[Code] Improved Ragdoll Physics

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sebinam
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Re: [Code] Improved Ragdoll Physics

Post by sebinam »

injury at there is no link...when will ? fellow
Arc_Shielder
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Re: [Code] Improved Ragdoll Physics

Post by Arc_Shielder »

sebinam wrote:injury at there is no link...when will ? fellow
There is no download, it hasn't come out yet. You'll have to wait for the new release of Project Reality.
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sebinam
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Re: [Code] Improved Ragdoll Physics

Post by sebinam »

ok thanks
when will new version of reality project
Doc.Pock
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Re: [Code] Improved Ragdoll Physics

Post by Doc.Pock »

when its done.

(theres no release date, but its said to be soon)
Alek-say
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Re: [Code] Improved Ragdoll Physics

Post by Alek-say »

As you see, bodies are "mixed" with each other:
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Is it possible to make them separate? That they lay on each other without being "mixed".
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Furrealz_22
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Re: [Code] Improved Ragdoll Physics

Post by Furrealz_22 »

@sebinam Sorry, I've closed the public beta for this mod. You're going to have to wait to try this out when 1.0 is released, which hopefully will be soon.


@Alek-say Ragdolls don't interact well with PCOs on this engine. I'm sure you've seen bodies get stuck in vehicles and objects and whatnot, and that can't be changed because DICE did a shit job at coding the ragdoll physics. However, it could be possible to change the way ragdolls interact with each other, but I'm not 100% sure. It could be hardcoded but I'll look into it.


@ERYL As stated above, the way ragdolls interact with other objects is hardcoded into the game, which means it can't be changed or edited. Sorry.
baltimore
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Re: [Code] Improved Ragdoll Physics

Post by baltimore »

looks good ; lets see it in-game :)
baltimore
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Re: [Code] Improved Ragdoll Physics

Post by baltimore »

so developers maybe can it be added in-mod to the next released mod?
If I can say that ; if there will be mod 1.0 and it will have in it the Vietnam,Normandy,Falklands mod and the Crytec 3 texture mod , (how I read) you can add in it this modding as a part of it.
-=anders=-
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Re: [Code] Improved Ragdoll Physics

Post by -=anders=- »

It will be added. Plz end this discussion here.
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lucky.BOY
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Re: [Code] Improved Ragdoll Physics

Post by lucky.BOY »

Normandy and Falkands wont be in next release opf main build, baltimore. That was repeatedly said by their devs. and i dont even know what Crytec 3 texture mod is?
Krazivan777
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Re: [Code] Improved Ragdoll Physics

Post by Krazivan777 »

nice !!!!!!!!
Arab
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Re: [Code] Improved Ragdoll Physics

Post by Arab »

These ragdolls are great. Much better than the body jerking original BF2 ones.
Last edited by Arab on 2014-05-03 09:51, edited 2 times in total.
orang satu
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Re: [Code] Improved Ragdoll Physics

Post by orang satu »

Wow! That's great.
zork
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Re: Improved Ragdoll Physics

Post by zork »

I have read the whole thread, but I think noone responded to this suggestion...
spiked_rye wrote: (Also, bit of a suggestion / question, but would it be possible to have a player ragdoll for about half a second after just being hit? So if they're running, get shot in the leg but not critically wounded, they fall over and have to get up again?)
As it stands right now, after getting hit for example in the torso area (with IOTV or similar vest on) there is really no effect untill your hp drops to below 25. In real life when you get hit in your vest even when there is no penetration you definetly fall down from the impact. You might be able to run away, but still this knock down power should be implemented for immersive combat experience.

Is it possible to employ ragdoll physics whenever player gets hit?
Last edited by zork on 2015-07-10 14:34, edited 1 time in total.
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Mineral
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Post by Mineral »

I don't think so. It would also be horrible gameplay wise IMO.
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zork
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Re: [Code] Improved Ragdoll Physics

Post by zork »

[R-DEV]Mineral wrote:I don't think so. It would also be horrible gameplay wise IMO.
What you mean "horrible gameplay wise"? IMHO Project Reality since its inception in 2005 is slowly but steady approaching milsim quality and is in the unique position now more than ever to be an alternative to the Arma series.

It has several elements that in my opinion are more true to reality than Arma that are valued by me -- namely no zoom when using iron sights, more believable recoil and accuracy, suppression and more authentic weapon animations. All these things added together make for a very immersive, authentic combat environment. I say "combat environment" because shooting down a range with AR platform is a completely different experience from being deployed in the field and under fire from insurgents. To me Arma recoil and accuracy feels like shooting down a range (even with ACE). On the other hand current PR somehow managed to simulate that real, authentic weapon handling (at least for me).

Considering all this good work that has been done by multiple developers throughout the span of 10 years, I hope the project will move even more into the milsim area, so that us, combat vets and/or military enthusiasts can have an alternative to the Arma series which I personally know since Poseidon demo was released in 1997 and was never really impressed with its engine.

Simulating real effects that bullets have on human body is a very important element here that differentiate PR from arcade shooters like Battlefield 4. Otherwise what is the point of implementing other things from milsim genre like suppression and realistic recoil?

Watch closely this real world footage. His body armor has not been penetrated and he lived but still the impact knocked him down.



If ragdoll physics is not possible to implement whenever player is hit then maybe it would be easier to implement dropping him to prone position similar to the way he falls down when hp drops to below 25. Is this something hardcoded in bf2 engine or is tweakable?
Last edited by zork on 2015-07-10 15:35, edited 3 times in total.
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Mineral
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Post by Mineral »

So we can't provide other realistic aspects unless we implement this? Cool :p

PR is not and will never be a milsim. We want a more realistic and authentic FPS combined warfare mod of bf2. I personally would alt f4 if any game makes my body ragdoll every time I get hit. It is exploitable, trollable, not properly doable in BF2, immersion and gameplay breaking and takes away your control of the game which is a big no-no in game development.
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zork
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Re: [Code] Improved Ragdoll Physics

Post by zork »

I understand and respect your personal position on this. Though I am still under impression that there are many other people in this community (both devs and players) that are interested in exploring and adding some more realism and milsim elements to PR.

I really like the current version of PR in terms of realism. I understand the engine is limited in what it can do, but PR devs really made an excellent job.

My question was also purely hypothetical. I am new to modding BF2 engine, but I got a serious experience with Real Virtuality engine and was doing some personal modifications in both Arma series and VBS2 PE. So is this possible with the engine and where in the files tree I should look to start exploring this in single player mode?
MikeDude
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Re: [Code] Improved Ragdoll Physics

Post by MikeDude »

zork wrote:I understand and respect your personal position on this. Though I am still under impression that there are many other people in this community (both devs and players) that are interested in exploring and adding some more realism and milsim elements to PR.

I really like the current version of PR in terms of realism. I understand the engine is limited in what it can do, but PR devs really made an excellent job.

My question was also purely hypothetical. I am new to modding BF2 engine, but I got a serious experience with Real Virtuality engine and was doing some personal modifications in both Arma series and VBS2 PE. So is this possible with the engine and where in the files tree I should look to start exploring this in single player mode?
Mineral is right. This game isn't and shouldn't be milsim in any way. Feel free to make a milsim mod for PR tho.
Last edited by MikeDude on 2015-07-10 18:11, edited 1 time in total.
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BloodyDeed
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Post by BloodyDeed »

Well the discussion is pointless if it's not possible anyway.
And as far as I remember from back when I added these improved Ragdoll physics by Furealz, this is simply not possible.
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