxes, then penix probably does this by telling the game to draw another model, made to be the size of the hitbox, at the same origin as the player. Because you are lacking this extra penix model file, you get a null model (diamond) there instead. I'd test this, but unlike you I don't seem to have an ample supply of hacks lying around. Oh well.

And here's the quake 2 bounding box figures:
Code: [Select]
vec3_t mins = {-16, -16, -24};
vec3_t maxs = {16, 16, 32};
If you subtract the mins from the maxs you get 32x32x56, the size of a player's hitbox, which mappers should be able to work out is just about the same size as 2 double-jump crates stacked on top of each other (a bit shorter than that).

Sorry for the excessive proof but I got pissed off by your superior attitude.
Title: Hitboxes
Post by: eugenics on April 04, 2010, 09:01:25 AM
Disregard the stuff in my last post about gl_showbbox, it's not entirely accurate, those bounding boxes are drawn based on the model statistics not the actual bounding boxes specified by the game module.

eugenics: I don't know if you get it yet, so here is a helpful example.

Here is a picture of the flag in arenaball.
(http://www.viciouz.co.uk/other/pics/sshot000.jpg)

Here is roughly the same picture, when all the flag models have been deleted.
(http://www.viciouz.co.uk/other/pics/sshot001.jpg)


In case you still aren't satisfied, here is the function that is called to draw 'null' models where there is no model file. It's a bit hard to decipher, but it draws 2 sets of 4 triangles, making up a rotated cuboid ("diamond").
Code: [Select]
void R_DrawNullModel(void)
{
vec3_t shadelight;
int i;

if (currententity->flags & RF_FULLBRIGHT)
shadelight[0] = shadelight[1] = shadelight[2] = 1.0F;
else
R_LightPoint(currententity->origin, shadelight);

    qglPushMatrix();
R_RotateForEntity(currententity);

qglDisable(GL_TEXTURE_2D);
qglColor3fv(shadelight);

qglBegin(GL_TRIANGLE_FAN);
qglVertex3f(0, 0, -16);
for (i=0 ; i<=4 ; i++)
qglVertex3f(16*cos(i*M_PI*0.5f), 16*sin(i*M_PI*0.5f), 0);
qglEnd();

qglBegin(GL_TRIANGLE_FAN);
qglVertex3f(0, 0, 16);
for (i=4 ; i>=0 ; i--)
qglVertex3f(16*cos(i*M_PI*0.5f), 16*sin(i*M_PI*0.5f), 0);
qglEnd();

qglColor3f(1,1,1);
qglPopMatrix();
qglEnable(GL_TEXTURE_2D);
}

Now here's my theory: if you are correct in saying that penix shows hitboxes, then penix probably does this by telling the game to draw another model, made to be the size of the hitbox, at the same origin as the player. Because you are lacking this extra penix model file, you get a null model (diamond) there instead. I'd test this, but unlike you I don't seem to have an ample supply of hacks lying around. Oh well.

And here's the quake 2 bounding box figures:
Code: [Select]
vec3_t mins = {-16, -16, -24};
vec3_t maxs = {16, 16, 32};
If you subtract the mins from the maxs you get 32x32x56, the size of a player's hitbox, which mappers should be able to work out is just about the same size as 2 double-jump crates stacked on top of each other (a bit shorter than that).

Sorry for the excessive proof but I got pissed off by your superior attitude.

your lack of proof validates what i said. all you presented was theory.  

no where did you show proof of what you're looking at or know what you're
looking at. do i really have to get a hold of john carmack to show what i'm
saying is correct?

seriously, go on a server and test your theory, you will see that i'm right. you
can shoot through peoples heads, at them while they jump, but if you shoot
below them in the area under their knees where the HITBOX IS, you kill them.

stop pestering me as you have no solid proof, this thread is about shock cheating
and being exposed. if you're so hot dog about hit boxes, thats great. i know what
they are, you speculate what they are.  also, if the hitboxes are double stacked
as you claim, why does it show just a dimoand instead of what you say? i have
gone on a server with capo shep and bleezy without any hacks and showed
them where you can shoot directly at someones head torso or at them while they
hop and you won't hit anything.


the most hilarious thing about your post is, the reason the diamond shows
is cause a model is missing? are you serious?

i'm assuming you know absolutely nothing about opengl
rendering at all. without the model, that diamond shows up
representing a sprite where a model should be. all penix
does is render both at the same time. AM I REALLY HERE
AM I REALLY SEEING THIS NEVER darn MIND THE
OBVIOUS PRESENTS ITSELF.

it does it in regular quake2 as
well, because its meant to show you where to shoot to make the game easier
hence why its called a cheat? am i really seeing this? am i really here?

NEVER MIND THE OBVIOUS PRESENTS ITSELF.


btw this is a direct attack on you personally, take offense.

whatever video card or computer you have sucks, your
screen shots are ugly. look at the lack of any detailing
edges look so nasty ugh.
Title: Hitboxes
Post by: Gamabunta on April 04, 2010, 09:06:05 AM
Thank you ViciouZ for that post ;)
Title: Hitboxes
Post by: eugenics on April 04, 2010, 09:15:24 AM
ViciouZ why would i even bother reading anything else you have to say.


you already said your first post is wrong, you still can't give a solid fact, just
"theory".


you also got kicked off the Committee, your words are meaningless but i chose
to entertain them because you want a challenge.


go find penix on your own and prove me wrong. until then, spout theories
all you like baby boy.


this is my last post on the matter, shk cheated, the diamonds
are hitboxes, notice how penix only was programed to
show the player model sprites and not the flag or ball model
sprites? TAKE A HINT GENIUS.
Title: Hitboxes
Post by: vLaD on April 04, 2010, 09:28:32 AM
either you provided the hit boxes or they are actually in game, does not matter with shk having proper textures none of that would be visible so i say its highly unlikely that he  cheated.
with a demo you are not able to get the textures he was using only a reference to the textures which is default depending on what the map specifies.
u modified the demo with hacks, i still don't see how he could of been cheating. (please explain in how you assume that he was cheating.)
Title: Hitboxes
Post by: ViciouZ on April 04, 2010, 10:29:56 AM
you already said your first post is wrong, you still can't give a solid fact, just
"theory".
you also got kicked off the Committee

holy excrement - i have admitted mistakes made in the past - this logically leads to the conclusion that i'm lying!!11!!1111!11

Sadly you didn't seem to grasp what I was saying in that post.

And by the way all of that code I quoted is available in the paintball CVS at sf.net/projects/paintball2, if you want you can go step by step through the rendering process until you realise I'm talking sense.

If anybody wants to see it, here's a quick video to demonstrate how null models aren't hitboxes:
http://www.viciouz.co.uk/other/video/hitbox.wmv

whatever video card or computer you have sucks, your
screen shots are ugly. look at the lack of any detailing
edges look so nasty ugh.

oh and i'm going to be crying myself to sleep about that horrible insult you delivered to my graphics card.

Happy Easter everyone :D
Title: Hitboxes
Post by: eugenics on April 04, 2010, 12:02:34 PM
Quote
And here's the quake 2 bounding box figures:
Code:

   vec3_t   mins = {-16, -16, -24};
   vec3_t   maxs = {16, 16, 32};

If you subtract the mins from the maxs you get 32x32x56, the size of a player's hitbox, which mappers should be able to work out is just about the same size as 2 double-jump crates stacked on top of each other (a bit shorter than that).





http://www.planetfortress.com/tf2models/tuto/3dsmax_sc/tuto_3dsmax_sc9.htm



if i'm reading correctly here, you're wrong again. your math is amazing though,
wish i could see you preform in a machine shop!
Title: Hitboxes
Post by: Gamabunta on April 04, 2010, 12:09:17 PM
Code: [Select]
In Quake2 there was one simple bounding box which sat roughly around the outside of the model.
In Half-Life Deathmatch, it's the same, however, in single-player, AI enemies any,
or all bones can have their own hit box, making for more accurate hit locations.

Please read with comprehension. I'm using your web-source to prove you wrong.

On a side note, you claimed not to bother elaborating on this matter anymore, why waste time then?
Title: Hitboxes
Post by: blaa on April 04, 2010, 11:41:57 PM
 q2 hitboxes are.... boxes, dude, a oldschooler like you should know that !1lolo1loL!
Title: Hitboxes
Post by: Kyuuchi on April 05, 2010, 12:46:30 AM
lmfao, this is funny to see eugenics try and prove ViciouZ wrong in a game he practically codes for. eugenics, ViciouZ knows a darn-lot more about computers than you ever will, he knows exactly what he is talking about. I'm missing the tree model in oth, and a diamond appears where the tree is. But if I went and downloaded the missing tree model, that diamond disappears and a tree takes its place.

I can't see any other evidence you could possibly need. ViciouZ has practically provided everything. Look at it, and admit you're wrong.
Title: the hitboxes thread for eugenics
Post by: blaa on April 21, 2010, 10:00:46 AM
[20:58] <@gwb> haha he has no control over the hitbox, he changes it, he'll ruing the entire game
First, noone has changed the hitbox... why would u assume this? :D

Asked the man itself, what the hitbox is.
[20:54] <@blaa> [20:33] <@jitspoe> well, more of a rectangle
[20:54] <@blaa> [20:33] <@jitspoe> 52x32x32

And then you stated this:
[20:54] <@gwb> the hitbox locations are six points, that diamond has SIX POINTS

Those are not hitbox locations what you are refering to. Dunno the q2 code, but a warsow dev copied me this:
[21:12] <@kiki> vec3_t playerbox_stand_mins = { -16, -16, -24 };
[21:12] <@kiki> vec3_t playerbox_stand_maxs = { 16, 16, 40 };
{ -16, -16, -24 }; - that my friend is a vector. Those 3 are vectors coordinates. x y z. If you add up those two vectors, you get the edges of those two vectors. Well actually you subtract one from another and get the length of each individual line.

Then you stated this:
[21:03] <@gwb> if the hitbox was the size they say it is
[21:03] <@gwb> you couldn't crouch out of windows

I dont see the relevance of this question, but anyway:
[21:04] <@blaa> kiki
[21:04] <@blaa> when model crouches
[21:04] <@blaa> then hitbox size reduces
[21:04] <@blaa> ?
[21:04] <@kiki> ye
[21:04] <@kiki> i think so at least

And to finish things off:
[21:07] <@kiki> it's a square box, period :P

And food for thought:
http://www.youtube.com/watch?v=P3mDn0-qfuw

if you look at that video, then you see those green boxes. That is not a hitbox tho, only shaped like that. To be exact that green thing is an estimation where would the player move when the projectile hits him. But the hitbox is shaped like that.
Title: Re: the hitboxes thread for eugenics
Post by: eugenics on April 21, 2010, 11:42:39 AM
[21:04] <@blaa> kiki
[21:04] <@blaa> when model crouches
[21:04] <@blaa> then hitbox size reduces
[21:04] <@blaa> ?
[21:04] <@kiki> ye
[21:04] <@kiki> i think so at least



thats why you can crouch through an eye hole thats smaller than a box rite?

LOFL

still no sshot of the hitbox, just a video from quake live. NEXT.

post specs on the white diamond. do it.
Title: Re: the hitboxes thread for eugenics
Post by: blaa on April 21, 2010, 11:59:21 AM
whatabout the rest of my post? for example the vector part

LOFL

didnt even understand your question. Maybe ease up with the crystal meth in the mornings :/
Title: Re: the hitboxes thread for eugenics
Post by: ViciouZ on April 21, 2010, 12:27:12 PM
He's already demonstrated his capability to ignore evidence in the other thread.

http://dplogin.com/forums/index.php?topic=20292

post specs on the white diamond. do it.

Quote from: Line 516 http://paintball2.cvs.sourceforge.net/viewvc/paintball2/paintball2/ref_gl/gl_rmain.c?revision=1.49&view=markup
void R_DrawNullModel(void)
{
   vec3_t   shadelight;
   int      i;

   if (currententity->flags & RF_FULLBRIGHT)
      shadelight[0] = shadelight[1] = shadelight[2] = 1.0F;
   else
      R_LightPoint(currententity->origin, shadelight);

    qglPushMatrix();
   R_RotateForEntity(currententity);

   qglDisable(GL_TEXTURE_2D);
   qglColor3fv(shadelight);

   qglBegin(GL_TRIANGLE_FAN);
   qglVertex3f(0, 0, -16);
   for (i=0 ; i<=4 ; i++)
      qglVertex3f(16*cos(i*M_PI*0.5f), 16*sin(i*M_PI*0.5f), 0);
   qglEnd();

   qglBegin(GL_TRIANGLE_FAN);
   qglVertex3f(0, 0, 16);
   for (i=4 ; i>=0 ; i--)
      qglVertex3f(16*cos(i*M_PI*0.5f), 16*sin(i*M_PI*0.5f), 0);
   qglEnd();

   qglColor3f(1,1,1);
   qglPopMatrix();
   qglEnable(GL_TEXTURE_2D);
}

And seeing as you later mocked me for "obviously not knowing anything about OpenGL programming", assuming you know any yourself you should be able to read that and see it's drawing a small white "diamond" - actually a rotated cuboid because it's easy to draw with cartesian co-ordinates.

Also, Line 581 on the same page shows where that function is called if there is no model present. Nowhere mentioning anything about a player model - this is rendering code.

Hope those "specs" were enough.
Title: Re: the hitboxes thread for eugenics
Post by: eugenics on April 21, 2010, 12:55:09 PM
well if you notice, its 0,0,-16 and 0,0,16 if you start from true zero, that
wouldn't make a box or diamond. 

x y z get it? start from zero and go out, see what shape it makes. go on
you can do it. you've got three axis's to explain and only provided specs
on one. if you notice in the videos in free eye mode, its not a diamond,
otherwise it'd be flat, it is 3d and sticks outside of the player model.

NEXT.

now, if you will, post a sshot of the hitbox. prove yourself right, if you can....
Title: Re: the hitboxes thread for eugenics
Post by: Byz on April 21, 2010, 01:02:15 PM
eugenics who the intercourse are you

"im kwl"

NEXT
Title: Re: the hitboxes thread for eugenics
Post by: eugenics on April 21, 2010, 01:03:40 PM
eugenics who the intercourse are you

"im kwl"

NEXT

obviously you had something useful to add.

NEXT
Title: Re: the hitboxes thread for eugenics
Post by: Byz on April 21, 2010, 01:05:57 PM
No, really who are u , some new forum troll?
Title: Re: the hitboxes thread for eugenics
Post by: eugenics on April 21, 2010, 01:07:34 PM
No, really who are u , some new forum troll?

you don't care, but i know who you are.

http://dplogin.com/forums/index.php?topic=20461

:D
Title: Re: the hitboxes thread for eugenics
Post by: ViciouZ on April 21, 2010, 01:18:42 PM
well if you notice, its 0,0,-16 and 0,0,16 if you start from true zero, that
wouldn't make a box or diamond. 

x y z get it? start from zero and go out, see what shape it makes. go on
you can do it. you've got three axis's to explain and only provided specs
on one. if you notice in the videos in free eye mode, its not a diamond,
otherwise it'd be flat, it is 3d and sticks outside of the player model.

NEXT.

now, if you will, post a sshot of the hitbox. prove yourself right, if you can....

There is no code to draw the hitbox :)

And that post did pretty much prove you don't know what you're talking about.

Some background in case you don't understand: firstly, that output of that function is translated to the place where it is seen in the world by the calling functions.

qglVertex3f(0, 0, -16);
This adds a point with x and y co-ordinates 0 (the origin), but z co-ordinate -16, 16 units below the origin.

for (i=4 ; i>=0 ; i--)
qglVertex3f(16*cos(i*M_PI*0.5f), 16*sin(i*M_PI*0.5f), 0);

This adds 5 points, each one stepping around the axis (work out 16*cos(i*pi*0.5) for values 4, 3, 2, 1 and 0. It is specifying x and y co-ordinates, but z co-ordinate 0 (at the origin height)

So far we, using qglBegin(GL_TRIANGLE_FAN); to specify that we are adding points in a triangle fan format, we have a fan of 4 triangles which make an inverted square-based pyramid.

Then, with the starting point of 16 units above the origin, the same pyramid is drawn above it, pointing upwards, using much the same code.

Which makes a rotated cube.
Title: Re: the hitboxes thread for eugenics
Post by: eugenics on April 21, 2010, 01:28:29 PM
ok, edit the code and remove the white diamond specs, then take a sshot.

or at least edit it and not the hitbox locations to enlarge the so called diamond
to prove your point. how hard is it to use your brain?

you can do that right? you've tried that right?

show me that much and i'll lay this to rest.
Title: Re: the hitboxes thread for eugenics
Post by: ViciouZ on April 21, 2010, 01:40:51 PM
OK, I made changes to the code to firstly change the 16 in 16*cos blahblahblah to 64 to make the cube wider, and so that the nullmodel was always drawn wherever a model is, not just if it the model file is missing. I can post the changes if you want so you can recreate this.

Hope these are sufficient.
Title: Re: the hitboxes thread for eugenics
Post by: eugenics on April 21, 2010, 01:53:03 PM
lmao NOOOOOOOOOOOOOOOO I WAS PROVEN WRONG! NOOO


good job viciouz, you are right.


:-) see that wasn't so hard.
Title: Re: the hitboxes thread for eugenics
Post by: zimtstern on April 21, 2010, 02:49:08 PM
<Ph3n1x> suicide inc
Title: Re: Hitboxes
Post by: jitspoe on April 22, 2010, 03:17:42 AM
Split this off from the demo request thread since it went way off-topic.

Quote
your lack of proof validates what i said. all you presented was theory. 
What?!  He posted the actual source code that is used to determine the hit box.  I almost can't tell if you're being serious.

Quote
seriously, go on a server and test your theory, you will see that i'm right. you
can shoot through peoples heads, at them while they jump, but if you shoot
below them in the area under their knees where the HITBOX IS, you kill them.
Just because the hitbox doesn't match the model doesn't mean the diamond is the hitbox.  The diamond is simply drawn at the entity origin, while the animation of the mesh moves up too high (the new player models fix this, by the way - much easier to hit jumping targets).  Of course, the diamond is going to be inside of the hitbox, so if you shoot the diamond, you'll hit the player, but it's also possible to shoot outside of the diamond and still hit the player.  If you want to test this out, load up your build with diamonds in it (these are probably due to missing weapon models, btw), add a bot, set skill to -2 (so the bot doesn't move or shoot), and shoot slightly above or below the diamond.  Also, the diamond doesn't change size when people crouch.  The bounding box does.
Title: Re: Hitboxes
Post by: ViciouZ on April 22, 2010, 07:35:33 AM
Might want to merge it with this thread too, we eventually resolved this: http://dplogin.com/forums/index.php?topic=20519.0
Title: Re: Hitboxes
Post by: Cameron on April 23, 2010, 12:35:16 AM
Might want to merge it with this thread too, we eventually resolved this: http://dplogin.com/forums/index.php?topic=20519.0
I cant believe that went on as long as it did.