We were hacked. Several times over the past two weeks, in fact.
While all passwords are encrypted and salted, it's recommended that you change your password here when you can.
No, I said you're dumb because instead of simply looking the word up in any of the many online dictionaries, you chose to look like a moron on here instead.
No, I said you're dumb because instead of simply looking the word up in any of the many online dictionaries, you chose to look like a moron on here instead.
...thus why he accurately said you're dumb. Give it up and don't be such a lazy moron next time.
Thortok2000 wrote..
After all, 1.6 doesn't have hitbox problems (well, some, but mostly from behind, not in front/side), so what's the deal?
Prior versions of CS suffer from some hitbox errors also. The main ones I've noticed are 1) discrepencies between the forward lean of the head of the model and the forward lean of the head hitbox, and 2) time-comphensation problems for a model moving at a 90 degree angle relative to you.
They aren't really bad errors, though, and the 2nd one you'd generally only notice with an aimbot locking on to maintain perfect aim.
RobinsonCutter wrote..
Well, this is about the first thing I've seen from you that was somewhat constructive, so good job.
I think one main problem you come into with hitbox detection issues is the simple fact that any variation in the appearance of the displayed models will affect how well they directly correspond to the detection hitboxes. If you want the game to be fair, the hitboxes need to be identicle for every single model, no matter how different it looks.
In CS1.6, you still have some problems with this kind of thing, as some models are slightly different heights, so near misses of the displayed model might still get you hits in some circumstances, and in others hitting the very edge of the displayed model might not quite fall within a hitbox boundary.
Yeah, you could come up with a much closer approximation using more than just boxes, but the math end of things would likely be a bit more complex as well. It's been quite a while since I've had to code any collision detection routines, but I remember it being rather frustrating and computationally intensive if you weren't careful. I'd guess the same situation applies even more so here, even with these guys being far better programmers than myself.
Anyway, once again, good job VALVe on the quick fix in player height issues, and I'm looking forward to the promised additional models, whenever they might come... :)
Frag ops is one of the worst CS clones out there. If you're gonna waste your time on a UT2k4 mod then at least play Red Orchestra
it's not a CS clone, it's a TacOps clone, although they tried to deviate from the formula a little bit. it's got a lot of possiblities, but piss poor map support. that'll be ok though, because a totally new version, a remake, of it will be released this winter--totally free. and it's on a unreal 3 quality engine.
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