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What do you want to achieve?
I’ve been working on creating a game similar to Mortem Metallum for several years. One of my main goals is to implement an accurate and efficient hitbox like the one used in Mortem Metallum. -
What is the issue?
In my current game, the hitbox is implemented by detecting hits on the client side using Raycast, and then verifying them on the server side. I believe Mortem Metallum uses a similar approach. However, I’m facing difficulties with the server-side verification process. There seems to be a subtle but significant difference between the hitbox in Mortem Metallum and the one I’ve implemented, which affects the accuracy. -
What solutions have you tried so far?
It seems like Mortem Metallum allows for about a 3-stud margin of error when performing server-side checks. I’ve tested this approach multiple times, but it hasn’t worked out for me. I’ve also tried completely disabling server-side verification, but this resulted in an inaccurate hitbox.
I’ve attempted to reach out to the developer of Mortem Metallum for guidance, but I haven’t received a response yet. I’m looking for any advice or solutions to resolve this issue.
If there’s any insight into why my attempts have failed or if there’s a different approach to creating a hitbox similar to Mortem Metallum, I would greatly appreciate the details.