Hitboxes in Duke Nukem 3d "Is it just me or...?"
#1 Posted 25 February 2019 - 05:56 AM
#2 Posted 25 February 2019 - 06:21 AM
This post has been edited by MusicallyInspired: 25 February 2019 - 06:21 AM
#3 Posted 25 February 2019 - 06:58 AM
MusicallyInspired, on 25 February 2019 - 06:21 AM, said:
Disable autoaim and you will see some of that. Really the heart of the problem must be that Duke 3D was made with autoaim in mind so once you get rid of that there will be a few problems with hitting those sprites.
#4 Posted 25 February 2019 - 07:24 AM
#5 Posted 25 February 2019 - 07:32 AM
#6 Posted 25 February 2019 - 09:13 AM
But yeah...EDuke32 engine's autoaim acting weirdly on recent snapshot builds...
EDIT: Oh right, some projectiles also like to do no damage in the original if the position is "right"... it was annoying when happens but mostly it won't be a big problem, unless you're running out of ammo...
This post has been edited by Player Lin: 25 February 2019 - 09:16 AM
#7 Posted 25 February 2019 - 09:47 AM
Doom had these minor problems too. I, for one, think the Revenant hitbox is extremely small.
#8 Posted 25 February 2019 - 09:55 AM
Doom's combat might seem to work better solely because it is comparatively primitive, your movement is certainly far more limited for one and things just don't seem to move quite as fast.
Dark Forces' combat always felt really solid to me, I dunno, shooting and punching things in that game just feels oddly satisfying. Meanwhile I'm certain some of my shots in Nitemare 3D go right through the enemy.
This post has been edited by High Treason: 25 February 2019 - 09:57 AM
#9 Posted 25 February 2019 - 10:35 AM
If someone can find the difference inside the code between Pc and N64 may solve the mistery and fix it, if possible.
Nancsi, on 25 February 2019 - 09:47 AM, said:
Sometimes can shrink 2 close monsters with one shoot too .
#10 Posted 25 February 2019 - 11:53 AM
#11 Posted 25 February 2019 - 11:56 AM
EDIT: was typing at the same time as High Treason
This post has been edited by Trooper Dan: 25 February 2019 - 11:57 AM
#12 Posted 25 February 2019 - 12:06 PM
#13 Posted 25 February 2019 - 12:13 PM
Trooper Dan, on 25 February 2019 - 11:56 AM, said:
That's OK, your explanation was better anyway.
On the subject of projectiles doing things they shouldn't, there was also the issue of instakill lasers, but I think that only affected earlier versions of the game and was rare. That one itself is kinda strange because I think the effect of the FIRELASER is handled the same way (FRAMEEFFECT1) as with Duke's sprite when steroids are in use, the extra sprites shouldn't have that effect.
#14 Posted 25 February 2019 - 12:19 PM
High Treason, on 25 February 2019 - 12:13 PM, said:
Not quite. For FIRELASER, there is a chain of sprites and each one has the picnum FIRELASER; so each one is literally a projectile, they are not just lookalikes. I noticed this when it caused scripting problems for me. I haven't looked into it but I presume it's something like a linked list, and the game has to be coded to only count impacts from the head of the list.
#15 Posted 25 February 2019 - 12:52 PM
The shrinker is a projectile with an explosion radius. When the game calculates the distance between the projectile and enemy, it uses the coordinates located at the feet of the enemy (if you use the map editor, you are aware sprites are vertically position on their base). However when you use auto-aiming, it aims at the enemy chest height. Since the battlelord is taller than other enemies, the distance between it's auto-aiming center and base is greater than the shrinker radius.
#16 Posted 25 February 2019 - 01:30 PM
#18 Posted 25 February 2019 - 01:45 PM
Fox, on 25 February 2019 - 01:32 PM, said:
Yes, but why leave it that way? Just because it has always been that way? And as you know SHRINKSPARK doesn't cause actual damage, the radius sets htpicnum to SHRINKSPARK and it sets htextra to 0, and that gets detected as a hit because normally htextra is -1. A direct hit could also set htextra to 0 and it would get detected without causing damage.
This is why I asked the question: what is the rationale behind which shortcomings get fixed and which don't? Is the goal to make EDuke32 gameplay identical to DOS Duke? (it's not by the way).
#19 Posted 25 February 2019 - 02:35 PM
High Treason, on 25 February 2019 - 09:55 AM, said:
I suppose. Still, to me, the best of both worlds is still Doom mods like Samsara and the sadly 3DGE-exclusive Duke It Out In Doom, which allow you to use a fairly faithful recreation of Duke's arsenal.
#20 Posted 25 February 2019 - 03:22 PM
Trooper Dan, on 25 February 2019 - 01:45 PM, said:
This is why I asked the question: what is the rationale behind which shortcomings get fixed and which don't? Is the goal to make EDuke32 gameplay identical to DOS Duke? (it's not by the way).
This would be too much of a change on gameplay. If it depended on me, gameplay would be identical to DOS (except on extreme cases)
#21 Posted 25 February 2019 - 03:24 PM
High Treason, on 25 February 2019 - 09:55 AM, said:
Interpolation is done purely on the visual side, it does touch the "real" coordinates of the sprites.
#22 Posted 26 February 2019 - 05:48 AM
Trooper Dan, on 25 February 2019 - 12:19 PM, said:
Ah, I'd assumed it was 'FRAMEEFFECT1' taking on a new htpicnum and not an actual picnum, and that this would be handled differently.
#23 Posted 26 February 2019 - 08:52 AM
Nancsi, on 25 February 2019 - 09:47 AM, said:
Revenant is weird by design...
Source of this picture.
Its sprite is 92px high but its actor height just only 56(and 51px of width in sprite, but only 20 "radius" => 40 actual width), so his(?) hitbox is small than what you see.
Who know why id did this weird thing?...maybe make it more dangerous or something, but it looks silly once you know its actual hitbox is smaller than its sprite or when you see its sprite got cut off in ports with OpenGL renderer when the celling is higher than 56 but lower than 92. (Some other monsters in DooM 1/2 also suffers this but Revenant is most obvious one.)
This post has been edited by Player Lin: 26 February 2019 - 08:57 AM
#24 Posted 26 February 2019 - 10:50 AM
- Some ambushing enemies immune to projectiles and splash damage.
- Shoot a falling enemy with RPG while autoaim is enabled -> projectile misses the target but hits anyways.
- Splash damage doesn't trigger barrel chain reaction of explosions.
- The "falling" explosion sprites of Devastator missiles.
- Sometimes in E2L1 a single shotgun blast can take out the two Assault Troopers near the pipe bomb secret.
- In E3L8, Shooting the Assault Captain with RPG instantly kills one of the ambushing Mini Battlelords in the front desk room.