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2012-06-10, 10:50 PM | [Ignore Me] #16 | |||
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. >_> <_< Last edited by Wayside; 2012-06-10 at 10:56 PM. |
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2012-06-10, 10:58 PM | [Ignore Me] #18 | ||
Contributor First Sergeant
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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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2012-06-10, 11:21 PM | [Ignore Me] #20 | |||
Master Sergeant
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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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2012-06-10, 11:23 PM | [Ignore Me] #21 | |||
Contributor Major
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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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2012-06-11, 12:54 AM | [Ignore Me] #22 | |||
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2012-06-11, 02:58 AM | [Ignore Me] #23 | |||
edit: This thread
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| Member | cyberneticpunks.com - Hostile Takeovers - Liquidation - No Survivors | Join the new face of the old guard. Last edited by proxy; 2012-06-11 at 03:01 AM. |
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2012-06-11, 03:54 AM | [Ignore Me] #24 | |||
Corporal
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Guerilla had like one or two things to tweak or improve and it would have been the hit they wanted. |
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2012-06-11, 06:01 AM | [Ignore Me] #25 | ||
Sergeant
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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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2012-06-11, 08:14 AM | [Ignore Me] #26 | ||
Corporal
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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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2012-06-11, 10:38 AM | [Ignore Me] #30 | ||
Sergeant
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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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