Log in now for your chance to choose between close mapped hitboxes and autogen bubble hitboxes.
The link in the description didn't work out so go here for pictures of the hitboxes and for further discussion.
CC Hitbox Poll
Poor models.Spinoza wrote:QUOTE (Spinoza @ Apr 10 2011, 02:40 PM) I voted, despite not getting both sides of the picture...
I hate to sound like a broken record, but I have not heard a single logical argument in favor of invisible hitboxes.
Cool looking models = hard to hit with fixed mounted weapons. Lag makes it worse. With large hitboxes this is fixed without having to change the models.
I decided to relive the days gone by in my new blog.
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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?


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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
Cookie Monster wrote:QUOTE (Cookie Monster @ Jan 31 2012, 03:09 PM) True story.
Except the big about dorjan being jelly, that's just spidey's ego.


That is not an argument in favor of invisible hitbox bits at all... it's an argument about specific problems with models, presumably not all models, most probably a small number of models.Dorjan wrote:QUOTE (Dorjan @ Apr 10 2011, 11:33 PM) Poor models.
Cool looking models = hard to hit with fixed mounted weapons. Lag makes it worse. With large hitboxes this is fixed without having to change the models.
Frankly, I think this is just post hoc rationalization... that's what you come up with to explain why you (or someone else) want weird hitboxes.
I'm still waiting for a legitimate logical argument for invisible spaceships parts.
Autogen hitboxes have worked for what 10 years? No big balance problems with them and every fps game I've ever played has hitboxes that don't make sense in the real world but they certainly make for better gameplay.
The only argument in favour of mapped hitboxes is super anal nerds can't get over the fact that the models aren't super perfect (oh no the pretty lines don't match up!!!11)
Mapped hitboxes play like @#(!, lag up the game, $#@! up core balance and make more work for modelers/core devs.
The only argument in favour of mapped hitboxes is super anal nerds can't get over the fact that the models aren't super perfect (oh no the pretty lines don't match up!!!11)
Mapped hitboxes play like @#(!, lag up the game, $#@! up core balance and make more work for modelers/core devs.
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TurkeyXIII
- Posts: 1460
- Joined: Thu Dec 06, 2007 3:18 am
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Subjective argument.SpkWill wrote:QUOTE (SpkWill @ Apr 11 2011, 07:57 AM) Mapped hitboxes play like @#(!
QUOTE lag up the game[/quote]
Incorrect
QUOTE $#@! up core balance[/quote]
Incorrect (Models are a part of balance and it's possible to have bad models of both WYSIWYG and autogenned types, but one isn't automatically worse than the other).
QUOTE and make more work for modelers/core devs.[/quote]
True, but the work is voluntary, and a lot of it is already done. AFAIK nobody forced (or even paid) Quiz to make new ships for dreg, for example.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]


I'm mixed. Some models, like a few of the new dreg models, have no reason to have really close hitboxes, since it's not going to change anything. The quills are only slightly out from the hull and putting te space between them is not a large volume of space.
Models like the GT Fig are completely different - Facing the front, you get probably two to three times the space that you can hit as opposed to where the model actually is.
Also, just because something's WORKED for a while doesn't mean it's the BEST thing or even a good thing - Go ahead, go get your feet X-rayed for a shoe fitting every year. Have fun with that.
Models like the GT Fig are completely different - Facing the front, you get probably two to three times the space that you can hit as opposed to where the model actually is.
Also, just because something's WORKED for a while doesn't mean it's the BEST thing or even a good thing - Go ahead, go get your feet X-rayed for a shoe fitting every year. Have fun with that.



OK well everyone else who understands all the arguments that have already been made can vote, and you can dissent and still be confused when the autogen boxes go in.Spinoza wrote:QUOTE (Spinoza @ Apr 10 2011, 05:37 PM) That is not an argument in favor of invisible hitbox bits at all... it's an argument about specific problems with models, presumably not all models, most probably a small number of models.
Frankly, I think this is just post hoc rationalization... that's what you come up with to explain why you (or someone else) want weird hitboxes.
I'm still waiting for a legitimate logical argument for invisible spaceships parts.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
SpkWill wrote:QUOTE (SpkWill @ Apr 10 2011, 10:57 PM) lag up the game
TurkeyXIII wrote:QUOTE (TurkeyXIII @ Apr 11 2011, 12:44 AM) Incorrect
pkk wrote:QUOTE (pkk @ Apr 6 2011, 05:20 PM) Please remember that hitboxes are used for collisions. The simpler they are (no spikes and holes), the less the server has to deal with them.





