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ETPro vs Jaymod hitboxes demystified

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Pedro-NF
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ETPro vs Jaymod hitboxes demystified

#1

Post by Pedro-NF »

Another ETPro dumbass, forum name unforgiven, asked:

"guys ,what about hitboxes?i understand et pro has more better hitboxes than jaymod?why everybody is saying this?and can be jaymod designend to have same hitboxes as et pro?how about jaymod 219 hitboxes?how are it?"

Jaybird's reply:

"I really don't understand those rumors. Jaymod has the same model tracking code that ETPro has because Zinx himself gave it to me. I've made numerous changes to the default hitboxes to match what ETPro did, and Mxyzptlk did some incredible work on hitboxes that are the closest ET will ever get to per-poly hit tracing.

I'd argue that Jaymod has the best hitboxes available, and the backwards reconciled hit tracing (antilag) is spot on.

You don't have to take my word for it though. Check the documentation for the hitbox debugging cvars and see for yourself. Just don't do it on a live server or on one with more than 2 or 3 people on it. It's a bandwidth hog."


http://jaymod.clanfu.org/forums/viewtop ... 505#p41505

If anyone is going to contradict what Jaybird said, provide non-subjective evidence (i.e., hard technical evidence), or get BANNED.
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JR^^
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Re: ETPro vs Jaymod hitboxes demystified

#2

Post by JR^^ »

It was my intent to make 2 videos one from jaymod one from etpro showing in game hitboxes for comparison.
instead i made this hitbox video that doesn't show much.
http://www.youtube.com/watch?v=BRU5J1u8 ... _detailpage
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Pedro-NF
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Re: ETPro vs Jaymod hitboxes demystified

#3

Post by Pedro-NF »

Don't forget the key point, which is Jaymod's far better antilag compensation system. At the end of the topic on the Jaymod forums that I mentioned above, Jaybird (Jaymod's creator and main developer) diplomatically says he hasn't played ETPro long enough to evaluate its antilag system. Well, I have, and if you switch from playing Jaymod with a 150 ping for a long time to playing ETPro with a 50 ping, you WILL feel laggy.

Let's make one thing clear: I'm not saying ETPro is a bad mod. Much on the opposite - I've played it for years, because all public servers in Brazil were ETPro (before a bunch of morons here, currently in charge of the SHC server or playing on it, managed to kill ET in Brazil with their stupidity). It was the first mod to properly implement great features like server control of Cvars, LUA support, etc. The main problem is, it hasn't been updated in years, and all other current mods have surpassed it technically. And most importantly: it was never designed to be played with high pings, and if Bani and the other ETPro devs intended it to be, they failed miserably at it.

Now why do people who used to play ETPro in clans and in competitions on gaming leagues like TWL and ClanBase DO HAVE a better aim with sub machine guns (the Thompson and the MP-40) than the average player? Because those leagues, whose moronic administrators in charge of ET were unable to grasp the concept of the game, created for their competitions configurations which turned ET into a kind of Counter Strike clone. That meant restricting weapons, landmines, and other key elements of the game which are there because the infinitely wiser designers of ET knew they were necessary. For example, most of those "competition" configs restricted rifle grenades to one per team. Player classes in ET were deftly designed so that each class has its fair share of weaknesses to compensate for their strengths. For example, why does the engineer is the only class with access to RG's? Because he is constantly in extremely vulnerable situations, like when planting or defusing mines and dynamites, constructing things, etc., so he needs a weapon with which he can react fast and effectively to an enemy attack. He doesn't need to be the best shooter on the team, he needs to know the objectives and be able to come up with good strategies.

So, because of those restrictions, most ETPro "competition" players turned to the medic class, which was perfect for CS style fragging. And that spawned all the stupid rambomeds that plague the game, who ARE great shooters but are unable to avoid a team mine and most of the time don't have a clue or don't care about maps objectives. I even remember being TK'd a couple of times with a knife while trying to plant a dyna on top of a gun on Oasis because the rambomed who TK'd me didn't want me to finish the map.

Last but not least, if anyone is planning to post on this topic disagreeing with what has been explained above, be sure to already have chosen another server to play on.
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