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.
Here is roughly the same picture, when all the flag models have been deleted.
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").
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:
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.