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View Full Version : The (New) New Hit Detection.


Rufus
06-26-2007, 08:34 PM
I -probably- won't be online at the same time as Master Storm (Polo) or any other bigwig, so I figured I'd express some of the issues that have came up since it was last changed yesterday.

I feel as though with this new HD, in order to spar you have you be very much up close, in fact extremely up close with your opponent in order to get a hit. The last HD it was said you could hit them "from a mile off" but it wasn't that bad in my opinion, although I did see room for improvement. Sometimes in the new (new) HD the hits aren't even counted. A few of the sparrers on Classic are feeling as though it could have a happy medium in meeting the old (new) HD with the new (new) HD, because currently the new one is too small of a range.

Not a rant or criticism, just a suggestion :)

Triptheballer
06-26-2007, 08:40 PM
Basically what Rufus said is right, the new hd calls for you getting too close to your opponent.

Id like to see what the median is like (say the old hd was "4", and the one now is "2", lets give "3" a shot)

Im glad MS is taking the time to try and adjust things, in the end im sure we'll get this right ;)

Crow
06-26-2007, 09:58 PM
I just tried it out, and I really have to agree. It just sucks. You ruined the fun when sparring ;[

Luda
06-26-2007, 10:00 PM
I just tried it out, and I really have to agree. It just sucks. You ruined the fun when sparring ;[

It was ruined about 2 years ago on Classic.

Tyhm
06-26-2007, 11:44 PM
The GST ought to script The Default Boring Hit Detection Script, and Classic ought to use it. Any coders that want something more dramatic should make their own damn server. -_-;

Luda
06-27-2007, 12:03 AM
The GST ought to script The Default Boring Hit Detection Script, and Classic ought to use it. Any coders that want something more dramatic should make their own damn server. -_-;

Storm told me it wasn't possible to bring back The Default Boring Hit Detection Script. :(

DustyPorViva
06-27-2007, 02:24 AM
Stefan should release all the details about the default system to everyone, in case they want to replicate it.

Polo
06-27-2007, 02:31 AM
A few of the sparrers on Classic are feeling as though it could have a happy medium in meeting the old (new) HD with the new (new) HD, because currently the new one is too small of a range.
Id like to see what the median is like (say the old hd was "4", and the one now is "2", lets give "3" a shot)
It's half way between the two now, so should be a bit easier to it than it was this morning, but hopefully still stops people doing strange sideways hits. It's strange that people are saying the range seemed shorter, as it was only the width of the sword I changed (from 2 tiles to 1 tile, and now to 1.5 tiles), and not the range (which is 2 tiles, but I think should be 2.5 tiles to be more like the built in hit detection).

I'm also going to take a look at the recoil timings and such too to see if I can make combo's a little more natural to perform.

As always, feedback, comments and suggestions on the changes are not only welcome, but greatly appreciated. ^^

Storm told me it wasn't possible to bring back The Default Boring Hit Detection Script. :(
Whilst it's not impossible to use the built in hit detection, when you have a wealth of scripts relying on the custom one, switching back is not a realistic decision to make. A custom hit detection also allows for a number of improvements to be made (such as guild alliances, and better hack prevention), and so it's a lot better to try and improve the custom one as much as possible.

Stefan should release all the details about the default system to everyone, in case they want to replicate it.
The built in hit detection is done clientside, whereas most custom systems do the detection at the server. Because this changes the way in which lag affects things, a perfect emulation (in terms of the hitboxes and such) is not necessarily going to feel right for the players. That said, I don't think that having such information would be a bad thing.

DustyPorViva
06-27-2007, 03:08 AM
Maybe, but stuff like the exact coordinates and such of checking the attack could still be released. Instead of having to hit and guess each and every aspect that you're trying to replicate, until thinking you finally got it right.

MysticX2X
06-27-2007, 05:52 PM
I think it seems better. Too many tie hits.

Zideruic
06-27-2007, 08:49 PM
Your hit detection sucks.

Rufus
06-28-2007, 01:41 AM
I seem to be having some issues with some of my hits not registering, and other people noticing my hits not registering too. I don't know what to say really other then that.

Crono
06-28-2007, 01:42 AM
I seem to be having some issues with some of my hits not registering, and other people noticing my hits not registering too. I don't know what to say really other then that.

I agree. I think it's because we're in Europe...

I just wish they could ATLEAST have a clientside detection for SPARRING. Please? :cry:

Tyhm
06-28-2007, 08:50 AM
Or, in sparring rooms you should directly connect the two players' hit detection, with lag-meters to account for one player lagging more than the other.

Crono
06-28-2007, 10:10 AM
Or, in sparring rooms you should directly connect the two players' hit detection, with lag-meters to account for one player lagging more than the other.

Win? :]

Mighty
06-29-2007, 02:20 AM
I think the new HD is great.

Rufus
06-29-2007, 04:33 AM
It's terrible, I've just hosted the Tag Team Titles and a ton of hits were missed. I've also just sparred and Trip and I directly hit each other standing still and it didn't count them.

I prefer the other.

MysticX2X
06-29-2007, 04:59 AM
Yeah i was just going to say the same. Hits have to be so ultra close

OggMonstah
06-29-2007, 07:11 AM
I think everyone has realized that something is messed up with the sparring/pk system. I'm not sure if it is due to the actual hit detection or the illusion of missed/landed hits due to lag.

My biggest problems with it now:

The tie hits are not consistent. I've seen both opponents receive hits in these "tie" situations and only one opponent in very similar cases.

I've seen hits land from both 90 degree and even a 180 degree swing in the wrong direction from an opponent.

The hit recovery time either doesn't work accurately or lasts way too long. I miss pre-NPC server days, when someone would run away from you all the time and you finally pin them in the corner of spar area, you could unleash a combo on them to teach them a lesson. Maybe I'm just too impatient to play the usual chase back and forth game, but it seemed a lot more fun to me when you could combo easier.

Hope that helps...

zokemon
06-29-2007, 07:22 AM
I can replicate the default hit detection in GS2 but sadly, it would probably be all clientsided (no use of triggeractions either) to make it smooth and thus easily hackable (but the default HD is just as easily hack-able so what difference would it make?).

Last time I tried to help classic though, Storm said "Wait till we have such and such ready"

You're just pulling a Stefan on me Storm! :(

Crono
06-29-2007, 04:51 PM
Guys Classic's systems feels like **** because it's serverside hit detection. It appears Stefan had told MS to use it...

zokemon
06-30-2007, 03:20 AM
Guys Classic's systems feels like **** because it's serverside hit detection. It appears Stefan had told MS to use it...

Would be nice to have both systems and have it dependent on the level you are on like:

level.protectedcombat = true;

DutchGuy
06-30-2007, 05:06 PM
get us the old one back, simple.
yes MS we probably whine but it seems the only updates u agree with are sucky updates, and the worst part is u only approve 1 update every 6 months or so