[Code] Improved Ragdoll Physics
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Wakain
- Posts: 1159
- Joined: 2009-11-23 21:58
Re: Improved Ragdoll Physics
tking is not cool dude, though agreed, those anims look fabulous
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Improved Ragdoll Physics
you mean Navo? That was PRSP dude?Wakain wrote:tking is not cool dude, though agreed, those anims look fabulous
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Mellanbror
- Posts: 320
- Joined: 2009-09-05 10:56
Re: Improved Ragdoll Physics
Fantastic stuff =) Hope to see it ingame asap =) Keep it up!
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Wakain
- Posts: 1159
- Joined: 2009-11-23 21:58
Re: Improved Ragdoll Physics
doesn't matter to me Rudd, it's wrongRudd wrote:you mean Navo? That was PRSP dude?
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spiked_rye
- Posts: 118
- Joined: 2011-01-21 12:32
Re: Improved Ragdoll Physics
Bots are people too!!!!
Just really, really, really simple people.....
who don't have souls, and won't rage quit if you plaster them with C4 just for kicks.
EDIT:
Also, yes, this is looking excellent Navo!
Just really, really, really simple people.....
who don't have souls, and won't rage quit if you plaster them with C4 just for kicks.
EDIT:
Also, yes, this is looking excellent Navo!
Last edited by spiked_rye on 2012-04-27 19:24, edited 1 time in total.
Reason: Trying to stay on topic :P
Reason: Trying to stay on topic :P
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PoisonBill
- Posts: 682
- Joined: 2010-10-11 14:25
Re: [Code] Improved Ragdoll Physics
You either kill bots on singleplayer, or you kill friendlies on multiplayer.

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Bobkov
- Posts: 3
- Joined: 2012-04-29 18:46
Re: [Code] Improved Ragdoll Physics
I remember trying to tweak the ragdoll physics a few months ago (I think it was a few months ago.) Then I posted what I did on moddb but nobody had interest in the tweaking (Alpha Project, I still like PR better
.) But I didn't know how to change the weight/gravity for the ragdolls. I decided to search google one last time for ragdoll tweaking and how to add more weight to them (I changed the mass but there was almost no difference for some reason.) and I found out you did it. I signed up just to say "Good job Furrealz 22!"
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Furrealz_22
- Posts: 15
- Joined: 2012-04-21 18:06
Re: [Code] Improved Ragdoll Physics
Thank you guys! Much appreciated!
Also I've been making alot of progress with this add-on, I would really like to show you guys how the bodies react individually to explosions, heavy ordnance, higher-caliber weapons, etc. but I honestly have no clue how to make a video... I tried using fraps and that was a disaster. So if any of you guys could point me in the right direction, that would be great.
Stay Tuned
Also I've been making alot of progress with this add-on, I would really like to show you guys how the bodies react individually to explosions, heavy ordnance, higher-caliber weapons, etc. but I honestly have no clue how to make a video... I tried using fraps and that was a disaster. So if any of you guys could point me in the right direction, that would be great.
Stay Tuned
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-=anders=-
- Retired PR Developer
- Posts: 1532
- Joined: 2005-10-27 14:48
Re: [Code] Improved Ragdoll Physics
coop, battlerecorder, fraps, winmoviemaker, youtube, done.Furrealz_22 wrote:Thank you guys! Much appreciated!
Also I've been making alot of progress with this add-on, I would really like to show you guys how the bodies react individually to explosions, heavy ordnance, higher-caliber weapons, etc. but I honestly have no clue how to make a video... I tried using fraps and that was a disaster. So if any of you guys could point me in the right direction, that would be great.
Stay Tuned
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: Improved Ragdoll Physics
Well done man, i'd love to see this in game 
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Code] Improved Ragdoll Physics
xfire is a good choice for a video recorder if you can't get FRAPs and its free 
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: [Code] Improved Ragdoll Physics
I can see how this can change the dynamics as well. *shooting at a guy behind cover, you kill him, but you wont be sure because he didn't just fly 3 feet up in the air after you shot him= Confirm your kills, soldier.
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PoisonBill
- Posts: 682
- Joined: 2010-10-11 14:25
Re: [Code] Improved Ragdoll Physics
Yeah the videos get a bit glitchier compared to fraps, but otherwise it's the same thing really.[R-DEV]Rhino wrote:xfire is a good choice for a video recorder if you can't get FRAPs and its free![]()

- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: [Code] Improved Ragdoll Physics
too bad you still can hear him scream hundreds of meters away :/Echo331 wrote:I can see how this can change the dynamics as well. *shooting at a guy behind cover, you kill him, but you wont be sure because he didn't just fly 3 feet up in the air after you shot him= Confirm your kills, soldier.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: [Code] Improved Ragdoll Physics
It will definatly improve gameplay and immersion. Better visuals, less derp, more realism, no clues for death and by joint being less constricted, possible better adaptation to models/terrain, wich means less time being stuck in something and more easy reviving.

Orgies beat masturbation hands down. - Staker
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: [Code] Improved Ragdoll Physics
This looks really nice. What about the bodies of crewmen flying up hundreds of meters up in the air when their vehicle gets destroyed? Does it still happen with this?
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USMC scout sniper
- Posts: 487
- Joined: 2010-01-03 04:21
Re: [Code] Improved Ragdoll Physics
I actually had that happen yesterday. Shot a warrior(the APC) and the guy driving it when flying.
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: [Code] Improved Ragdoll Physics
torrent fraps, why would you do that lol
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Furrealz_22
- Posts: 15
- Joined: 2012-04-21 18:06
Re: [Code] Improved Ragdoll Physics
USMC scout sniper wrote:I actually had that happen yesterday. Shot a warrior(the APC) and the guy driving it when flying.
I'm aware of this, but I don't have a clue on how to fix it, to be honest. From what I've seen in my testing, they react realistically to pretty much everything from small arms to arty, but they still rocket super high in the air when getting out of exploding armor, although not as high as they did with the vanilla settings. So I'm assuming its a problem with the BF2 engine itself and how it handles ragdolls exiting exploding vehicles (I've only seen it happen with armor, nothing else). It doesn't happen to me very often though, I've only seen it once or twice in the last couple months I've been working on this...
Last edited by Furrealz_22 on 2012-05-01 03:17, edited 1 time in total.
- Daniel
- Posts: 2225
- Joined: 2010-04-15 16:28
- Contact:
Re: [Code] Improved Ragdoll Physics
Why not ask an (older?) DICE employee, who worked on BF2 (or whatever, sb. from DICE), on the ragdolls.
Btw. I recommend MSI Afterburner instead of XFire. (FRAPS is ofcourse best, since u pay for it! (-.- usually u pay for it...))
Btw. I recommend MSI Afterburner instead of XFire. (FRAPS is ofcourse best, since u pay for it! (-.- usually u pay for it...))



