[hlcoders] Headshots Per Kill in CounterStrike: Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Headshots Per Kill in CounterStrike: Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Headshots Per Kill in CounterStrike: Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] architecture questions
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders