Ragdoll In Hl 1!
Alcapwn
"War is the science of destruction" - John Abbot Join Date: 2003-06-21 Member: 17590Members
"War is the science of destruction" - John Abbot Join Date: 2003-06-21 Member: 17590Members
Comments
1) The devs are already working on ns:s (or definately plan to)
2) What kind of affect would htis have on server performance? How hard would it be to implement in ns as is? Problems such as these would also not encourage the devs to even try and implement it.
Its pretty cool though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<a href='http://www.frontline2.com/forums/index.php?showtopic=864' target='_blank'>http://www.frontline2.com/forums/index.php?showtopic=864</a>
Not sure about the ragdoll stuff though.
It should be client-side then. There's no need for server-side ragdoll.
<!--QuoteBegin-UKchaos+Mar 19 2005, 02:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Mar 19 2005, 02:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The demo doesnt make it look good. Its just the half-life grunt turning to jelly and collapsing in a very unrealistic way (legs all bendy). I dont think any of the joints are weighted so the limbs just flail about all over the place <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Jed+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jed)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bear in mind that this is a shot of the physics system currently in development and they are still tweaking the IK limits for the ragdolls so that joints behave in a more realistic manner - the un-natural bending of the limbs should be fixed by the time their done.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
It should be client-side then. There's no need for server-side ragdoll.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
right. duh. Stupid moment of the day <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Your comments don't really even make sense, considering this is in the HL1 engine, so any ragdoll physics look better than none. Besides, the demo DOES make it look good, and the news post already states that they're adjusting the limb weight to make it look more realistic, and will remove unnatural bending. I wish this forum had an eyeroll emote so I could use it. =P
Of course, I'm sure it took them a while to do this, and probably a lot of effort... but... why? We already have HL2. =P
I remember when lerks rarely played a death animation... It was confusing, because you always wasted the rest of your clip on shooting the body.
Ragdoll is usually client sided, in order to save performance. (UT 2004)
But in HL2 the physics and ragdolls are server sided, hence it weighs really heavy on both client and server.
Most inteligent mod makers will include a cvar to enable server based ragdolls <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Its time to move on.
Yes! It's always bugged me when I shoot a skulk in midair when he's leaping at me and he just dies and continues forward. It would be nice, but I think it's not important enough to bug the dev team with.
The bottom line is this:
If you want ragdoll physics, Half-Life 1 isn't the game/engine you want.
The bottom line is this:
If you want ragdoll physics, Half-Life 1 isn't the game/engine you want. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Phillip sent me the relevant code over from their development and after about and hour or so I'd managed to plug it all in and try it out and I was very impressed! I asked Phillip if I could post something and he agreed so I made a little AVI of a ragdoll from HLMV.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Looks like they already got it working in-game. That was just an AVI file.
It doesent have to be. Its would probably look better than the death animations we have now. (which sorry to say devs, suck, especially for marines) and im not so sure that it would take that long to implement, if the team puts the code out to the public (like the glow code)
probably more of a coding exercise or something for future (?) projects... if it was super easy to implement, it'd likely be a "why not" situation. But there's no telling what type of bugs it might bring up..
Yes, we're using Novodex - it's a great library and very powerful. It's not proof-of-concept or future game research - we have it working in-game and the ragdolls interact properly with the world. Explosions throw them around - it's fun <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> The AVI linked to was taken from the modifed hlmv Jed whipped together for us; we use it to preview models while we're creating the .rag definition files. Currently ragdolls are server-side. We're a single-player mod, so this allows us to have proper hit-reg and save/restore. As others have pointed out, multiplayer games would have to move ragdolls client-side. Thanks for all the encouragement and praise - drop by our <a href='http://www.hl-improvement.com/forums/' target='_blank'>forums</a> sometime.
I guess thats true. but since the NS2, and NS/NS:source teams are now different entities, and its going to get released on My Games (which has autoupdating) we can <i>hope</i> that they might revisit it to fix some bugs, and add this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
HL2 on the HL1 engine
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
we could shoot magical bullets that do however, in NS since it's imaginary and in the future
I thought this project existed.. =P
we could shoot magical bullets that do however, in NS since it's imaginary and in the future <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I beg to differ...
the bodies don't need to fly back and smash into a wall, the ragdoll allows models to react 'realistically' or better yet, 'more realistically' than models which do not use any type of physics.
but i'm interested in these 'magic bullets' you speak of, perhaps they are the cause of your misundertsanding? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
One more thing, it'd be pretty much more awsome for marines than anything. Imagine a skulk leap biting into a marines chest and killing him before he hits the ground. You'd pretty much tear in down at the chest, and it would look freakin' pwn. And marines getting gored by an Onos... they'd fly. FLY I SAY! It'd be sweet. Funny stuff to picture in your head.