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	<title>Comments on: TF2 Backstab mechanics</title>
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	<link>http://technofovea.com/blog/archives/278</link>
	<description>(The machine would not make a mistake.)</description>
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		<title>By: cy3</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-102</link>
		<dc:creator>cy3</dc:creator>
		<pubDate>Thu, 29 Jul 2010 23:56:25 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-102</guid>
		<description>What this article says can be extended to show how you can stab an enemy while you are in front of him.
Not that I&#039;ve mastered that yet, of course...</description>
		<content:encoded><![CDATA[<p>What this article says can be extended to show how you can stab an enemy while you are in front of him.<br />
Not that I&#8217;ve mastered that yet, of course&#8230;</p>
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		<title>By: Darien</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-52</link>
		<dc:creator>Darien</dc:creator>
		<pubDate>Fri, 18 Jun 2010 08:20:42 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-52</guid>
		<description>&lt;blockquote&gt; the huntsman arrows use the collision hull, rather than the hitboxes&lt;/blockquote&gt;
As far as I can tell it does.  See &lt;a href=&quot;http://www.youtube.com/watch?v=hx-YFFnruDs&quot; rel=&quot;nofollow&quot;&gt;this video&lt;/a&gt;.

The final arrow location isn&#039;t directly representative of where the arrow hit, since it always goes through the center of a player bone.</description>
		<content:encoded><![CDATA[<blockquote><p> the huntsman arrows use the collision hull, rather than the hitboxes</p></blockquote>
<p>As far as I can tell it does.  See <a href="http://www.youtube.com/watch?v=hx-YFFnruDs" rel="nofollow">this video</a>.</p>
<p>The final arrow location isn&#8217;t directly representative of where the arrow hit, since it always goes through the center of a player bone.</p>
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		<title>By: frozen_</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-51</link>
		<dc:creator>frozen_</dc:creator>
		<pubDate>Tue, 15 Jun 2010 15:48:20 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-51</guid>
		<description>Very well written, makes understanding this matter a lot easier. I&#039;ve just one, non-backstab related question: the huntsman arrows use the collision hull, rather than the hitboxes? Looking at your heavy picture, this would mean my arrow would hit/kill the heavy even if it hits the corner of said hull...and thus, doesnt hit the model at all. But i&#039;ve yet to see such a huntsman hit/kill...isn&#039;t it possible that the huntsman uses the hitboxes as well?</description>
		<content:encoded><![CDATA[<p>Very well written, makes understanding this matter a lot easier. I&#8217;ve just one, non-backstab related question: the huntsman arrows use the collision hull, rather than the hitboxes? Looking at your heavy picture, this would mean my arrow would hit/kill the heavy even if it hits the corner of said hull&#8230;and thus, doesnt hit the model at all. But i&#8217;ve yet to see such a huntsman hit/kill&#8230;isn&#8217;t it possible that the huntsman uses the hitboxes as well?</p>
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		<title>By: discrider</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-34</link>
		<dc:creator>discrider</dc:creator>
		<pubDate>Tue, 06 Apr 2010 05:45:35 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-34</guid>
		<description>I&#039;m sort of sick of seeing articles based around &quot;false facestabs&quot;. Sidestabs are not false facestabs or facestabs of any sort. The two are different, so stop using the word facestab in relation to any sidestabs at all. It just perpetuates the myth that fixing sidestabs would fix facestabs and failstabs and gives us stupid Valve fixes.

Though I suppose that&#039;s not the author&#039;s fault. So nice collation.

Still, in relation to the actual article content, I don&#039;t understand why my backstabs on my home computer are so different to the backstabs in town on a lan or those described here. For some reason, my backstabs act just like they did pre-instastab patch. When the knife falls, so does the victim. I can turn my knife mid-swing and everything. Yet in town, people just fall over dead as soon as I press the button.
Something weird is going on here with lag or latency, but I have no idea what.</description>
		<content:encoded><![CDATA[<p>I&#8217;m sort of sick of seeing articles based around &#8220;false facestabs&#8221;. Sidestabs are not false facestabs or facestabs of any sort. The two are different, so stop using the word facestab in relation to any sidestabs at all. It just perpetuates the myth that fixing sidestabs would fix facestabs and failstabs and gives us stupid Valve fixes.</p>
<p>Though I suppose that&#8217;s not the author&#8217;s fault. So nice collation.</p>
<p>Still, in relation to the actual article content, I don&#8217;t understand why my backstabs on my home computer are so different to the backstabs in town on a lan or those described here. For some reason, my backstabs act just like they did pre-instastab patch. When the knife falls, so does the victim. I can turn my knife mid-swing and everything. Yet in town, people just fall over dead as soon as I press the button.<br />
Something weird is going on here with lag or latency, but I have no idea what.</p>
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		<title>By: Jeziah</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-19</link>
		<dc:creator>Jeziah</dc:creator>
		<pubDate>Sun, 21 Mar 2010 03:49:56 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-19</guid>
		<description>I have hypothesized myself on backstabs, facestabs and sidestabs, and all my speculations are easily explained by your model. 

My ideas focused on the fact that the playermodel stands with a twisted (to the LOS) back, and without any idea of the &quot;collision hull&quot; I assumed that to compensate the developers counted the back AND outwards-facing sides of the right-arm (which is somewhat behind the playermodel on most characters, as it is the &quot;trigger&quot; hand and does not extend as far as the other, which steadies the weapon) as the back for backstabs. This explained the visual phenomena of the sidestab, which APPEAR to occur from the right side because of the twisting of the playermodel.

Of course thats all moot now, I just thought it&#039;s interesting how simply your model explains my own seperate observation and concern (the apparent ease of sidestabs from the right (spy left)), compared to my own- a sign that you have undoubtedly found the true mechanic!</description>
		<content:encoded><![CDATA[<p>I have hypothesized myself on backstabs, facestabs and sidestabs, and all my speculations are easily explained by your model. </p>
<p>My ideas focused on the fact that the playermodel stands with a twisted (to the LOS) back, and without any idea of the &#8220;collision hull&#8221; I assumed that to compensate the developers counted the back AND outwards-facing sides of the right-arm (which is somewhat behind the playermodel on most characters, as it is the &#8220;trigger&#8221; hand and does not extend as far as the other, which steadies the weapon) as the back for backstabs. This explained the visual phenomena of the sidestab, which APPEAR to occur from the right side because of the twisting of the playermodel.</p>
<p>Of course thats all moot now, I just thought it&#8217;s interesting how simply your model explains my own seperate observation and concern (the apparent ease of sidestabs from the right (spy left)), compared to my own- a sign that you have undoubtedly found the true mechanic!</p>
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		<title>By: Viral</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-18</link>
		<dc:creator>Viral</dc:creator>
		<pubDate>Sat, 20 Mar 2010 07:43:54 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-18</guid>
		<description>Thanks for this article, nice and detailed (with great illustrations).
After reading this my backstabbing improved.

Looking forward to more articles about the intricacies of TF2 (if there are going to be any, I for one would love it).</description>
		<content:encoded><![CDATA[<p>Thanks for this article, nice and detailed (with great illustrations).<br />
After reading this my backstabbing improved.</p>
<p>Looking forward to more articles about the intricacies of TF2 (if there are going to be any, I for one would love it).</p>
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		<title>By: Darien</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-17</link>
		<dc:creator>Darien</dc:creator>
		<pubDate>Fri, 19 Mar 2010 06:18:51 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-17</guid>
		<description>&lt;b&gt;Kilranian:&lt;/b&gt; I&#039;m pretty sure the &quot;bullet&quot; is--like almost all others in the Source engine games--fired from the head of the player. Like laser eyes. While this leads to some weird stuff (like a Heavy easily tearing you apart as he peeks over a low wall) it ensures that bullets travel directly along the crosshair and makes close-range headshots possible.

Anyway, that would explain why crouching is important when going for a stab from above.

&lt;b&gt;Reid:&lt;/b&gt; I do want to mention that &quot;true&quot; facestabs--ones that are wrong even from a technical perspective--are real and have been occasionally reproduced. But the majority are probably &quot;false&quot; ones caused by lag-compensation which don&#039;t look wrong to the attacking spy.

&lt;b&gt;News:&lt;/b&gt; Not sure. Probably legacy reasons, and it might lead to trickier physics. An octagonal prism could have been a good compromise.

&lt;b&gt;Lia:&lt;/b&gt;  There&#039;s some good information on the &lt;a href=&quot;http://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization&quot; rel=&quot;nofollow&quot;&gt;Valve Developer Community Wiki&lt;/a&gt;. 


&lt;b&gt;Curley:&lt;/b&gt; Not sure. I&#039;d guess most are identical, but there&#039;s no reason Valve couldn&#039;t have programmed different weapons to have a different ranges if they wanted. It should be pretty straightforward to test with bots.

_____________

I&#039;m playing with some old theories about &quot;true&quot; facestabs and looking over some of the diagrams I made, but in a way what I really need to do is make it an animation or slide-based flipbook because it gets confusing. You&#039;ve got the client&#039;s point-of-view, the server&#039;s point of view, and the server&#039;s guess at at what the client saw... and players moving through time and along a line.</description>
		<content:encoded><![CDATA[<p><b>Kilranian:</b> I&#8217;m pretty sure the &#8220;bullet&#8221; is&#8211;like almost all others in the Source engine games&#8211;fired from the head of the player. Like laser eyes. While this leads to some weird stuff (like a Heavy easily tearing you apart as he peeks over a low wall) it ensures that bullets travel directly along the crosshair and makes close-range headshots possible.</p>
<p>Anyway, that would explain why crouching is important when going for a stab from above.</p>
<p><b>Reid:</b> I do want to mention that &#8220;true&#8221; facestabs&#8211;ones that are wrong even from a technical perspective&#8211;are real and have been occasionally reproduced. But the majority are probably &#8220;false&#8221; ones caused by lag-compensation which don&#8217;t look wrong to the attacking spy.</p>
<p><b>News:</b> Not sure. Probably legacy reasons, and it might lead to trickier physics. An octagonal prism could have been a good compromise.</p>
<p><b>Lia:</b>  There&#8217;s some good information on the <a href="http://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization" rel="nofollow">Valve Developer Community Wiki</a>. </p>
<p><b>Curley:</b> Not sure. I&#8217;d guess most are identical, but there&#8217;s no reason Valve couldn&#8217;t have programmed different weapons to have a different ranges if they wanted. It should be pretty straightforward to test with bots.</p>
<p>_____________</p>
<p>I&#8217;m playing with some old theories about &#8220;true&#8221; facestabs and looking over some of the diagrams I made, but in a way what I really need to do is make it an animation or slide-based flipbook because it gets confusing. You&#8217;ve got the client&#8217;s point-of-view, the server&#8217;s point of view, and the server&#8217;s guess at at what the client saw&#8230; and players moving through time and along a line.</p>
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		<title>By: Curley</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-16</link>
		<dc:creator>Curley</dc:creator>
		<pubDate>Thu, 18 Mar 2010 20:54:25 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-16</guid>
		<description>Somewhat off topic, but I figured since you&#039;ve been looking into melee, you might know the answer. Do all the melee attacks have the same range? For example, the Ubersaw attack looks like it has a longer reach than say, the Bottle, but as far as TF2&#039;s concerned, does it actually have a longer reach?</description>
		<content:encoded><![CDATA[<p>Somewhat off topic, but I figured since you&#8217;ve been looking into melee, you might know the answer. Do all the melee attacks have the same range? For example, the Ubersaw attack looks like it has a longer reach than say, the Bottle, but as far as TF2&#8242;s concerned, does it actually have a longer reach?</p>
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		<title>By: Lia</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-15</link>
		<dc:creator>Lia</dc:creator>
		<pubDate>Thu, 18 Mar 2010 09:41:15 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-15</guid>
		<description>Thanks! Interesting post. However: &quot;This topic can sometimes be a bit mind-bending and controversial, especially for non-programmers, so I&#039;ll try to keep it short.&quot; Don&#039;t do this. The reader can decide for himself and skip if the part is too complicated. The mechanics of the lag compensation would have been interesting to know...</description>
		<content:encoded><![CDATA[<p>Thanks! Interesting post. However: &#8220;This topic can sometimes be a bit mind-bending and controversial, especially for non-programmers, so I&#8217;ll try to keep it short.&#8221; Don&#8217;t do this. The reader can decide for himself and skip if the part is too complicated. The mechanics of the lag compensation would have been interesting to know&#8230;</p>
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		<title>By: News</title>
		<link>http://technofovea.com/blog/archives/278/comment-page-1#comment-14</link>
		<dc:creator>News</dc:creator>
		<pubDate>Thu, 18 Mar 2010 07:31:31 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=278#comment-14</guid>
		<description>Why dont they make the hulls a cylinder in tf2?  To nerf scouts?</description>
		<content:encoded><![CDATA[<p>Why dont they make the hulls a cylinder in tf2?  To nerf scouts?</p>
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