The Quake 3 Arena Bot by J.M.P. van Waveren wrote:"Quake III Arena uses bounding boxes for collision detection. The player resides inside such a bounding box and there is only collision with this bounding box. The detailed player model that is visible in the game is not used for collision detection. The bounding boxes are axial; the bounding planes of the box are aligned with the coordinate axes of the game world. ..."
Quake 4 Wikipedia wrote:One of the changes to the network code is a move from the per-polygon hit detection system used in Doom 3 back to using a hitbox system like most other online first-person shooters such as other Quake games and Half-Life. In the 1.4.x point release, these "axis aligned bounding boxes" were replaced with axis aligned octagonal "cylinder", to make the hit-boxes more representative of the model shape.
And finally a topic about how a player would like the model to be realign about the hitbox etc.Lorfa on Quake Live forums wrote:Hit detection from weapons is done with a cylinder, 33 units in diameter. This is determined by sv_cylinderScale which is 1.1 on QL servers. (...) Hit detection for objects/map is still done with the old bounding box which is a rectangular prism.
Image sample taken from this topic
The new hitbox of SM is a cylinder for the body, like Quake Live, instead of the three spheres of before. For the head, however, we have a little sphere instead of a small cylinder for QL.
At the speed of a network, the arms moves too fast to be precisely located on another player computer. So, if your opponent hits you, it's in his reality, and not a common one. There are some advantages, and some disadvantages for these technics, and for the one that understand why a game like Quake finally used these type of hitbox, after 20 years of evolution, I think they will be able to understand why it's now on SM. It was not before because we had to make a computation algoritm that goes a little further, by taking into consideration the real place of the hitbox even between two simulation frames, to increase precision. And if you would like to debate this type of things, do not hesitate to be precise as well: take pictures from online replay, take into account that there is the visual of things and the reality of things (the laser does not leave from the arm but from the head) and send them to us so we can investiguate. We totally agree that a robust hitbox, meaning that masters can master it, is important. So, far, we saw some masters for it, and unless an unknown issue, I expect now to see them master it even more, thanks to the new hitbox and improved netcode + netvision.