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#1 |
![]() Join Date: May 2012
Reputation: 71
Posts: 279
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Hitboxes
I've been watching the forums for a long time now and always wondered about one thing: You guys complain about anything and everything, bad community, unbalanced game, glitches, bugs, exploits etc.
But theres one thing I was always missing: A thread about the hitboxes of the game. (and yes, this is why I signed up). They are bad. Not much worse than in other games, but in L4D2 they're way more important than in TF2 for example. Why? Because of deadstops, skeets, levels and smoker tongue cuts. Those things require really good timing, and if a player has a bad ping, different network settings or is lagging, you mess up. This is pretty much the only thing that annoys me in L4D2. |
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#2 |
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Banned
Join Date: Sep 2011
Reputation: 197
Posts: 1,396
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Well uhhh I dont see what can be done if have bad ping. You can always tweak lerp setting the way you like your hitboxes but you need constant green ping to learn to execute deadstops.
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#3 |
![]() Join Date: Feb 2009
Reputation: 90
Posts: 676
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Changing lerp and any other network settings DOES NOT alter how hitboxes work in the game.
Anyone that knows how the source engine mechanics works, knows that. Hitboxes are even screwed up even in Single player and Lan games with 0 ping. And its all because of the mechanics of how the Hitbox and visible player geometry are separate entities. All physical collisions, meaning Hit-rays from melee, hitbox vs hitbox collisions (si pounces, charge, smoker tongue), and objects like tank rocks, Props like cars, dumpsters, Forklifts, even propane and gastanks, ONLY REACT TO THE HITBOX, which is INVISIBLE. The visible player and props follow behind any entity with a hitbox, like its on a rubberband, and is only a visual representation of that Hitbox. The only thing in Source games that does react directly to the visible geometry, are bullets, because they're laser like and recorded by hitscan. Want to fix the game, and have it play much more reliably? Convince valve to synchronize the hitbox and player geometry, instead of this interpolated garbage. |
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#4 | |
![]() Join Date: Jun 2009
Reputation: 159
Posts: 3,561
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Quote:
The hitscan are preaty good they have there flaws but still works 80% of the time. I don't think there is any game that has perfect hitscans. Last edited by john_volkov: 05-02-2012 at 11:15 PM. |
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#5 | |
![]() Join Date: Apr 2012
Reputation: 407
Posts: 900
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Quote:
Ultimately, the blame for this game's lackluster community is squarely on Valve, but people prefer to fight with each other on these forums instead of making EVERY SINGLE THREAD about what a bad job Valve is doing on a game that has been around since 2009. |
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#6 | |
![]() Join Date: May 2012
Reputation: 71
Posts: 279
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Quote:
Standard should be: Code:
cl_interp 0.06666 cl_interp_ratio 0 rate 30000 cl_updaterate 100 cl_cmdrate 100 Edit: Heres a great video: http://www.youtube.com/watch?v=EKKQmdRFIgY |
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#7 | ||
![]() Join Date: Sep 2009
Reputation: 407
Posts: 1,178
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Quote:
Quote:
standard lerp is 100 because valve wanted to game to be smooth for more players aka players with ♥♥♥♥ty connections |
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#8 |
![]() Join Date: Mar 2010
Reputation: 308
Posts: 1,784
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Interp is 0.1 in all valve games by default for years (even cs 1.6), I don't think it's a conscious decision by Valve, but simply the default value for the cvar, and they never bother to change it.
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#9 |
![]() Join Date: Mar 2011
Reputation: 31
Posts: 42
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nothing wrong with hitboxes, type ping in console and you will see that everyone on server has dial up.
everything is delayed by 33ms + lerp even in single player. People who live very near the server get 66-80ms ping. Packet takes few ms to travel to server and back, but the server side and client side delays make everything seem like you playing game from 1997. Last edited by Berserker7: 05-03-2012 at 08:27 AM. |
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#10 |
![]() Join Date: Feb 2010
Reputation: 258
Posts: 2,860
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Oh look... another you guys thread.
All source games use the same system for hitboxes. It's got no chance of changing unless Valve creates a new Engine and even then, there is no guaranty that anything will change. |
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#11 |
![]() Join Date: Sep 2009
Reputation: 407
Posts: 1,178
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well, it was a conscious decision to set it to 0.1 when they set it and as far as i can see they either didn't think about changing it or they want that interpolation value to be that big cause some people still play on dial up. they seem to care about letting as many people as possible play their games. it's mostly speculations from our sides tho.
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#12 |
![]() Join Date: Feb 2009
Reputation: 90
Posts: 676
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I don't think it would be hard for them to synchronize hitbox + geometry at all.
Hl2 didn't even have multiplay when it was first released, it was patched on later. And if the interpolation is global and used by every source game, it would be even easier to fix every game using it. |
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#13 |
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Banned
Join Date: Sep 2011
Reputation: 197
Posts: 1,396
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https://developer.valvesoftware.com/...yer_Networking
Scroll down to lag compensation read carefuly. No need to thank me. |
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#14 |
![]() Join Date: Feb 2009
Reputation: 90
Posts: 676
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Yeah I understand all the lerp stuff and how the netcode works, problem is melee and collision based attacks aren't compensated and it reacts directly with the invisible hitbox, not the visible geometry.
Only bullets react to geometry directly via hitscan. Changing rates and interp settings doesn't alter in any way how the hitbox and visible geometry function together. They stay seperated no matter what, the visible geometry will always lag behind the hitboxes. Since L4d and any source game that uses melee attacks rely solely on hitbox vs hitbox collisions, its going to be a sloppy mess until they get locked together. Last edited by Mister.D: 05-07-2012 at 05:34 PM. |
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#15 | |
![]() Join Date: Dec 2008
Reputation: 1811
Posts: 4,936
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Quote:
The solution would be a combination of keep hitscan lag compensated (bias for survivors here) but allowing SI attacks to be compensated as well (bias for SI here). Not sure how I feel about compensating survivor melee, as that *needs* to be really hard or deadstops/headshot melees/levels will become nearly 100% |
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