Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Official Feature Votes => Topic started by: Eiii on January 05, 2008, 06:07:09 PM
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Of course, you can't have ragdolls without physics. Considering the new models have bones and such, this is mostly a vote for an implementation of a physics engine. Other physics entities would be cool as well!
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You're going to keep me busy all day, aren't you? :P
http://dplogin.com/dplogin/featurevote/feature.php?id=10007
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YESYESYES!
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You're going to keep me busy all day, aren't you? :P
Looks like Eiii just waited for you to release the feature vote thing and then throw in thousands of ideas. ;D
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Haha, when i get a chance to push things I want and get tons of posts in the process? I take it. ;D
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/me makes a note to make feature vote posts not count. ;)
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I would like to see this feature too because it will help bring the game even farther from its quake 2 roots. Doesn't the game have a low grade physics engine though?
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LET'S SPAM HIM WITH TONS OF IDEAS THAT WILL TAKES YEARS TO EVEN START MAKING! YEAH!
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exactly why i'm voting this down for now.
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Whats the likelihood of this ever getting done, with regards to how hard it is and timescale etc?
I'd rather not waste votes if its just a pipe dream...
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Why have ragdoll 'death' physics if in paintball you don't actually die?
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Post removed
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Why have ragdoll 'death' physics if in paintball you don't actually die?
Depends on how careful people are with their HPA tanks...
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Just imaging on airtime3 if you're flying through the air and crossing the bases (using that massive post thing in the middle) when you get shot. how cool would it be if we had a kill-cam with it. Not the kind in COD4, but one where you can use a slo-mo replay to see the instant where you got shot. How cool would that be? With the ragdoll physics as well, you could be able to see what happens for, say, the next 5 seconds.
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It's paint ball, you get a bruise not a flailing death.
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If you're strafe jumping on airtime3 you are
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Should this be split up into two requests? Also, does 'decent physics engine' include model collision?
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'Decent physics engine' means 'Whatever jits can reasonably get in Paintball'. :) This is more of a request for a physics engine- ragdoll deaths would follow shortly afterwards, I'd assume.
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I dont care what people say, I want to see my dummy fly on airtime 3 :D
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I'm not sure what you expect me to implement here - basically the only things that move are players and paintballs, and changing the behavior of either typically causes big upsets.
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A separate rigidbody physics system that could be used to implement ragdoll deaths. :3
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what would this mean for r_speeds?
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Nothing.
Rendering |= physics
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|= != !=
Get it right. C-style for the win.
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YA GO RAGDOL PHYSICS! its hilarious! like on bf2 when you get shot when you're climbing a ladder and fall bouncing of the rungs
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YA GO RAGDOL PHYSICS! its hilarious! like on bf2 when you get shot when you're climbing a ladder and fall bouncing of the rungs
I don't think we will be able to get that detailed of a physics engine. The physics engine alone will strain some of the lower level systems that run the game currently . The engine you described has the possibility of killing some peoples computers.
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I say entirely clientside and optional, to keep it from locking out those with lower-end computers. Why not be able to handle simple (small) physics props as well in a map?
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Oops, didn't the client side part. If it is client side, then why not go all out and have a menu to control different parts of the engine like in Crysis and some of the newer age games.
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If there will be even a primitive physics engine with PB, it should at least allow for better physics with props than there is now, like if you make a barrel physical now, it never tips over or rolls or anything. Or even physics with the models of the guns and ammo, so that when you add them in BSP, they don't have to be frozen objects you phase through.There should be more physics with things like that so they don't have their angles constraint. At least that would make for more fun maps.
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Presumably implementing a physics engine in DP would cause a massive overhaul in how ball flight works and how players move around maps.
Assuming that is the case, you can say goodbye to gameplay on any of the airtimes, propaints, shazam33, etc... because even a tweaked physics implementation wouldn't be able to mimic the physics style we have now. Personally, I couldn't care less but I'm sure all the fanatics who can't get enough of Ice and Ramps would soon regret their voting this in, even if they are in love with the idea of seeing their friends suffer a grand mal seizure when they get hit by a paintball.
- Dr Rick
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The current physics would (and should) not be changed. What would be added would be another engine to specifically deal with the player's corpses as they died and how they bounce around and whatnot. I'm not proposing any changes, just an addition.
EDIT: And can we please merge this and the 'Prop physics' thread, or at least lock one of the two? These discussions are running parallel.
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They're two completely different requests. You're the one who started talking about ragdolls in the props thread. If you want to talk about ragdolls, do it here.
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Oh, I was under the impression the other request was just for a physics engine. Never mind, then. My bad.
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I know this would mess with GPL, but....
http://www.havok.com/content/view/582/53/
:D:D:D
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I know this would mess with GPL, but....
http://www.havok.com/content/view/582/53/
:D:D:D
Yeah, I heard about that, but like you said, I don't think it would be possible to make it play nice with the GPL license. Plus it would be a pain to get it integrated with the BSP system.
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like warrock :D lol
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physics engine: ode, bullet, newton, opal (hate it), and if you use 3dsmax, reactor...
I'm not sure what you expect me to implement here - basically the only things that move are players and paintballs, and changing the behavior of either typically causes big upsets.
you wouldn't change the movement, you would be able make things like crates that fall over when you fly into them, and peoples bodies flailing around, past your head, right at you. its a GAME not real paintball, have you noticed you can jump 50 feet and live, not only that you can jump at 50 mph, ragdoll physics would be a sweet perk especially if the speed the bodies were moving at were overpowered. i remember last time i brought this up in irc, i was shot down and mutilated (so im very scared now).
P.S. maybe another feature where you can turn off ragdolls and go to animation that should make some people happier. ;D
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maybe another feature where you can turn off ragdolls and go to animation
I say entirely clientside and optional
physics engine: ode, bullet, newton, opal (hate it), and if you use 3dsmax, reactor...
The current physics would not be changed.
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i don't read -.- i think only props and ragdolls should be affected by the engines, that way jumpers could do their thing plus have cool ragdolls and barrels, the ball flight should not be affected either, keep the old gameplay feel with new perks, nothing else should change...
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That's the idea, at this point.
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thread revival.
eiii, this excrement is insane. you actually want a huge chunk of the limited man hours to go towards amusing deaths? are you trying to slowly bleed this game. let the man focus on some real, accomplishable tasks, that might actually affect the game in a positive motion. if this excrement actually went through (which it obviously isn't) it would mean what to the game? a chuckle here and there? waste.
if you want amusing deaths use the old models. ragdoll deaths already incorporated into the game.
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Thread revival indeed.
ragdoll deaths already incorporated into the game.
What game are you playing? o_O
In any case, I don't think this is a priority at all. This whole thread was about how things should be implemented, not why this needs to get implemented first. But, I mean, look at some of the things above this on the feature vote list. 'Clan logos on jerseys'... 'female player model'... 'kill-cam' (which could be useful, admittedly). You really cannot just choose to single out this feature (or me for that matter). Speaking of pointless endeavors, you're putting some effort into helping out with the new sound recordings, yes? What would that mean for the game? A few audiophiles wet their pants? waste.
sound already incorporated into the game.
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nice rage post. don't get too worked up with your imagination and paranoia factor. my post was not a rip on you, so calm down there bronco.
as for the sounds, they do need to be redone since they're almost all poorly done in the first place. secondly, people complain about the gun sounds constantly (hell, I'm even gettin ragged on now just from the forum association with the sounds), you might not have known this since it seems you enter the game about every 6 months and probably rarely associate with anyone that plays. lastly, and most importantly, it's about the sole thing that i can offer some skilled labor on and releave jitspoe to focus on things he's better at.
stop twiddling with your dik writing forum posts and step the intercourse up to do something. until then maybe its best you just sat the fuk down.
have a nice day.
user banned for this post.
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eiii, this excrement is insane. you actually want a huge chunk of the limited man hours to go towards amusing deaths? are you trying to slowly bleed this game.
nice rage post... my post was not a rip on you, so calm down there bronco.
*blink*
Alright, let's review:
New high quality sounds: 100% required. The old ones suck hardcore, and everyone knows it.
Any mention of ragdoll effects: The dumbest thing ever. Will essentially cause the DP2 Armageddon.
Clearly, since I started a discussion on the topic a few months back I'm actively doing whatever I can to destroy this game. The game is up. I've been caught. Good show, sir.
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yea as for this wouldnt props like the barrels could ruin some maps like that barrel map by jackal... people would just run right through all the barrels mapper made.. and the maps that have beams made of barrels.. like the idea just i think it has more cons then pros
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yea as for this wouldnt props like the barrels could ruin some maps like that barrel map by jackal... people would just run right through all the barrels mapper made.. and the maps that have beams made of barrels.. like the idea just i think it has more cons then pros
Heh, that's not the idea here. The way I see it implemented, none of the gameplay physics would change. What would have to be implemented would be another, more advanced physics engine to make the player model flop around post-death. And once you've got that, it'd be a snap (comparatively) to implement mapper-defined client side physics props that you can knock around. Of course, it'd probably be a huge pain to get any physics engine to work with a Q2 BSP, but it'd still be a nice effect :D