Small ship hitboxes really need work

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Adept
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Post by Adept »

I'm going to move this to Misc Dev now. No need to post the boring day to day stuff in the CC forum. I just wanted to give you guys a heads up about the problem (for us not-vet-enough-yet people anyway), and to say I'll attempt to get a ball rolling into fixing this.

There are good developments. Rain has remade the TF int so that it is still the same shape, but with good graphics and sane dimensions. Dreg is getting awesome new ships, and that will be a good time to make sure the new int hitbox is something sane.

I just wish we'd have taken this up when the R5 development was in it's latest burst. Maybe concave hitboxes could have been implemented for R5, so they wouldn't need to be built from separate parts.
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<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
TurkeyXIII
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Post by TurkeyXIII »

raingriffin wrote:QUOTE (raingriffin @ Oct 26 2009, 12:18 AM) GT bases cvh are being, and have been worked upon. And things look bright on that side so be happy turkey! :)
:)

Weed: Some of the models will need to be rescaled to keep it balanced, among other things. They shouldn't really end up any harder to hit, just more predictable.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Vlymoxyd
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Post by Vlymoxyd »

I'd rather have bigger models with hitboxes that makes senses than the current situation for similar hitbox sizes.
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Raveen
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Post by Raveen »

Don't mind the criticism, some people want this game to stay exactly the same as it was in 2003. This is clearly something that needs fixing and I applaud the efforts of anyone willing to contribute time to do so.
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madpeople
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Post by madpeople »

Weedman wrote:QUOTE (Weedman @ Oct 25 2009, 01:20 PM) leave it well enough alone

do you really want dreg ints to be harder to hit?

you will find the more complex you make the hitbox to match the model, the less fun this game becomes due to not scoring hits
learn to aim weedyboots :P

If making the hit boxes match the ships makes them harder to hit, then the ships will be made bigger to compensate (or maybe the hitboxes will be made a little fatter, but not so ridicuilos as they are now)

having accurate hitboxes can only make the game better :)
Weedman
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Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

serious?
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
madpeople
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Post by madpeople »


fixing hitboxes can only be a good thing, any balance disturbance can be fixed with the usual methods
Last edited by madpeople on Sun Oct 25, 2009 4:16 pm, edited 1 time in total.
Psychosis
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Post by Psychosis »

Vlymoxyd wrote:QUOTE (Vlymoxyd @ Oct 25 2009, 08:51 AM) I'd rather have bigger models with hitboxes that makes senses than the current situation for similar hitbox sizes.
/signed
KGJV
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Location: Transilvania

Post by KGJV »

you could eventually change the code to use the bounding ellipsoid instead of actual detailed hitboxes (like it is when shield are on)...

This could be done by adding a new parameter, either global (a new game parameter) or per object (a new core value).
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Camaro
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Joined: Sat Jan 28, 2006 8:00 am

Post by Camaro »

I support re-modeling the hitboxes.

I refuse to fly dreg for this very reason.
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