[hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
I went to sharedstats.com and took the top 10 players and some middle
players (451-460) and averaged their headshots per kill percentage (they
were suprisingly close, around 5% difference).

The number came out to 45%! Nearly half of all kills are a result of
headshots...

So, here are my questions:

1.  Doesn't this percentage seem too high?
2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
other mods)
3.  In what part of the code are hit locations determined? (in sdk code
or valve-only code)
4.  If in the sdk code, where is a good place to start to look for the
reason the percentage is so high?

Thanks,
Michael

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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
I don't really care about the size of the hitbox. Because if it is
roughly the size of the model's head, there is no problem. I want to
know where the code determines where bullets go and how they hit
something.

Is a hitbox a bounding sphere/box/poly and rays are shot from the weapon
to determine if they intersect? That kind of stuff. There is randomness
in the shot spread, so where is that randomness made?

Valve-only code or is it buried in the SDK somewhere? That is the main
question I have.

Thanks,
Michael

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
Sent: Wednesday, August 23, 2006 9:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

I assume you're questioning the size of the head hitbox?  If so, this
isn't exactly a good way to do it...

But in any case, I'd wager that the main reason that many kills are
headshots is because people aim for the head.  It's not like there's an
equal chance to hit any hitbox relative to the hitbox's size.


On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
 I went to sharedstats.com and took the top 10 players and some middle
 players (451-460) and averaged their headshots per kill percentage
 (they were suprisingly close, around 5% difference).

 The number came out to 45%! Nearly half of all kills are a result of
 headshots...

 So, here are my questions:

 1.  Doesn't this percentage seem too high?
 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
 other mods) 3.  In what part of the code are hit locations determined?

 (in sdk code or valve-only code) 4.  If in the sdk code, where is a
 good place to start to look for the reason the percentage is so high?

 Thanks,
 Michael

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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
So the source where this occurs is specific to CSS?

Thanks,
Michael

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 23, 2006 10:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

--
[ Picked text/plain from multipart/alternative ] The CSS code isn't
available

On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:

 I don't really care about the size of the hitbox. Because if it is
 roughly the size of the model's head, there is no problem. I want to
 know where the code determines where bullets go and how they hit
 something.

 Is a hitbox a bounding sphere/box/poly and rays are shot from the
 weapon to determine if they intersect? That kind of stuff. There is
 randomness in the shot spread, so where is that randomness made?

 Valve-only code or is it buried in the SDK somewhere? That is the main

 question I have.

 Thanks,
 Michael

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David
 Kiger
 Sent: Wednesday, August 23, 2006 9:32 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

 I assume you're questioning the size of the head hitbox?  If so, this
 isn't exactly a good way to do it...

 But in any case, I'd wager that the main reason that many kills are
 headshots is because people aim for the head.  It's not like there's
 an equal chance to hit any hitbox relative to the hitbox's size.


 On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
  I went to sharedstats.com and took the top 10 players and some
  middle players (451-460) and averaged their headshots per kill
  percentage (they were suprisingly close, around 5% difference).
 
  The number came out to 45%! Nearly half of all kills are a result of

  headshots...
 
  So, here are my questions:
 
  1.  Doesn't this percentage seem too high?
  2.  Does this phenomenon occur in other mods? (I don't play HL2DM or

  other mods) 3.  In what part of the code are hit locations
determined?

  (in sdk code or valve-only code) 4.  If in the sdk code, where is a
  good place to start to look for the reason the percentage is so
high?
 
  Thanks,
  Michael
 
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[hlcoders] architecture questions

2005-09-06 Thread Newcomb, Michael-P57487
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello Half-Life community,

I'm currently working on my first mod and have some basic architecture
questions.

1. Does all my mod code reside in client/server.dll? Looks that way
because of VS solution, but just making sure.
2. What are the entry points into these DLLs? Callbacks? Thread bodies?
Both? I see DLLInit for server.dll and Init for client.dll and I am
assuming those are called first, but after that?
3. What is the relationship between client.dll and server.dll?
Difference between them? Purpose of each?

Please forgive my ignorance,
Michael

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RE: [hlcoders] architecture questions

2005-09-06 Thread Newcomb, Michael-P57487
Thanks for the quick responses.

I'm still not clear on the distinctions between server.dll and
client.dll.

client.dll
 - provides extension points for graphics?
 - handles user input?
 - fill in as you see fit

server.dll
 - controls game flow?
 - weapons characteristics?
 - fill in as you see fit

So I further understand their relationships...

- -
| Player 1  | | Player 2  |
|  - client.dll | |  - client.dll |
|  - server.dll | |  - server.dll |
- -
  \  /

| Dedicated Server |
|  - server.dll|

  /  \
- -
| Player 3  | | Player 4  |
|  - client.dll | |  - client.dll |
|  - server.dll | |  - server.dll |
- -

In that client.dll and server.dll are always loaded *except* for
dedicated servers?

Again, please forgive my ignorance,
Michael


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly
 Sent: Tuesday, September 06, 2005 2:11 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] architecture questions

 The main entry points to each DLL are interfaces that the DLL
 exports to the engine.

 For the server, these are:
 IServerGameEnts
 IServerGameClients
 IServerGameDLL

 These are defined in public/eiface.h.  For objects, you'll
 also need to implement IServerNetworkProperty and
 ICollideable (or use the included implementations of those).
 There are also general hooks for client  server through IGameSystem.

 The client has to implement the following interfaces:
 IBaseClientDLL
 IClientLeafSystemEngine
 IClientEntityList
 ICenterPrint
 IPrediction

 and can also implement game systems.  In general the server
 interface is simpler to override/implement.  Some of the
 client DLL architecture has made tradeoffs where simplicity
 was sacrificed to make features configurable by mods (like
 control over the studiomodel renderer, parsing game data from
 BSP files, and the client leaf system  shadows).

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  [EMAIL PROTECTED]
  Sent: Tuesday, September 06, 2005 7:50 AM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] architecture questions
 
  1.  Yes
  2.  The DLLs themselves are compiled from your client/hl VS
 projects.
  So it's not really a question of entry points
  per se; those DLL's _are_ your code.
  3.  The client is the client-side code, and the server is the
  server-side code.  For example, a dedicated server only
 requires the
  server DLL (or SO, if it's a *nix box.)
 
  Original Message:
  -
  From: Newcomb, Michael-P57487 [EMAIL PROTECTED]
  Date: Tue, 06 Sep 2005 09:54:19 -0400
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] architecture questions
 
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Hello Half-Life
  community,
 
  I'm currently working on my first mod and have some basic
 architecture
  questions.
 
  1. Does all my mod code reside in client/server.dll? Looks that way
  because of VS solution, but just making sure.
  2. What are the entry points into these DLLs? Callbacks?
  Thread bodies?
  Both? I see DLLInit for server.dll and Init for client.dll and I am
  assuming those are called first, but after that?
  3. What is the relationship between client.dll and server.dll?
  Difference between them? Purpose of each?
 
  Please forgive my ignorance,
  Michael
 
  --
 
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