The hitboxes of MP3

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Sephis
Posts: 96
Joined: 31 May 2012, 21:25

Re: The hitboxes of MP3

Post by Sephis »

TMarc wrote:Now let's have a theory: what if this cylinder is not the hitbox of the StormMan himself, but of the shield?
Each hit on the shield takes energy (-1). And as soon as the shield is down, StormMan has no protection against anything.
Then it is rather the definition of the shape of the energy shield.
Could you live temporarily with that?
This has to be one of the stupidest things I've ever read.
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TMarc
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Re: The hitboxes of MP3

Post by TMarc »

Sephis wrote:This has to be one of the stupidest things I've ever read.
Thanks, but you're lacking a lot of fantasy here. :roll:
Apparently you forget or you totally ignore that it's pure science fiction.
ShootMania is not like CS where you get hit by pistol bullets and where the players have normally no force shield, perhaps only bullet proof jackets.

Who tells that the shield is necessarily fitting the body at e.g. exactly 1 inch distance everywhere?
It could also be a force field that creates a sphere around the player.
And the acutal cylinder is obvoiusly rather a compromise between implementation effort and functionality.

Anyways, please wait for Hylis, and he'll perhaps tell more about the actual implementation and the reason for it.
lanf3ust
Posts: 84
Joined: 23 May 2012, 15:34

Re: The hitboxes of MP3

Post by lanf3ust »

Image

all esport players are asking for a good netcode and PERFECT hitbox to play this game at high level since the ALPHA version. keep working on useful things nadeo.

Id software did it, epic games did it, valve did it, and some independant russians studios can do it for 100 RUBLES !

:cry:
novationx
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Joined: 10 Aug 2013, 22:33

Re: The hitboxes of MP3

Post by novationx »

lanf3ust wrote:Image

all esport players are asking for a good netcode and PERFECT hitbox to play this game at high level since the ALPHA version. keep working on useful things nadeo.

Id software did it, epic games did it, valve did it, and some independant russians studios can do it for 100 RUBLES !

:cry:
made me lol :D
The neverending waiting game has to stop.
Frank1e
Posts: 4
Joined: 02 Sep 2012, 22:37

Re: The hitboxes of MP3

Post by Frank1e »

ixO wrote:The question is "how nobody noticed that during the closed beta ?" :teub:
Closed beta was given for an high % of contests winning's people, I would bet how usefull was that thing. :clap:
Sephis
Posts: 96
Joined: 31 May 2012, 21:25

Re: The hitboxes of MP3

Post by Sephis »

TMarc wrote:Apparently you forget or you totally ignore that it's pure science fiction.

Who tells that the shield is necessarily fitting the body at e.g. exactly 1 inch distance everywhere?
It could also be a force field that creates a sphere around the player.
Apparently, you forget that it's a game. Who ever talked about a force field?

In a FPS, the hitbox usually has to match the player model and even if it's slightly bigger than the default model (as in quake live), it has to be consistent.
Why can you only hit the left arm in close range and not from farther?
Why does it hit when you shoot above the head while standing in front of the model and not when you shoot from the side?
Why can't you hit the right leg? Does the force field cover the whole player model apart from that leg?...
Why does it seem like the hitbox is bigger behind the model than in front of it?

Also, remember that this test has been done on a fairly low ping server (35 snapshot) with a player standing still...

So this is what Nadeo come up with after 11 months of work? :clap: :clap: :clap:
Keremz
Posts: 16
Joined: 08 Nov 2011, 01:52

Re: The hitboxes of MP3

Post by Keremz »

Hello Nadeo, can you explain us what's happening with the Hitbox? It's crucially important, I do hope you understand. Could you at least give us a complete changelog with details? So we can follow what are the changes between old and new version.

Everything is not terrible, there are clear improvements to be really honest. And kuddos for that :thumbsup:

But it's going to be hard to keep this topic calm... and I don't wanna jump in the hater wagon BUT the hitbox was the only thing we were expecting to be really functionnal in the first place.

Khan
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djhubertus
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Re: The hitboxes of MP3

Post by djhubertus »

Sephis wrote:So this is what Nadeo come up with after 11 months of work?
It's time for battle :roflol:

Image
My Gamemodes:
MP4 - Countdown, Firefight
MP3 - Reduction, Overload, Flashpoint, Territory, SM Race, Escape
MP2 - Search & Destroy, Oscillation, Instagib
pksens
Posts: 107
Joined: 11 Sep 2012, 13:12

Re: The hitboxes of MP3

Post by pksens »

Tri-laser is the usual explanation for most of the questions. As for the hitbox, it's certainly an improvement I feel.

I don't think you will see instances of this any more (I haven't seen it yet):
Image

Previously a lot of complaints were centred around misses like in this picture but it was explained to me that the hitbox did have a small gap in the mid rift (due to the hitbox being comprised of 2 vertically aligned spheres), and 1 dot of the tri-laser can often find the gap giving the impression of shooting through the skin. This is not really the case any more because it's more flattened out in that area.

If you have any specific cases of odd shots hitting or missing, download the server replay and see for yourself how the shot looks like in relation to the server rather than 2 clients interpreting each other.
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Fabinou38
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Joined: 09 Apr 2011, 18:13
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Re: The hitboxes of MP3

Post by Fabinou38 »

Guys, I think (and I'm sure) the hitboxes aren't be perfect because the animation of storm man (walk and shoots) are very "simple" (not precise).
So I can explain that soon, if you want
MixterFab38 - Member of LAN Team - Moderator / Translator (FR) of TM²Galaxy - Project Helper of TMOne, of Stornium (by Guerro) and of ThomasFox's (aka Ziyx) projects :)
Here since ManiaPlanet 1 (TM² Canyon) :thx:
MP3 / MP4 beta tester
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