Improved rag dolls in the works
peregrinus
Join Date: 2010-07-16 Member: 72445Members
<div class="IPBDescription">heard the news in the NS2HD video</div>NS2HD said Dushan will start to work on the rag dolls soon.
One thing I really wanna see is the models fly back further when hit by powerful attacks. A shotgun blast should send a skulk flying back.
And if there's a way to stop them just dropping, like a puppet that's had all it's strings cut, that would be a big improvement too.
One thing I always see is the rag dolls go into weird spasms you see the alien jaws stretch out weirdly, and the marine limbs splay out as if theyre being pulled in different directions.
Also the models shouldn't vanish so quickly though that's not to do with rag doll effects it's still important for the sense of realism.
One thing I really wanna see is the models fly back further when hit by powerful attacks. A shotgun blast should send a skulk flying back.
And if there's a way to stop them just dropping, like a puppet that's had all it's strings cut, that would be a big improvement too.
One thing I always see is the rag dolls go into weird spasms you see the alien jaws stretch out weirdly, and the marine limbs splay out as if theyre being pulled in different directions.
Also the models shouldn't vanish so quickly though that's not to do with rag doll effects it's still important for the sense of realism.
Comments
One thing I really wanna see is the models fly back further when hit by powerful attacks. A shotgun blast should send a skulk flying back.
And if there's a way to stop them just dropping, like a puppet that's had all it's strings cut, that would be a big improvement too.
One thing I always see is the rag dolls go into weird spasms you see the alien jaws stretch out weirdly, and the marine limbs splay out as if theyre being pulled in different directions.
Also the models shouldn't vanish so quickly though that's not to do with rag doll effects it's still important for the sense of realism.<!--QuoteEnd--></div><!--QuoteEEnd-->
I want corpses lining the hallways
One thing I really wanna see is the models fly back further when hit by powerful attacks. A shotgun blast should send a skulk flying back.
And if there's a way to stop them just dropping, like a puppet that's had all it's strings cut, that would be a big improvement too.
One thing I always see is the rag dolls go into weird spasms you see the alien jaws stretch out weirdly, and the marine limbs splay out as if theyre being pulled in different directions.
Also the models shouldn't vanish so quickly though that's not to do with rag doll effects it's still important for the sense of realism.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
The models of dead lifeforms should stay as long on the floor etc till the players respawn.Maybe create a console command for that feature to turn on/off.
A command like in source like "cl_ragdoll_collide" would be also nice and realistic.
Is there a way to implement physically correct break downs (from the point of the structure a skulk makes the last bite on the building for example) for marine buildings ?
Or is this to hard to implement because the marine building is one big model at the moment ?
I dont like the current breakdown animations of marine buildings at the moment because they dont fit really into the game compared to the ragdoll dead animations of lifeforms.
As long as it only applies to ragdolls, it would actually be pretty nice.
It would make it more obvious that you killed your target.
Personally I love over the top ragdolls. Why would you not like them because they're not realistic? Shooting a skulks last second as it punces at you, to have him completely 180 into his buddies would be great!
One other thing I noticed about ragdolls, is that on Summit, when you kill the alien extractor in atrium, it falls over the railing. Makes me laugh every time.
People don't fly anywhere from being shot, they just drop dead. You suggested having skulks fly back after being shot, which is very much hollywood physics, it only happens in movies.
The only important thing is that it's clear that you killed your target. As we said in the 250 ms thread right now there quite a delay between kill notification and death animation.
If you get hit with a .50 cal, you will fly backwards, or your extremity will fly off. No exaggeration, that is why the .50 call was created to begin with. There are plenty of youtube videos where you can witness the effect of a .50 calibre bullet.
That being said, these types of discussions are meaningless when talking game design. The fact is that everything is highly unrealistic, yet the suspension of disbelief maintains a profound effect through the discourse of fun and communication. If a skulk flying backwards is hilarious and shocking, yet still within the realm of plausible, it enhances the suspension of disbelief, or what some people call immersion.
Immersion does not come from visuals and sound alone, it comes from a fun experience that is unyielding, from the occupation of the mind ploying in strategy, from the camaraderie formed through our instinctual need to win, from experiencing beyond what we perceive as reality.
Realism should never be a factor of consideration. That's why games have regenerating health, stealth meters, and tool tips.
skulks are probably not that heavy.
No they have maybe the same weight as the greyhound :)
The Gorge is much more heavyr haha atleast x2!
There isn't a single .50 cal weapon in the game, he was talking about the shotgun.
Also: <a href="http://www.youtube.com/watch?v=0t8nvCtPe7I" target="_blank">http://www.youtube.com/watch?v=0t8nvCtPe7I</a> (may be nsfw). I'd imagine prairie dogs are quite a bit lighter than skulks and they don't even fly half a meter from a .50 cal impact in that video.
I believe mythbusters also tested this once, they shot a pig with all kind of weapons and the pig didn't move an inch until they went for a 12 gauge slug, and even then the movement was tiny.
Not that it matters in a game that much (in NS2 anyway), I was just explaining what the previous poster meant by "hollywood physics".
Yeah if it helps identifying if your target is dead make it fly - im fine with it, not that it matters what i say :P... (didnt think of that)
:P
One of the best.
<a href="http://www.youtube.com/watch?v=KoES90f-0pk" target="_blank">http://www.youtube.com/watch?v=KoES90f-0pk</a>
The one from overgrowth is pretty great as well:
<a href="http://www.youtube.com/watch?v=8yEcTuE_P3Q" target="_blank">http://www.youtube.com/watch?v=8yEcTuE_P3Q</a>
Yeah, would like that, too.
Edit: wtf to that prairie dog snuff movie...:/
Wrong. You don't know much of engine programming, do you? You sure can offset the calculation to the GPU. But that does not mean, that they are not expensive. All the more in large numbers. Just name 3 games in which the ragdolls keep laying around. Even in new games like Rage or BF3 they disappear.
It is much more difficult to be revived when your corpse falls into the abyss (or is pushed into lava).
Every single Hitman game (the first one came out in 2000!), and they actually had A LOT of ragdolls if you went on a killing spree. The thing is that most games freeze the ragdolls after they've stopped moving and until something pushes them again, which I'd imagine barely uses any CPU.
CSS (not 100% sure, haven't played it for ages)
Fallout 3 and New Vegas
Elder Scrolls games since Oblivion
STALKER games only remove them after a VERY long time
and ######loads more.
Somewhere in the LUA they are defined as ~100 pounds.
CSS (not 100% sure, haven't played it for ages)
Fallout 3 and New Vegas
Elder Scrolls games since Oblivion
STALKER games only remove them after a VERY long time
and ######loads more.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok, but all this games deactivate the ragdolls as soon as they stop moving, right?
And CSS is round-based, there will never be more than 31 Ragdolls at a time on really big servers (they are not deactivated)
In NS2 there are about 150 Respawns in one round and the same for bodies...same in BF3 (even more).
No one asked for them to stick around for the whole match anyway, just to have them stick around longer. Right now they disappear almost instantly.
Haha ragdolls are not taxing, they do require cpu time, but currently most people playing games have 4 core processors. Ragdolls have been in games for almost a decade now, they're not nearly as complex of a calculation compared to modern effects. Is bump mapping taxing too? No it's not, but it can be if you make it. Still an old effect, barely takes anything to render a bump map now days.
Shaders, particles, advanced physics calculations like fabric or hair simulation, these are expensive.
Ragdolls . . . lol
Actually in css if someone gets shot by an awp at fairly close distance their body actually does fly back doesnt it?
Tf2 have the snipers huntsman impaling people to a wall.
It actually would feel more satisfying killing a skulk with a shotgun just to watch him fly back a couple metres, but thats only if its done at close distance, i imagine a skulk getting killed by a shotgun far away would just sorta fall over as if it had tripped up and rolled over....then didnt get back up lol
Tho imagine being a skulk, you're about to go around a corner then you see your skulk buddy get blasted out of the hallway, sub-conscious thoughts will sort of make you think twice about going further.
Its all the little things like these that make a game all the more satisfying i think :/. I for one can say im not really fussy about it, but it is 2012, if the technology is there why not use it?