Improved rag dolls in the works

peregrinusperegrinus 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.

Comments

  • Gorge CostanzaGorge Costanza Join Date: 2012-03-16 Member: 148861Members, Reinforced - Supporter
    <!--quoteo(post=1916297:date=Mar 22 2012, 09:31 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Mar 22 2012, 09:31 AM) <a href="index.php?act=findpost&pid=1916297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I want corpses lining the hallways
  • YotopiaYotopia Join Date: 2010-11-22 Member: 75176Members
    <!--quoteo(post=1916297:date=Mar 22 2012, 05:31 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Mar 22 2012, 05:31 PM) <a href="index.php?act=findpost&pid=1916297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited March 2012
    Cant remember a single fps that has such stupid hollywood physics with ppl flying back after beeing hit by shotgun shots ... - do not want.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    What are hollywood physics?
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1916327:date=Mar 22 2012, 06:43 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Mar 22 2012, 06:43 PM) <a href="index.php?act=findpost&pid=1916327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cant remember a single fps that has such stupid hollywood physics with ppl flying back after beeing hit by shotgun shots ... - do not want.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited March 2012
    Even if you were hit by a 50cal your body wouldnt fly back, but okay... maybe it can look good... just depends how you implement it.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Ragdolls are performance killer if found in great numbers. Is it possible to freeze a ragdoll after 5(?) seconds? Deactivating the ragdoll effect, but preserve the model in its current state. This way it would take less performance. The ragdoll effect is not needed 5 sec after death anyway and they could lay around for much longer.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    it's 2012 ragdolls are not CPU intensive any longer. A lot of physics calculations can even be offset to the GPU.

    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.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Harvester physics are a world unto themself
  • RautapalliRautapalli Join Date: 2010-07-23 Member: 72710Members, Reinforced - Shadow
    <!--quoteo(post=1916328:date=Mar 22 2012, 07:45 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Mar 22 2012, 07:45 PM) <a href="index.php?act=findpost&pid=1916328"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are hollywood physics?<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Gameplay > realism.

    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.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    edited March 2012
    <!--quoteo(post=1916387:date=Mar 22 2012, 04:36 PM:name=Rautapalli)--><div class='quotetop'>QUOTE (Rautapalli @ Mar 22 2012, 04:36 PM) <a href="index.php?act=findpost&pid=1916387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1916387:date=Mar 22 2012, 04:36 PM:name=Rautapalli)--><div class='quotetop'>QUOTE (Rautapalli @ Mar 22 2012, 04:36 PM) <a href="index.php?act=findpost&pid=1916387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    skulks are probably not that heavy.
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    <!--quoteo(post=1916423:date=Mar 22 2012, 05:33 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Mar 22 2012, 05:33 PM) <a href="index.php?act=findpost&pid=1916423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->skulks are probably not that heavy.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No they have maybe the same weight as the greyhound :)
    The Gorge is much more heavyr haha atleast x2!
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited March 2012
    Dushan should post some tasty info.. its been a good minute since we've had any tech talk from the devs.
  • RautapalliRautapalli Join Date: 2010-07-23 Member: 72710Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1916397:date=Mar 22 2012, 11:13 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Mar 22 2012, 11:13 PM) <a href="index.php?act=findpost&pid=1916397"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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".
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited March 2012
    I based it on mythbusters too, tho didnt mention it because i dunno which episode it was. (if the shooter doesnt get knocked back firing the target wont either, as long as its not some explosive projectile)

    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)
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I'm no animal activist, but who gets thrills out of making small animals explode? Some weird people out there. I'm guessing down south...
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited March 2012
    <img src="http://i.qkme.me/35cn2e.jpg" border="0" class="linked-image" />

    :P
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    edited March 2012
    Here's what GTA4 uses.

    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...:/
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1916349:date=Mar 22 2012, 07:10 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Mar 22 2012, 07:10 PM) <a href="index.php?act=findpost&pid=1916349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it's 2012 ragdolls are not CPU intensive any longer. A lot of physics calculations can even be offset to the GPU.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited March 2012
    One reason that I hope ragdoll corpses don't move too much is, they can allow "resurrection" type abilities.
    It is much more difficult to be revived when your corpse falls into the abyss (or is pushed into lava).
  • RautapalliRautapalli Join Date: 2010-07-23 Member: 72710Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1916561:date=Mar 23 2012, 12:59 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Mar 23 2012, 12:59 PM) <a href="index.php?act=findpost&pid=1916561"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1916423:date=Mar 22 2012, 06:33 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Mar 22 2012, 06:33 PM) <a href="index.php?act=findpost&pid=1916423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->skulks are probably not that heavy.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Somewhere in the LUA they are defined as ~100 pounds.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1916581:date=Mar 23 2012, 01:32 PM:name=Rautapalli)--><div class='quotetop'>QUOTE (Rautapalli @ Mar 23 2012, 01:32 PM) <a href="index.php?act=findpost&pid=1916581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ok, but all this games deactivate the ragdolls as soon as they stop moving, right?
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    edited March 2012
    You are discussing Singleplayer vs. Multiplayer here.

    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).
  • RautapalliRautapalli Join Date: 2010-07-23 Member: 72710Members, Reinforced - Shadow
    edited March 2012
    Ragdolls are clientside in most multiplayer games, like CSS for example. Doesn't matter if its singleplayer or multiplayer, the ragdolls only exist in the client machine. Clientside ragdolls could be a bit problematic in a game like NS2 where there are a lot of tight spaces like vents though. One client might have a ragdoll in the vent blocking his vision while some other player might not.

    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.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    <!--quoteo(post=1916561:date=Mar 23 2012, 06:59 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Mar 23 2012, 06:59 AM) <a href="index.php?act=findpost&pid=1916561"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • assbdaassbda Join Date: 2011-05-02 Member: 96737Members
    edited March 2012
    <!--quoteo(post=1916327:date=Mar 23 2012, 06:43 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Mar 23 2012, 06:43 AM) <a href="index.php?act=findpost&pid=1916327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cant remember a single fps that has such stupid hollywood physics with ppl flying back after beeing hit by shotgun shots ... - do not want.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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?
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