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Showing results for tags 'hitboxes'.
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Valve confirms it is working on addressing long-standing issue. Valve has confirmed it is working on tweaking the hitboxes in its competitive shooter Counter-Strike: Global Offensive. Hitboxes, which are an invisible part of character models that register collision with bullets, have been a point of criticism for many playing the latest iteration of the popular first-person shooter. Global Offensive's hitbox issues were more recently thrust into the spotlight when a video emerged of a player firing directly into a defenceless enemy at point blank range and doing no damage. The video reached the top of the Counter-Strike subreddit and generated much discussion from incensed members of the community, who decided to send it to Valve employees. Unexpectedly, Valve coder Matt Wood responded by saying hitboxes are "being worked on" but added that the company currently did not have any specific release window for updates that would enact the improvements. Counter-Strike: Global Offensive was co-developed by Hidden Path Entertainment and has become a popular title in eSports tournaments. Recently, the professional Global Offensive circuit has been plagued with match fixing. Valve recently issued bans to a number of prominent professional Global Offensive players, preventing them from playing in high-stakes tournaments. Source http://www.gamespot.com/
Hi guys So, after that nice discussion on whether hitboxes match with the player model or not, I decided to investigate a bit further on the matter, to boldly go where no etplayer has gone before and finally learn something about when we all don't hit. I chose etpro, since it's the 'standard' ET mod for all biased players like me. Taken for granted that the delayed lines of b_realhead aren't faithful for players in motion (the mere idea of being able to see hitboxes in realtime for moving players is nonsense, with the client and server running 2 different simulations at different framerates, where the client has lots of interpolations, predictions, etc. etc.) so I won't discuss further on this (obvious for me) thing, you could ask, how can you test if hitboxes and antilag are ok, then? The obvious way would be to draw a box (on the client) around the player model you see, at the moment you shoot, then when the server receives your command and does the hit detection and antilag, g_debugbullets will send you another box, with the 1st one still visible, you check if they match, and that's it. Pretty straightforward. ETPro developers already made this thing (so it's not my idea), and I knew it already, I also knew from it that hitboxes sometimes aren't exactly aligned with what you see, but when it happens the difference is negligible. The problem is, I wanted to see the headbox too, and maybe the bullet line, insted they made it only for the bodybox. How I did the screenshot: NOTE: don't try it at home, and especially not online! only for testing, etc. etc. etc. this is a test lan server + an udp delayer to simulate pings, I'm not so dumb to modify etpro and go play somewhere. That being said, let's continue. I had to modify etpro adding some short assembly code, to display hitboxes when I shot a bullet. Etpub does it in CG_FireWeapon, I did it in another place, namely where etpro does it for b_antilag debugging. I still have to fix the headbox, so don't pay too much attention to it, and maybe I'll add the bullet line too. In the screenshot taken I had 48 ping. With a higher ping, the difference is more or less the same (so I can't whine for playing with a high ping, 2 bad). The blue hitbox is where I saw him (drawn by my code), the red+yellow headbox is where antilag calculated the hit (sent by standard etpro server via g_debugbullets). The bodybox without head was my own, just ignore it, look at the other player's hitbox. The enemy was moving to the left in that screenshot. As you can see they match more or less. Sometimes the real hitbox (red) is ahead (like in this case), sometimes behind. It's not fixed, I guess it depends on several minor things, timers, etc. I still have to fix the headbox and add the bullet line (which I guess will be the one which differs the most, between where it should be and where it is) Stay tuned for more screenshots