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Hitboxes enhancements


Dragonji

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The current default hitboxes use an extra and useless (in my opinion) entity. I think it might help large servers getting less resources load if every single player didn't have an extra hitbox entity which is used only for prone anyway.

 

Some screenies I took on hitbox debug mode:

 

silEnT:

 

http://obrazki.elektroda.net/80_1343128582.png

(the green square, that's the entity I think is useless)

 

ETPro 3.2.6:

http://obrazki.elektroda.pl/3008012900_1368028727.png

(stand)

 

http://obrazki.elektroda.pl/7439379200_1368028728.png

(crouch)

 

http://obrazki.elektroda.pl/2056486200_1368028729.png

(prone)

 

As you can see, in ETPro an extra box entity is added only to the prone animation, though I don't know which solution is better (current silEnT's one or ETPro's) when talking about performance, I just wanted to bring this interesting subject to the forums, I hope you guys (developers) know better than me which one is better ;).

Edited by Dragonji
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That is not how it works.

Could you tell a lil' bit more? This is a really interesting subject in my eyes.

 

Also, there is no such setting as g_realHead. ETPro headboxes are always used.

It is present in default silent.cfg packed with silEnT 0.6.3 though. Edited by Dragonji
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There are 2 traces. This can not be changed because otherwise some headshots would not get detected. This happens because the trace can end in the bounding box which fully contains the head box, or at least blocks it. The extra leg box is added only for one player if it hits his bounding box. Not for every player or if the hit is already in the head. The behaviour is the same regardless of the g_realbody setting. I.e. if g_realbody is used, the leg box is not added to every player. This same double trace and additional entities is necessary for all hitbox systems. Do note that we have already removed many redundant traces that are present in the etmain or in the ETPub for example. The information of the hit, once resolved, is kept as long as it is needed. The additional overhead from adding one extra leg box to one player is not mentionable enough. Furthermore, it is combined with the fact that the total count of the traces (and building bodies) is already reduced. There migh be some options to improve the performance slightly. But you shouldn't think it would reduce server CPU usage significantly, even with lot of hits to the players.

 

It is present in default silent.cfg packed with silEnT 0.6.3 though.

 

It must be removed from it. Thanks.

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How about getting some option between vanilla and realbody hitboxes?

 

What I'm thinking about is something like this:

http://obrazki.elektroda.pl/9863735000_1368266180.png

 

So the size of the body is almost the same as it used to be by default with only one difference: the top of the bodybox ends at the playermodel shoulders instead of top of the head.

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That is not how it works.

 

EDIT:

Also, there is no such setting as g_realHead. ETPro headboxes are always used.

 

Wrong. Read your own silent documentation here: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_realHead

 

Also I've experimented with this setting on my silent server and it does exist.

 

It's impossible to be using etpro hitboxes since etpro is closed source. Also the hitboxes are definitely not etpro, after playing etpro for several years I can promise you they are not the same.

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Wrong. Read your own silent documentation here: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_realHead

Read this once again...

Change log:

  • 0.5.1 - The option was removed. The ETPro headboxes are always used.

 

Also the hitboxes are definitely not etpro, after playing etpro for several years I can promise you they are not the same.

They are, in size. Just run both mods in debug hitboxes mode and you will notice that as well.

Edited by Dragonji
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Wrong. Read your own silent documentation here: http://mygamingtalk....Cvar#g_realHead

 

Also I've experimented with this setting on my silent server and it does exist.

 

 

Documentation does have errors that we fix when we encounter them. For the plain reason that the documentation is the last thing we do after everything else and it always has the lowest priority. I don't mean to say we neglect it on purpose though. However, in this case, the documentation says correctly that it does not exist.

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