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Ship 'hit box' D2

Posted: Fri Apr 14, 2006 11:04 pm
by Isaac
I know there's an area around your ship, that is what really gets shot, not the actual mesh that makes up ur ship. What dose it look like? How much bigger is this box than ur ship?

Posted: Fri Apr 14, 2006 11:26 pm
by Top Wop
I actually thought it was a sphere, and you could actually see your shield sphere \"illuminate\" whenever you got shot. Go external and have a look.

Re:

Posted: Fri Apr 14, 2006 11:41 pm
by BUBBALOU
Top Wop wrote:I actually thought it was a sphere, and you could actually see your shield sphere "illuminate" whenever you got shot. Go external and have a look.
Read Topic again Ship 'hit box' D2 :P

Posted: Sat Apr 15, 2006 5:15 am
by Aus-RED-5
From what I read, this is a \"true\" rep of the hitbox.
Enjoy! :)

Posted: Sat Apr 15, 2006 6:49 am
by BUBBALOU
Read Topic again Ship 'hit box' D2 :P

NOT D2x-XL

Posted: Sat Apr 15, 2006 8:31 am
by Krom
Normally the colision spheres in older games like D1 and D2 would be a collection of small overlaping spheres that would form a blob around whatever object they belonged to. If you want to know what it would look like, just think of a robot or a ship with about 12 circles just big enough to cover up the whole object.

Posted: Sat Apr 15, 2006 1:43 pm
by Duper
MechWarrior 2 had the same thing. Spheres, not boxes. Quake and doom had boxes.

Posted: Sat Apr 15, 2006 3:30 pm
by Ferno
d1/d2 worked on poly collisions. not hitboxes/hitspheres.

Re:

Posted: Sun Apr 16, 2006 8:57 am
by BUBBALOU
Ferno wrote:d1/d2 worked on poly collisions. not hitboxes/hitspheres.
and just think it worked for D2(33Mhz CPU req) yet for people wank about it in D3 just a load of BS people use to hide the fact they can not shoot the ship!!

Same people that will not play D2 because the graphics suck.... um yeah I bet that is the REAL reason....

Posted: Sun Apr 16, 2006 2:29 pm
by Ferno
yea no kiddin bubba. they're lost without the frag misssile and impact mortar.

Posted: Sun Apr 16, 2006 3:12 pm
by Sirius
D2 objects have a radius which is used to determine hits or collisions with other objects. That's the reason why custom robots ought to replace similarly-sized D2 robots; the radius is strangely not recalculated immediately, and you can get some rather bizarre effects if you get it wrong.

Posted: Sun Apr 16, 2006 3:36 pm
by Isaac
dam... well i always thought that i if some one was shooting at me, i could roll at 90 degrees and be less of a target... im dumb.

Re:

Posted: Wed Apr 19, 2006 2:21 am
by Diedel
Ferno wrote:d1/d2 worked on poly collisions. not hitboxes/hitspheres.
Ferno is right on the spot. I have recently added a 'shield sphere' render to D2X-XL. You can see it when enabling it in the render options menu and switching to external view (Alt+F12). The shield sphere glows orange when D2X-XL detects a hit. I have made tests with a small multiplayer game. You need to hit an actual polygon of the ship model to have D2X-XL show a hit. I could also see shots pass right and real close under the ship w/o doing damage. Afaik (and I may be wrong here) the bounding sphere is only used for wall and ship to ship/robot collisions.
Isaac wrote:dam... well i always thought that i if some one was shooting at me, i could roll at 90 degrees and be less of a target... im dumb.
In D2, you can!

Posted: Wed Apr 19, 2006 3:45 am
by BUBBALOU
D1/D2 was designed for IPX lan

D3 Demo 1.0 had poly collision as default just like D1/D2, but people complained (we know who lead this fight) and Outrage made the ship collision sphere also the hit box. Then they added a server option for Accurate Weapons Collision to revert D3 back to D2 fighting style.

All Server Ops for D3 should have accurate weaps on, but they have been led to believe it uses extra bandwidth and cpu usage.... um once again this is folklore from the 33Mhz days

Posted: Wed Apr 19, 2006 6:24 am
by Diedel
In D2, hit detection is done client side and does not add a single byte to network traffic. I.e. each client decides only for its own player's ship whether it gets hit, and does not report that to the other players. Only ship destruction is reported. In other words: A client has no clue about how many shields the other players have left. It will only be told if a player ship gets destroyed, and will be told so by that player's instance of D2.

I found that out recently when I was playing coop with my brother and his ship was always smoking like it was heavily damaged, while he reported he had full shields. Shield status is not reported to other clients. I had to add that to make player smoke and damage explosions work properly in multiplayer.

Re:

Posted: Wed Apr 19, 2006 10:47 am
by Foil
BUBBALOU wrote:...
All Server Ops for D3 should have accurate weaps on, but they have been led to believe it uses extra bandwidth and cpu usage.... um once again this is folklore from the 33Mhz days
That's definitely one of the most common misconceptions among D3 Server ops, but I think the main reason they don't usually have "poly-accurate weapon collisions" on is that players will complain about it.

There's a perception out there among most players that having poly-accurate weapons is only appropriate for LAN play, because latency over the internet makes it considerably harder to score hits. So players will generally complain, "I can't hit anything!", and usually refer to the setting as "LAN accurates".

Posted: Wed Apr 19, 2006 8:44 pm
by BUBBALOU
actually players who shoot the ship in multi do not even notice accurates are on. Anyone who says ACC is LAN only is FOS.

Now rotational off in D3 is the same as Short packets in D2