when you say new hit detection, are you able to explain what the difference will be? it sounds very intriguing but it would be nice to know what to expect so that we dont build up our hopes and expect miracles
Well improvements to hit detection is an understatement as the current system used in 4.1 has been totally rewritten and tested over and over again since 2010 when we first decided it needed a serious update.
The first major issue was the hit mesh in 4.1 is using a totally different animation system that was more MD5 in nature and used, shale we say, a separate channel that made it almost imposable to tell what was happening during no-hit type events.
Second due to the random nature as well as questions to the 100% first shot rule a few of the problems that was pointed out as being inaccurate were masked by the fact that a no-hit event had occurred that was not the fault of a given weapon.
There were a few other factors taken into consideration but after a few months it was decided to redo the system from scratch and put the hit detection on the same animation track (channel) as the current md3 player models. Basically this glues the hit mesh to the player model and cannot wander off no more than one of the two lod’s would.
What does make a big difference is it’s now comparatively easy to adjust the hit mesh to make them either easier to hit or tighten them up to make them less so and with the auto update in place we can update as needed based on real time play test.
Miracles?
Maybe not but with 4.2 we are going to aggressively deal with any hit detection problems as they come up and as per HD if any issues relating to hit detection can be proven by demo and can be repeated we will fix it and push an update.
What do we expect?
We expect a lot of players at first will claim no-hit but the demos we have seen to date indicate that they missed as they had yet to adjust to the “improvements”.