-
Notifications
You must be signed in to change notification settings - Fork 25
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[public] Protruding neck hitbox and walk sequences #947
Comments
We probably have the source of the models so it can be fixed. Disabling the sequences is just a band aid. |
I tried simply resizing the hitbox and it didn't translate properly across all sequences. This is because the current neck hitbox is linked to E.g. for Julie.mdl, removing Here's a comparison: |
In case this ever gets done, I have gone ahead and tweaked every zombie hitbox individually. Here are the updated hitbox sets to be used in the QC files: All required files but the QC can be extracted from existing models without problems. |
Fixed in src-r4686 |
The neck hitbox on zombies is abnormally large and blocks headshots.
Severity varies with walk sequences and it's most noticeable in realism mode.
walk1
towalk7
are ok in most scenarios:https://imgur.com/a/56y6O
walk8
andwalk9
cause trouble:https://imgur.com/a/6Taur
walk10
makes it impossible to headshot zombies from the back:Video (realism enabled): https://www.youtube.com/watch?v=_xKE54oWEtc
Another album by Ryan: https://imgur.com/a/Tfa3R
Suggestion: Since resizing the hitbox likely requires recompiling all models I'd suggest simply preventing zombies from using
walk8
,walk9
andwalk10
, or at the very least justwalk10
.The text was updated successfully, but these errors were encountered: