Author Topic: Hitboxes  (Read 9319 times)

eugenics

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Re: the hitboxes thread for eugenics
« Reply #20 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.

blaa

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Re: the hitboxes thread for eugenics
« Reply #21 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 :/

ViciouZ

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Re: the hitboxes thread for eugenics
« Reply #22 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.

eugenics

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Re: the hitboxes thread for eugenics
« Reply #23 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....

Byz

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Re: the hitboxes thread for eugenics
« Reply #24 on: April 21, 2010, 01:02:15 PM »
eugenics who the intercourse are you

"im kwl"

NEXT

eugenics

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Re: the hitboxes thread for eugenics
« Reply #25 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

Byz

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Re: the hitboxes thread for eugenics
« Reply #26 on: April 21, 2010, 01:05:57 PM »
No, really who are u , some new forum troll?

eugenics

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Re: the hitboxes thread for eugenics
« Reply #27 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

ViciouZ

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Re: the hitboxes thread for eugenics
« Reply #28 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.

eugenics

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Re: the hitboxes thread for eugenics
« Reply #29 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.

ViciouZ

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Re: the hitboxes thread for eugenics
« Reply #30 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.

eugenics

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Re: the hitboxes thread for eugenics
« Reply #31 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.

zimtstern

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Re: the hitboxes thread for eugenics
« Reply #32 on: April 21, 2010, 02:49:08 PM »
<Ph3n1x> suicide inc

jitspoe

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Re: Hitboxes
« Reply #33 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.

ViciouZ

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Re: Hitboxes
« Reply #34 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

Cameron

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Re: Hitboxes
« Reply #35 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.