Re: [hlcoders] Hitboxes

2002-05-04 Thread Oskar 'Zoot' Lindgren
yes, "just" code a fix - Original Message - From: "Martin Webrant" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, May 04, 2002 12:12 PM Subject: [hlcoders] Hitboxes > Are there any fix to the regular SDK code regarding hitboxes? > Thats what most of my users complain about..

RE: [hlcoders] Hitboxes

2002-05-04 Thread Philip (Fiber)
You make it sound so easy! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot' Lindgren Sent: Saturday, May 04, 2002 10:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Hitboxes yes, "just" code a fix - Origina

RE: [hlcoders] Hitboxes

2002-05-05 Thread Martin Webrant
EMAIL PROTECTED] Subject: RE: [hlcoders] Hitboxes You make it sound so easy! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot' Lindgren Sent: Saturday, May 04, 2002 10:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Hitboxes yes, &q

RE: [hlcoders] Hitboxes

2002-05-05 Thread Philip (Fiber)
on this. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Martin Webrant Sent: Sunday, May 05, 2002 9:49 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Hitboxes Hehe, well - since I dont use any special magic in the SDK I thought I'd just keep it s

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread Jonathan Dance
We are noticing this too. The hitboxes seem like they should work using sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass right through the hitbox, particularly the head hitbox. Anyone know what the root cause of this is? --JD On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote: Anyone

RE: [hlcoders] HitBoxes ?

2005-04-27 Thread Matt Boone
Do your hitboxes extend outside of the bounding box? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Wednesday, April 27, 2005 1:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? We are noticing this too

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread r00t 3:16
happening. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Matt Boone" <[EMAIL PROTECTED]> To: Sent: Wednesday, April 27, 2005 4:17 PM Subject: RE: [hlcoders] HitBoxes ? Do your hitboxes extend outside of the bounding box? -Original Message- From:

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread LDuke
appening. > > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > - Original Message - > From: "Matt Boone" <[EMAIL PROTECTED]> > To: > Sent: Wednesday, April 27, 2005 4:17 PM > Subject: RE: [hlcoders] HitBoxes ? > > > Do your hitboxes exte

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread tei
t Boone" <[EMAIL PROTECTED]> To: Sent: Wednesday, April 27, 2005 4:17 PM Subject: RE: [hlcoders] HitBoxes ? Do your hitboxes extend outside of the bounding box? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Wednesday, April 27

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread Jonathan Dance
Jonathan Dance Sent: Wednesday, April 27, 2005 1:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? We are noticing this too. The hitboxes seem like they should work using sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass right through the hitbox, particularly

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread Jonathan Dance
: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? We are noticing this too. The hitboxes seem like they should work using sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass right through the hitbox, particularly the head hitbox. Anyone know what the root cause

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread Teddy
> > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > - Original Message - > From: "Matt Boone" <[EMAIL PROTECTED]> > To: > Sent: Wednesday, April 27, 2005 4:17 PM > Subject: RE: [hlcoders] HitBoxes ? > > > Do your hitboxes extend outside of

Re: [hlcoders] HitBoxes ?

2005-04-27 Thread r00t 3:16
10, 10 ), Vector( 0, 0, 14 ) <-- no idea? ); r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Jonathan Dance" <[EMAIL PROTECTED]> To: Cc: "Tim Jones" <[EMAIL PROTECTED]> Sent: Wednesday, April 27, 2005 10:21 PM Subject: Re: [hlcoders]

RE: [hlcoders] HitBoxes ?

2005-04-28 Thread Ian Warwick
> Vector( 0, 0, 14 ) <-- no idea? Dead view height I think. -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: 28 April 2005 04:44 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? Bounding boxes are defined in Gamerules.cpp line 34 - 48

Re: [hlcoders] Hitboxes client side

2009-04-20 Thread Janek
Hi, Does anybody know if it is possible to get hitboxes synchronous with animations we see client side ? J. 2009/4/18 Janek > Hi list, > > Yesterday I decided to display hitboxes to see where they are "client > side". I added my code at the end of RenderStart thus ensuring that all > interpola

Re: [hlcoders] Hitboxes client side

2009-04-20 Thread Jonas 'Sortie' Termansen
iliseconds in the past on the client, but you shouldn't worry about that. Please note I'm not an expert, but that's what I understood from the articles I read about it. - Original Message - From: "Janek" To: Sent: Monday, April 20, 2009 5:23 PM Subject: Re: [hl

Re: [hlcoders] Hitboxes client side

2009-04-20 Thread Janek
s what I understood from the articles I read about it. > > - Original Message - > From: "Janek" > To: > Sent: Monday, April 20, 2009 5:23 PM > Subject: Re: [hlcoders] Hitboxes client side > > > > Hi, > > > > Does anybody know if it