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Old 2012-06-10, 10:50 PM   [Ignore Me] #16
Wayside
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Re: Physics + Tank shell into Soldier chest= flying body?


Originally Posted by TurelSun View Post
Unfortunately, because of Medic revives, where the body lands has to be the same for everyone. Still would be nice to have ragdoll physics in place, though it might make the Medics job a lot more interesting if they have to chase down bodies that have been blown away or landed in awkward locations.
Still, and fully embracing the spirit of TOA mode, it might be as simple as keeping the location of the torso uniform between server and client. Not every appendage relative to the torso.

Whether the head is facing south, or an arm is dangling off a ledge, or the legs are folded backwards so horribly that its painful to even look at doesn't matter from one client to another, provided the center of mass - the torso - is uniformly located among all clients. Same for the path the body takes as it goes flippity floppity accross the sky before coming to a stop wherever it is that it lands. If one player sees it cartwheeling while other players see it doing the super man, it doesn't really matter provided the center of mass travels the same arc and lands in the same place.

Its just one object being tracked per player. That's already being done. Unless I'm horribly, horribly wrong.
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Last edited by Wayside; 2012-06-10 at 10:56 PM.
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Old 2012-06-10, 10:53 PM   [Ignore Me] #17
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Re: Physics + Tank shell into Soldier chest= flying body?


Originally Posted by Landtank View Post
PhysX takes an absolutely tremendous amount of processing power, so I wouldn't be surprised to see it left out.
Rag-doll would be absolutely viable, already available since Half Life 2 in multiplayer.
Real-physiX destruction is another story.
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Old 2012-06-10, 10:58 PM   [Ignore Me] #18
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Re: Physics + Tank shell into Soldier chest= flying body?


Ragdoll will be nice to have, later. Let em get the game right before messing about with fluff effects.

Remember that planetsid has SCALE, so comparing all those 6-32 player games against it is a bit over-expectant (unless you own intelligence agency grade super-computers you can rent out to the SOE server providers).

Last edited by IMMentat; 2012-06-10 at 11:01 PM.
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Old 2012-06-10, 10:59 PM   [Ignore Me] #19
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Re: Physics + Tank shell into Soldier chest= flying body?


Ragdoll would be baller.

I don't think anyone wants physx destruction, because I'm pretty sure 3 weeks after release we'd be fighting on the surface of the moon.
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Old 2012-06-10, 11:21 PM   [Ignore Me] #20
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Re: Physics + Tank shell into Soldier chest= flying body?


Originally Posted by Biscuit View Post
not going completely in the realms of "its in real life etc etc." because specifcally a tank shell fired into a soldiers chest makes instant spam chunks and cherry kool aid.

take a push back, spin or back flip from a point blank shot gun/jack hammer into the face?

I'm not opposed to ragdoll physics, but like was mentioned, it would make for a really hard time for medics, haha. But I just have issue with that point that you mentioned lol, too much hollywood, would feel too arcadey and cartoony for me in this game.
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Old 2012-06-10, 11:23 PM   [Ignore Me] #21
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Re: Physics + Tank shell into Soldier chest= flying body?


Originally Posted by Wayside View Post
Still, and fully embracing the spirit of TOA mode, it might be as simple as keeping the location of the torso uniform between server and client. Not every appendage relative to the torso.
That or just bring the backpack system back. Have a "backpack" indicating where the player can be revived that does not undergo ragdoll.

Come up with some BS lore reason and call it a nanite repository or somesuch.

Tribes: Ascend has gib, just not bloody gib. It is still rated T.
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Old 2012-06-11, 12:54 AM   [Ignore Me] #22
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Re: Physics + Tank shell into Soldier chest= flying body?


Originally Posted by ArmedZealot View Post
That or just bring the backpack system back. Have a "backpack" indicating where the player can be revived that does not undergo ragdoll.

Come up with some BS lore reason and call it a nanite repository or somesuch.

Tribes: Ascend has gib, just not bloody gib. It is still rated T.
And seeing the smoldering pieces of your enemy bounce across their flag stand is truly satisfying I would definitely enjoy a similar experience in Planetside 2.
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Old 2012-06-11, 02:58 AM   [Ignore Me] #23
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Re: Physics + Tank shell into Soldier chest= flying body?


Originally Posted by indirect View Post
PhysX style Physics in a game on this scale is just not feasible me thinks
They already confirmed PhysX support. I'll try to find the source.

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Last edited by proxy; 2012-06-11 at 03:01 AM.
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Old 2012-06-11, 03:54 AM   [Ignore Me] #24
mynameismud
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Re: Physics + Tank shell into Soldier chest= flying body?


Originally Posted by McBane View Post
But in Red Faction Guerilla a simpler version of these effects worked already flawlessly in online matches two years ago..
off topic. That video was cool, but man that game was fun, i wish they built off of it into something better rather than the crappy game that followed.

Guerilla had like one or two things to tweak or improve and it would have been the hit they wanted.
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Old 2012-06-11, 06:01 AM   [Ignore Me] #25
Nasher
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Re: Physics + Tank shell into Soldier chest= flying body?


They are already using nvidia physx for vehicles and projectiles etc.

But they are not using ragdolls because it would cause problems. Ragdolls are client side so they don't appear the same for everyone, which means reviving people would be buggy.

Last edited by Nasher; 2012-06-11 at 06:03 AM.
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Old 2012-06-11, 08:14 AM   [Ignore Me] #26
WVoneseven
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Re: Physics + Tank shell into Soldier chest= flying body?


The medic ragdoll problem could be solved with molecular memory where the place of death is the place of revive as the molecules remember that part of their past.
This should be only shown to medics and simply as well to avoid clutter. One suggestion earlier was the dropping packs possibly some sort of node that drops vertically downwards. This could show on the medics UI.
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Old 2012-06-11, 08:22 AM   [Ignore Me] #27
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Re: Physics + Tank shell into Soldier chest= flying body?


Problem is sort of makes the medic class redundant in these cases, must be hard to revive all that gib!
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Old 2012-06-11, 08:58 AM   [Ignore Me] #28
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Re: Physics + Tank shell into Soldier chest= flying body?


you don't need to have dismembering to have ragdolls. I don't want a pile of arms that someone set up outside spawn room. A pile of ragdoll bodies is good enough.
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Old 2012-06-11, 10:22 AM   [Ignore Me] #29
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Re: Physics + Tank shell into Soldier chest= flying body?


A max unit corpse was seen being transported a significant distance by a tank, day 1 e3. This may just be a bug.
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Old 2012-06-11, 10:38 AM   [Ignore Me] #30
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Re: Physics + Tank shell into Soldier chest= flying body?


There could be a mix of ragdoll and death animations. I'm not referring to ones like Battlefield 3 where the actual death is a mix of both (first animated, then ragdoll...that would be nice though) but more like a switch that would determine when to use to ragdoll physics.

So, I figured they're already doing this...but the way I imagine it is that the switch will be turned on for ragdolls when a certain thresh hold would be reached...say less than a 100 players. At that point the system would enable ragdoll. If the system determines that there's too many players then it switches the ragdoll system off and goes into animation mode.

So...this is something that they could be POSSIBLY doing...I don't really know though.
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