CSs's Hitboxes screwed!

ScopeD

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We tested this with couple of friends in one CyberCafe here: we strafed left and right infront of one and let him to shoot on us. The person missed of course. When we started shooting
a meter or so after the player we got finally some hits! So it seems the hitboxes aren't following the player model correctly.

Sorry if this is posted already.
 
er. can u explain that in english + include a demo to show
 
I can't explain it better. But you can test it yourself. Just have one friend and tell him to strafe infront of you. Then try to hit him with some accurate weapon like with some pistol. You will miss unless you shoot after the actual player model. We had to shoot a meter or so afterwards.
 
Common bug with all the HL1 mods.

Wait... did you say AFTER the player? That's a new one. Before you had to lead and it only affected player X in a game of X/Y (the last player to join).

EDIT: I know you're talking about Source, it's just similar problems have occured before. A repeat error of old perhaps.
 
Very Funny, as you can all see, those two videos show only hitboxes on player that isn't moving. Yes, they work unless the player starts to move, DOH.
 
DanceMag said:
er. can u explain that in english + include a demo to show

Ehm, you're from England and couldn't understand that?
It even had better english then yours.
 
Maybe you just can't aim for shite. :)
In all seriousness, they look fine to me.
 
What were the specs of the cyber cafes computers? What were ur frame rates? Your loss and choke? All factors that could have caused the event you are describing.
 
Evil Beaver said:
Maybe you just can't aim for shite. :)
In all seriousness, they look fine to me.

hehe :)

but it might be true, cs:cz had serious hitbox problems to
like when a player moved and had a certain position in his animation when he stood still again u could him and nothing hit then if u shoot half a meter in the air next to him...... HEADSHOT!!! :rolling: lol

there was even a movie of it, but i cant find it anymore :O
 
maybe it was just server lag? I know things like that happen all the time in planetside
 
Ugh. We were just preparing to give you guys the evidences with Fraps as it happened that the shots started to hit correctly. Ping was an average 50 or so and we tested it several times. We also find that when one is crouching and the other shoots him to head it just sparkles and doesn't cause damage. It maybe the lag or something, but I think we have an issue of some kind.
 
ScopeD said:
Ugh. We were just preparing to give you guys the evidences with Fraps as it happened that the shots started to hit correctly. Ping was an average 50 or so and we tested it several times. We also find that when one is crouching and the other shoots him to head it just sparkles and doesn't cause damage. It maybe the lag or something, but I think we have an issue of some kind.
maybe the helmet is one of those german solid steel helmets thyat blocks handgun fire...
 
This might be true guys, Watch the de_dust_2 vid from fileplanet, its in a pack of 3 on the front page. Then watch the guy with the AWP, he clearly shoots 4 feet behind this guy that is strafing and kills him.
 
demos are never what actually occured. We'll just have to wait and see.
 
The thing about a demo is it just gives the game some info about what is going on so it can re-construct what happened. Dosn't mean it's correct...
 
ScopeD said:
Ugh. We were just preparing to give you guys the evidences with Fraps as it happened that the shots started to hit correctly. Ping was an average 50 or so and we tested it several times. We also find that when one is crouching and the other shoots him to head it just sparkles and doesn't cause damage. It maybe the lag or something, but I think we have an issue of some kind.

I have played and this has happened to me before. I had hit someone in the head and they had killed me afterwards. I looked in the console and it showed no damage but it even had the blood stains on the wall behind him after I had shot him.
 
I am gonna have to agree with the previous post

Ownt!! indeed.
 
Seems like people are reporting this problem a lot so perhaps there is some truth in the claims. I would hold off on making any assumptions until you play the actual game.
 
that sound like Valve is doing the same mistake again. damn, couldnt they do something right. I wonder if this will be fixed. Hitboxes in CS 1.6 are even today buggy.
 
We'll find out when it's unlocked. The vids mentioned in fob's post pretty much proove to me that the hitboxes are fine. Only way to tell is to play it.
 
Shooting at someone that is not moving doesn't even address the claims being made... much less disprove them.
 
Well, it means you can kill the AFKers easily :p
 
-JeZ- said:
We'll find out when it's unlocked. The vids mentioned in fob's post pretty much proove to me that the hitboxes are fine. Only way to tell is to play it.

Exactly and as bartman so eloquently put it: it is a beta product after all.
 
listen up ive pld cs:s alot and theres something not right about it.

when you get a head shot u will be like " wtf?? that was a HS??!!" as it looks like ur nowhere near the guys head. Also when players dissapear round corners u can hit them as the hitboxes seem to be left behind...like 1.6 used to be but alot worse.

Anyone who denies this is deluding themselves..valve need to fix it.
 
"easier to kill afks"

definately sucks when you got for a headshot on an afk and it takes 4 shots...lol, damn hitboxes.
 
Indeed... I hate that.. makes you look way noob even though you're aiming right on the head..
 
I assume everyone knows this only a beta! So what, we shouldn't report what possible bugs we've found? I think it's my duty to find bugs in CS:source as I'm playing it.
And not every bug happens everytime you play of course, this is why you need lots of beta-testing.
Shooting still hitboxes doesn't prove a thing. It is only when you're actually moving that the hitboxes get screwed.
 
Sounds like you dont really have a clue about the various settings possible within the config, and no one knows what commands are possible now in css, mabe even ex_interp is back who knows. Better you just stop and leave it to people that know what they are doing when the game actually comes out.
 
sundan said:
Sounds like you dont really have a clue about the various settings possible within the config, and no one knows what commands are possible now in css, mabe even ex_interp is back who knows. Better you just stop and leave it to people that know what they are doing when the game actually comes out.

What this is supposed to mean to anyone, really? Oh, you were flaming right :rolleyes:
 
ScopeD is right. I've noticed during play the same thing will happen, but I'm pretty sure it's because of lag. I'll be able to awp behind someone and connect with the shot, but this of course only happends right after the game lags.

Not to mention the most RANDOM headshots in existance. I mean, I've been full out sprinting, shooting full-auto with the P-90 and connecting impossible headshots that are NO WHERE NEAR the head of the model.
 
sniffles said:
Not to mention the most RANDOM headshots in existance. I mean, I've been full out sprinting, shooting full-auto with the P-90 and connecting impossible headshots that are NO WHERE NEAR the head of the model.

Heh... If it didn't do that they wouldn't be able to call it Counter-Strike. "What's this? Looks like CS... smells like CS... but no impossible firing angles and random headshots?! Something is amiss..."

Have you played 1.6 lately? On full auto, firing angles have no correspondence with the previous shot, and weak correspondence with the crosshair vector. This produces truely random headshots. It's annoying to me but I learn to accept it. It's like drawing a Chance card in Monopoly. Sometimes you're the windshield and sometimes you're the bug. I don't think anyone really expected that to change in CS:S, it's part of the gameplay.
 
dscowboy said:
It's annoying to me but I learn to accept it [...] it's part of the gameplay.

Yes exactly, either accept it or stop playing altogether (not you cowboy hehe). The randomness can be lessened if you know what you're doing as well ;)
 
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