DustinS
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SteamID32 STEAM_0:1:23603513
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Signed Up January 4, 2016
Last Posted January 5, 2016 at 10:24 AM
Posts 8 (0 per day)
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#30 A glaring issue with projectile hitboxes in TF2 General Discussion
sopsI'm more worried about rockets going inside of slight cracks and doing zero damage as a result...

A single solid cylinder wouldn't have any gaps, like the hitscan weapon hitboxes may have.

LarryOsmen41Would implementing a cylindrical hit box make rocket jumping different? How large of a gameplay difference would it make?

It shouldn't change how you are propelled, but it will change how you collide with other players and map geometry - however, the changes would not be very noticeable, and the behavior would be more consistent overall.

posted about 8 years ago
#16 A glaring issue with projectile hitboxes in TF2 General Discussion
rowpiecesi tested this out. hitscan doesn't follow this box, it only seems that projectiles end up hitting the box. (this includes particle weapons such as the pomson)

I'll update the description on the video to make it more clear what the box is used for.

posted about 8 years ago
#14 A glaring issue with projectile hitboxes in TF2 General Discussion
Ond_kajaDustinSOnd_kajaHitbox =/= bounding box

Seems to be a bug with the needlegun that it reacts to the bounding box rather than the hitbox.

The bounding box is used for all projectiles as far as I know; try it out for yourself with the command. Let me know if you get different results with different weapons - I used the needle gun as it does a small amount of damage compared to a lot of other projectile weapons, and makes for a very clear way to demonstrate the boundaries of the hitbox.

Yeah, it seems to work for all projectiles except sticky launcher. I guess it's like this because of performance issues - theoretically it's easier for the server to calculate collision and splash damage this way. Practically, it's not a huge issue, it makes directs slightly easier to do, but the most empty bounding box space is at head level, and obviously it makes no sense to aim at headshot level unless you want to deny someone from surfing your rocket. Although it would be nice for more accurate hitboxes.

A cylinder would work well, but the main problem with that sort of change is that the shape of a player's collision has been the same since HL1 and Quake before it - while the method is definitely dated, changing it could have unintended consequences. The change would have a very small impact on performance, but these days that impact would be negligible. The decision to implement player physics as an AABB (axis-aligned bounding box) was originally made in the late 90s, where bandwidth and performance were very limited resources.
I would say that it's a pretty large issue, as it changes your apparent size greatly depending on the angle you are being viewed or attacked from. This definitely plays a huge role in how often projectile weapons hit, and the nearly invisible nature makes for a huge source of inconsistency.

I just tested what you said about stickies - that's really strange behavior. It seems to collide with the actual model, instead of a simplified bounding box.

posted about 8 years ago
#12 A glaring issue with projectile hitboxes in TF2 General Discussion
Ond_kajaHitbox =/= bounding box

Seems to be a bug with the needlegun that it reacts to the bounding box rather than the hitbox.

The bounding box is used for all projectiles as far as I know; try it out for yourself with the command. Let me know if you get different results with different weapons - I used the needle gun as it does a small amount of damage compared to a lot of other projectile weapons, and makes for a very clear way to demonstrate the boundaries of the hitbox.

posted about 8 years ago
#9 A glaring issue with projectile hitboxes in TF2 General Discussion
DontDamn. I'm really worried about the sliding bit as well. Close-range fights, as well as sliding around props vs. getting stuck on them.

The biggest impact for this is with spies; getting around someone on a diagonal approach is much easier than on a
"head on" approach.

posted about 8 years ago
#6 A glaring issue with projectile hitboxes in TF2 General Discussion
SideshowWhat about custom maps? Are there sightlines that would be more beneficial to spam because you're hitting diagonals?

Badlands is a good example of where this might come into play; spamming point from choke to point is less likely to hit people directly than spamming from house or the sides of yard.

posted about 8 years ago
#4 A glaring issue with projectile hitboxes in TF2 General Discussion

The map's axes are usually aligned with most of the straight wall segments; any hallways usually run parallel the the axes. This hitbox is only for projectiles and players, as well as map geometry. I'm fairly sure the flamethrower particles may use it as well, but not 100%.

posted about 8 years ago
#1 A glaring issue with projectile hitboxes in TF2 General Discussion

Did you know it's 40% easier to hit people with projectiles depending on where you are in the map?

https://www.youtube.com/watch?v=1wGcNzFd3as&feature=youtu.be

posted about 8 years ago