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"Go ahead, make my day" Rate Topic: ***** 7 Votes

#51 User is offline   H0i Icon

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Posted 11 April 2010 - 01:35 AM

View PostSf4tt, on 11 April 2010 - 01:28 AM, said:

We need a new hitcode.


No.

In most games there is a hitbox (2d object) that is about twice as big as the player. In urt there is a hitmesh (3d object), that covers the player. This means you can shoot between the arms and legs. Also the spread/movement penalty is quite high and the players move really fast. Add your ping to that and it makes sense that it's hard to hit every shot.

Try recording a demo, and then viewing it with /timescale 0.5

#52 User is offline   kidx Icon

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Posted 11 April 2010 - 01:37 AM

its the reload time lol if you guys say so i hope it wont be like quick loading cause those guns load slow really you have to insert the bullets into so yea thats why i said why have an unbalanced gun vers the magum against the bretta or desert eagle who will win on reaload bretta cause it reloads faster thats how you tell its unbalanced not how it shoots lol also don't forget recoil hit code agreed cuase when i aim at some ones head the shots don't count it is weird.

This post has been edited by kidx: 11 April 2010 - 01:41 AM


#53 User is offline   Durandal Icon

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Posted 11 April 2010 - 01:38 AM

Just depends on how they handle the reload process. If they use a faster loader it won't take much more time than the automatics.

As far as gameplay... I've wanted this to show up for a while and it sounds exactly like how I wanted it. Goldeneye style... very powerful and accurate, but slow to use and limited ammo. F1 for style.
"On a long enough time line, everyone's survival rate drops to zero..." --Tyler Durden

#54 User is offline   Sf4tt Icon

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Posted 11 April 2010 - 01:41 AM

View PostH0i, on 11 April 2010 - 01:35 AM, said:

No.

In most games there is a hitbox (2d object) that is about twice as big as the player. In urt there is a hitmesh (3d object), that covers the player. This means you can shoot between the arms and legs. Also the spread/movement penalty is quite high and the players move really fast. Add your ping to that and it makes sense that it's hard to hit every shot.

Try recording a demo, and then viewing it with /timescale 0.5

Teorically.

Pratically in urt you can hit peaple with ping 200 or more (and vice-versa) O_o

I'm not saying that its rubbish, but im telling you, it should be a lot better.

Well, maybe i had to say netcode instead of hitcode, whatever.

And i know what timescale is and what it does. It simply doesnt change my mind.

This post has been edited by Sf4tt: 11 April 2010 - 01:44 AM


#55 User is offline   kidx Icon

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Posted 11 April 2010 - 01:43 AM

no its prolly the hitbox GES had a problem like this it was the hit box so yea.

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#56 User is offline   H0i Icon

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Posted 11 April 2010 - 01:52 AM

View Postkidx, on 11 April 2010 - 01:43 AM, said:

no its prolly the hitbox GES had a problem like this it was the hit box so yea.


Please don't talk about things you have no idea about.



Personally I don't have a lot of problems with the hitcode. I do notice that on some servers hits are better than on other servers, but that can be a combination of ping, skill level, playing style and so on.

#57 User is offline   Beltaine Icon

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Posted 11 April 2010 - 02:16 AM

the hitcode is fine would say one of the best... ever tried to play css?
thats a shitty hitcode... u need to aim at the floor to hit the head :blink:


and reload speed of a revolver :laugh:


#58 User is offline   mitsubishi Icon

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Posted 11 April 2010 - 02:22 AM

There's no problem with hitcode on a proper lagmeter + taking any necessary precautions such as ut_timenudge.

What it can use is lower latency with a higher allowed cl_maxpackets, and this is in 4.2, as well as a faster snaps [this is not in 4.2].

#59 User is offline   Silver Swords Icon

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Posted 11 April 2010 - 03:20 AM

View PostDecoy, on 09 April 2010 - 11:10 PM, said:

The most powerful handgun in the world is coming to Urban Terror!

Think loud, accurate, and lots of power



i'm in tears(drip, drip.. sniff), i wuv U! (drip, sniff.. sniff)

=)
Smiles open many doors.

#60 User is offline   s.e.t.i. Icon

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Posted 11 April 2010 - 03:28 AM

The hitcode currently is pretty darn good. We tend to hear from people who play 10 hours a day, yeah over the course of time you will notice there are fluctuations in hits. Like H0i said, there could be a number of factors for these anomalies. When I first started playing this game I thought I was aiming right at people and hardly ever hitting. That changed over time with practice and determination. Yes, there are times when I think I should have hit but there could be any number of reasons why I didn't because the calculations for hits come down the microsecond. When you think about how fast paced this game is... well, think I'll just leave it at that.
Cheers... s.e.t.i.
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