Corpse Removal Alternative
Battle-Bug
Join Date: 2010-02-11 Member: 70523Members
<div class="IPBDescription">I don't want to watch it vanish</div><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Introduction:</b><!--colorc--></span><!--/colorc-->
In NS1, I saw that bodies usually disappeared extremely quickly. I don't know if this is a server-side setting, but I believe that it could add to the game if the corpses stuck around for a bit longer.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Suggestion:</b><!--colorc--></span><!--/colorc-->
Corpses don't disappear immediately. Conventional timers work well, but I'd prefer not to see them disappear. It would be nice if we could code the game so that they disappear while no one is looking or while no one is within a certain radius. That would take away from the fake-looking effect of a corpse disappearing in thin air in front of a player.
Although each marine has 13,000 triangles that can strain your GPU, it opens up some new possibilities to have these corpses laying around. There have been threads to suggest animations and special effects that get rid of the bodies. In this thread, I'm suggesting an alternative to those that doesn't require any fancy effects.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Result:</b><!--colorc--></span><!--/colorc-->
There is more for the eye to see in combat. A marine seeing dead aliens on the ground in the midst of combat may mistaken them for live ones. It may also help the survivors of an attack to see their progress. When a fade sees three dead marines on the ground, it would be more rewarding than an empty room.
Corpse removal is a necessary evil. There's many methods that can be used. I'm merely suggesting an alternative.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Reference Threads:</b><!--colorc--></span><!--/colorc-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108646" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108646</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108907" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108907</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104357" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=104357</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103332" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=103332</a>
In NS1, I saw that bodies usually disappeared extremely quickly. I don't know if this is a server-side setting, but I believe that it could add to the game if the corpses stuck around for a bit longer.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Suggestion:</b><!--colorc--></span><!--/colorc-->
Corpses don't disappear immediately. Conventional timers work well, but I'd prefer not to see them disappear. It would be nice if we could code the game so that they disappear while no one is looking or while no one is within a certain radius. That would take away from the fake-looking effect of a corpse disappearing in thin air in front of a player.
Although each marine has 13,000 triangles that can strain your GPU, it opens up some new possibilities to have these corpses laying around. There have been threads to suggest animations and special effects that get rid of the bodies. In this thread, I'm suggesting an alternative to those that doesn't require any fancy effects.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Result:</b><!--colorc--></span><!--/colorc-->
There is more for the eye to see in combat. A marine seeing dead aliens on the ground in the midst of combat may mistaken them for live ones. It may also help the survivors of an attack to see their progress. When a fade sees three dead marines on the ground, it would be more rewarding than an empty room.
Corpse removal is a necessary evil. There's many methods that can be used. I'm merely suggesting an alternative.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Reference Threads:</b><!--colorc--></span><!--/colorc-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108646" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108646</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108907" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108907</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104357" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=104357</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103332" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=103332</a>
Comments
And in the end it will add nothing to the core features of NS2.
Well the trade-off is that you either have corpses blocking other players or players moving through non-colliding corpses.
Not really better than corpses vanishing infront of your eyes.
They could add fancy effects, where the corpses (after the death animation) get immediatly dissolved by either nanites (some beam techy effect) or by DI (sinking into DI and getting dissolved), but that would result in more work to do.
I don't really care how they handle it as long as it stays in the visuals department and doesn't effect gameplay (blocking corpses).
Let it dissolve into a puddle and evaporate that.
There is more for the eye to see in combat. A marine seeing dead aliens on the ground in the midst of combat may mistaken them for live ones. It may also help the survivors of an attack to see their progress. When a fade sees three dead marines on the ground, it would be more rewarding than an empty room.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is not inherently a good thing. One of the most important things for a game to be is readable. Unless you intend to build gameplay around dead aliens being difficult to distinguish from live ones, this isn't the sort of mistake you want your players to be making. Visual noise without gameplay justification is bad design.
But, I'm quite certain corpse removal can be done client-side as well.
The mesh of the dynamic infestation would detect the ragdoll same as it would new geometry in the level, if it detects a ragdoll on top of itself it will pertrude the tentacle ganglions over the corpse followed by texture decals being generated on the ragdoll from the floor up, these would be decals the same as bullet holes on walls etc, only with a DI texture climbing up the corpse. The texture decals would then be closely followed by the dynamic infestation mesh until it covers the entire ragdoll. The ragdoll would then be deleted out of sight and the mesh would then sink relatively slowly back to normal levels, suggesting the body was rapidly being digested by the bacterium.
Of course this would be hard to pull off with an onos as the DI would have to be pretty snug round the Onoses collision model. But it would definently look cool.
The corpse collisions could prove out to be both interesting and annoying, but I don't know if it's all worth the synchronization of physics between server and client.
Aesthetics, my friend. Aesthetics.
<!--quoteo(post=1758105:date=Mar 8 2010, 12:23 PM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Mar 8 2010, 12:23 PM) <a href="index.php?act=findpost&pid=1758105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is not inherently a good thing. One of the most important things for a game to be is readable. Unless you intend to build gameplay around dead aliens being difficult to distinguish from live ones, this isn't the sort of mistake you want your players to be making. Visual noise without gameplay justification is bad design.<!--QuoteEnd--></div><!--QuoteEEnd-->
*High five*
Disintegration +1.
I'm not suggesting collisions unless you guys really want them. I'm only suggesting that corpses disappear while no one is looking or within a certain radius.
<!--quoteo(post=1758105:date=Mar 8 2010, 11:23 AM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Mar 8 2010, 11:23 AM) <a href="index.php?act=findpost&pid=1758105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One of the most important things for a game to be is readable. Unless you intend to build gameplay around dead aliens being difficult to distinguish from live ones, this isn't the sort of mistake you want your players to be making.<!--QuoteEnd--></div><!--QuoteEEnd-->
It wont be hard to distinguish dead corpses from live players. I was trying to say that it might have that affect to a newb player in the heat of battle.
Please review the threads I referenced if you'd like to talk about the possibility of nanites.
But, I'm quite certain corpse removal can be done client-side as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Most games nowadays do all corpse removal client-side. Once you're "dead" the clients all get notified to ragdoll the corpse (parameters for that are given) and remove at will.
The exception of course being when those corpses service some kind of purpose, such as if they block movements, need to be available for consumption (WC3), etc.
Yeah, that's what I was thinking. Pretty sure it's how UW will do it, for lack of better ideas.
Depends on if the corpse has any effect on gameplay (other than blocking your view), could definitely see server ignoring corpses and leaving them to the clients.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108907" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108907</a>
So yes i agree fully that this would be a good thing.
Is the thread not abiding by your rules? :(
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108907" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108907</a>
So yes i agree fully that this would be a good thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sorry, but I'm not seeing the connection between the two threads. I didn't see anywhere in your suggestion anything about corpses disappearing while no one is looking. It looks to me like you're suggesting more to look at. However, I do thank you for your support.
Note how this also has an gameplay effect. When you walk down some hallway and see a dead non-vanishing marine on the floor, someone must be watching.
Note how this also has an gameplay effect. When you walk down some hallway and see a dead non-vanishing marine on the floor, someone must be watching.<!--QuoteEnd--></div><!--QuoteEEnd-->
For the first part, those corpses will keep piling up until the battle is over and everyone leaves. We can put a limit on the number of corpses in a certain radius if we want.
For the second part, that is an interesting scenario. We may consider a long timer to get rid of those to help prevent that situation. That would have the effect I'm suggesting while minimizing side effects. Personally, I watch my 6 quite a bit, so I'd turn away from it frequently and it would disappear.
Please save the nanite discussion for the after death animation thread I referenced.
Realism is fantastic and to be desired BUT never at the expense of gameplay. This is an action game, not a simulator.
ah yes you are quite correct, i misread. My apologies.
dead bodys hanging from ceiling :)
anyone ever played the hidden source?
dead bodys hanging from ceiling :)
anyone ever played the hidden source?<!--QuoteEnd--></div><!--QuoteEEnd-->
Congrats on catching up with the "pin enemy to wall" mechanic, serving you since... TF2, no, wait, FEAR, no wait....
yes and pigstick to walls never worked for me. at all.