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PostPosted: Tue Jun 29, 2010 8:43 pm 
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Master
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"The whole bone stuff follows the animations and bending..." A few benefits of using this system regarding to taking fire or shooting at someone else VS. the older hitbox system. Pro's/Con's?

just visually compare the old and new hitbox system and u'll get some answers. they wont be as "static" anymore which means they move (more) together with the actual animations. the fact that we wont have a few huge hitboxes, will require more precision in shooting, the damage-system will be probably more dynamic (as we have a lot of "bones"-16 so far) and very annoying clipping bugs will most likely be fixed, remember when people are sometimes invincible behind certain objects? or 2 players colliding and it appears ur shooting right through him? getting stuck in certain spots should be fixed with the new system as well. overall very promising, cant wait for it :)

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PostPosted: Wed Jun 30, 2010 12:24 am 
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Your referring to the binding of the skeleton to the skin. That I already know, I just want some more information on what "other" benefits will be seen with this new system. I like the idea of dynamic damage done to each bone. Not sure if coroner will implement that too dramatically though. Also wasnt the problem you mentioned of the box clippings causing player to not take damage already fixed even before the new system implementation?


Coroner Wrote: "I fixed the bbox issue where shots were not registered when players touch an object that they use as cover. Usually, the piercing bullet did not do damage in this case."


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PostPosted: Wed Jun 30, 2010 1:02 am 
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ye but with fixed he probably meant his new hitbox system already i think. and with the skeleton model it'd be fixed anyway so it doesnt really matter :P

and i cant really think of any other benefits than:
-having the hitbox related bugs fixed
-better damage system and smaller hitboxes (need to shoot better)
-more realistic/synchronous hitbox and animation interaction/movement

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PostPosted: Wed Jun 30, 2010 1:05 am 
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I'm also curious, is there any downside to this? How does it react when a player lags?


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PostPosted: Wed Jun 30, 2010 1:56 am 
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the hitbox tagging along with the actual animations should be helping out a bit with the lag as you can actually "shoot what u see". the old hitboxes are often out of place when doing specific moves,.. and then sometimes it can create the "illusion" of omfg he is lagging, cant hit him!, although it just the *I need a large hot beef injection ♡* hitbox not being synchronous with the animation and thus u miss^^. so there should normally not be any big problem with lag if the hitboxes work properly (theres always the question if it is really gonna work out, considering all the jumps/movements many players use and sometimes *i-need-a-broader-vocab* up the current hitboxes... lets hope the new ones really stick with the animations :P )

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PostPosted: Wed Jun 30, 2010 9:25 am 
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I'm curious if this not going to take years like with other mods(ESF for example).


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PostPosted: Wed Jun 30, 2010 10:18 am 
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dont expect too much from boneBox since it has been used in standard ET and doesnt fix all the issues, anyway it will be better for sure.
i bet we'll be able to talk about it after some debugging tests.

The good point i see there is : finally, trying to aim accuratly some specific points of the target will worth the effort.

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PostPosted: Wed Jun 30, 2010 7:19 pm 
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Hmm what would happen if coroner clones himself into 10 copys? I bet that we would get world wide competitor for cod, bfbc2 and other big names under one week....

And i loved that you can move your head around while aiming simply realistic and small addon for tc:cqb :P

And im interested that it seems true combat is becoming a series

Funny true combat jumped after first succesfull part into messy elite with good gameplay but someway a lame menus and you couldnt choose weapon+attachment/clip count and secondary but now its going back to its roots... Does this mean that maybe we could get someday a fourth part ?

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PostPosted: Wed Jun 30, 2010 8:02 pm 
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Let me add something to the pros and cons of the new hitboxes.

On the pro side I can clearly see the points that were already mentioned, like better calculation of body zones and overall smaller and more accurate hitboxes along with fixing some bugs were the current boxes were off the animated model.

Possible cons could occur on laggy systems in combination with weird and fast movements and jumping. The problem is here that the antilag isnt perfect and the faster the movement, the bigger are possible offsets between the estimate on the server and what the client really saw. Now that the hitboxes are smaller, the misestimation might matter more than before. Lets see.

For me the most important thing is that during realistic movement and static poses the hit detection is improved. Wild jump action moves and instant prone-stand are another issue ... not under debate today.


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PostPosted: Wed Jun 30, 2010 9:58 pm 
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It's a start I guess. Also interested in seeing how the leaning is affected (ie, left leaning bug).


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PostPosted: Thu Jul 01, 2010 8:07 am 
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omg after watching that video again i cant believe it have been done with idtech 3 thats some serious kick ass work :cheers:

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PostPosted: Thu Jul 01, 2010 9:56 am 
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@ Coroner, i dont know if its big work (especially creating new animation) :

Could it be possible to add ability to prone while jumping ?
I mean it sounds realistic to jump on the ground when you are in trouble (like anyone would act while being shot).

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PostPosted: Thu Jul 01, 2010 10:19 am 
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Will we be able to throw a knife or not?


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PostPosted: Thu Jul 01, 2010 10:40 am 
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]Wo0[ wrote:
@ Coroner, i dont know if its big work (especially creating new animation) :

Could it be possible to add ability to prone while jumping ?
I mean it sounds realistic to jump on the ground when you are in trouble (like anyone would act while being shot).


You wanna be superman huh? :D
Faster movement speed to prone would be just as good I guess


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PostPosted: Thu Jul 01, 2010 1:01 pm 
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InVader wrote:
You wanna be superman huh? :D
Faster movement speed to prone would be just as good I guess

YES i want to FLY ! serously if you get shot you jump on the ground.
Like in the prone position +lean could make us roll on the sides.
Like jumping in front of a wall could make us bounce against it (like in urban terror).

Few ideas that could create more action & rythm in the game.

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