Ragdolls and Blood effects. (no, not the one you're thinking of)
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Qaiex
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Ragdolls and Blood effects. (no, not the one you're thinking of)
I was playing yesterday and as much as I like the game and the overall immensity it has, it felt like something was missing, the kills you got just didn't feel as tangible as they do in other games, and then it struck me.
Theres no blood anywhere in this game.
No blood spatter on the ground, no headshot cloud of blood, no effects on bodies, nothing. Which makes each hit seem like little less than the actual math involved in it.
As for ragdolls, whenever you kill someone their ragdoll just totally freaks out and starts waving their arms around and legs and it looks sort of like a glitch.
Is there anything that can be done about these two things?
Theres no blood anywhere in this game.
No blood spatter on the ground, no headshot cloud of blood, no effects on bodies, nothing. Which makes each hit seem like little less than the actual math involved in it.
As for ragdolls, whenever you kill someone their ragdoll just totally freaks out and starts waving their arms around and legs and it looks sort of like a glitch.
Is there anything that can be done about these two things?
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Zimmer
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
blood splatter is unrealistic as the clothes takes up whatever blood will come it also made an issue with hitboxes where you saw a fog of blood from the head, but he didnt die.
Ragdoll is hardcoded I think, but dont take my word on it.
Ragdoll is hardcoded I think, but dont take my word on it.
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Jaymz
- Retired PR Developer
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
There's actually several parameters to adjust how ragdoll acts. We just haven't really played around with them enough. This thread is a reminder for me to look into it....Zimmer wrote:Ragdoll is hardcoded I think, but dont take my word on it.
As for blood, there's really no point in trying unless we can get it to act in a realistic manner (Red Orchestra is a good example of that, although slightly overdone).
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Qaiex
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
Nice to know I could be of some use ^^
Anyway I'm not talking like Counter-Strike style, just maybe if you're shot in the leg, you could get an effect that makes the hit area on the leg slowly darker as it soaks up the blood.
And corpses tend to bleed, especially the lesser armoured insurgents and taliban.
As for the blood fog, I thought headshots were always a kill, was I mistaken?
These little things could go a long way towards making it seem like the weapons are actually doing damage.
This hasn't really been a PR issue as much as a general BF2 issue, it just doesn't seem like you're shooting into things, it's more like the bullets are bouncing off of the surface.
I don't know, it might just be the ragdolls, but in games like Insurgency you really feel like you're hitting.
Unfortunately for that game, it doesn't have the suqad focus on combat or epic variation this one has with vehicles and such. ^^
Anyway I'm not talking like Counter-Strike style, just maybe if you're shot in the leg, you could get an effect that makes the hit area on the leg slowly darker as it soaks up the blood.
And corpses tend to bleed, especially the lesser armoured insurgents and taliban.
As for the blood fog, I thought headshots were always a kill, was I mistaken?
These little things could go a long way towards making it seem like the weapons are actually doing damage.
This hasn't really been a PR issue as much as a general BF2 issue, it just doesn't seem like you're shooting into things, it's more like the bullets are bouncing off of the surface.
I don't know, it might just be the ragdolls, but in games like Insurgency you really feel like you're hitting.
Unfortunately for that game, it doesn't have the suqad focus on combat or epic variation this one has with vehicles and such. ^^
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sCobra
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
I dont see whats unrealistic about a blood spray, as long as you keep it somewhat small and linear, something a bit like this:

that makes it look as if the bullet is pushing some body material out around it.

that makes it look as if the bullet is pushing some body material out around it.
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LithiumFox
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
Remember, it's the deviation rule...
Network deviation is only true on the server, but may have different effects on client side computers.
So you could shoot me, miss me, but to you it looks like you hit me, so blood would come out of my head... o.O just... you never hit me...
Network deviation is only true on the server, but may have different effects on client side computers.
So you could shoot me, miss me, but to you it looks like you hit me, so blood would come out of my head... o.O just... you never hit me...
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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gclark03
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
And dust is somehow better?
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Qaiex
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
How did that happen? Isn't one of the most important things in an FPS to know whether or not you're hitting what you're aiming at?
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Axel
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
yes in FPSs maybe in PR, however, it's teamwork 
I don't know what you find to be wrong about the ragdoll effects pretty down to earth I think.
And what comes to blood a toned down version of the RO blood spurt, like Jaymz said, would be nice if it can be done.
I don't know what you find to be wrong about the ragdoll effects pretty down to earth I think.
And what comes to blood a toned down version of the RO blood spurt, like Jaymz said, would be nice if it can be done.
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Hitperson
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
with modern fabric they do soak up a tremendous ammount of blood.
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Rudd
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
well, the uniform will be covered with dust on the desert maps, so I imagine that would work there. But on Tad Sae or whever where its humid it wouldnt ofcgclark03 wrote:And dust is somehow better?
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master of the templars
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
some thing was done to the ragdolls or the weapons effects on ragdolls in 0.6, if you got shot when you were prone quite often your dead body would fly thousands of feet into the air.
It was quite amusing to see bodies flying in to the air all over the map.
It was quite amusing to see bodies flying in to the air all over the map.
Make nukes, Not war
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Qaiex
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
How reassuring for the soldier. ;D[R-DEV]Hitperson wrote:with modern fabric they do soak up a tremendous ammount of blood.
"Don't worry son, we've made sure your clothes can soak up all the blood you'll possibly loose in combat, no one will ever know a thing!"
But really it's probably mostly the ragdolls diminishing the idea of hitting, in Red Orchestra and Insurgency, they yield to the force of the bullet, hit someone in the shoulder, and they'll go down with that shoulder first, hit them in the head and it will tilt backwards and they will drop, hit them in the stomach and they bend over and fall down etc.
If we could get the ragdolls to react realistically to these forces that would definately do it.
Just imagine you're a sniper and you're aiming at, for dramatic effect, a sprinting target at say, for accuracy, 300m.
And they are running towards the bottom left of your screen, so you see their front side.
You shoot, hit in the left shoulder, his shoulder buckles and he starts spinning left (140-180 degrees) before hitting the ground. Thats how it should look.
And I saw the Red Orchestra blood effect on the tube, it looks pretty good, although a tiny bit too large. ^^
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cyberzomby
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
Rudd is right about the dust. I saw puffs of dust come off peoples uniform playing airsoft. Now imagine what the force of a bullet would do to dust.
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gclark03
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
Either way, a wounded soldier will bleed, and the same argument about avatars being shot and spraying blood without dying applies just as much to dust as it does to blood.
Blood is the option that makes the most sense in all situations, but the blood effect doesn't have to be as dramatic as it was in 0.5.
Blood is the option that makes the most sense in all situations, but the blood effect doesn't have to be as dramatic as it was in 0.5.
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Arnoldio
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
Ragdolls need to be "heavier"...and if the blod splatter ever comes in make it small not like 1x1m sand puff.

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Sparatan117
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
Have you worn a pair of ACU's? HAHAHA surely you jest. I can use my Patrol Cap to drink water out of. Nothing soaks into those POS's (pardon my french)[R-DEV]Hitperson wrote:with modern fabric they do soak up a tremendous ammount of blood.
but also the US uses a NATO round which enters through a small hole and expands on the other side....
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UncleRob199
- Posts: 71
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
I'm sure there was a lot more gore in an earlier version of PR, like 0.5 or 0.6, in that when headshotting someone with a sniper rifle, a jet of blood shot out of his head and was always visible. If I remember right, it only happened with a headshot and not a torso shot, which I guess is realistic cos of the fabric thing. I reckon they should bring that system back.
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Qaiex
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Re: Ragdolls and Blood effects. (no, not the one you're thinking of)
Hematophobia engineer? ;D Jk.
Red is a very rare colour, a small dust poof is difficult to see over longer distances, a somewhat larger red poof is easier.
Hit confirmation + realism = epic gameplay mechanism.
Red is a very rare colour, a small dust poof is difficult to see over longer distances, a somewhat larger red poof is easier.
Hit confirmation + realism = epic gameplay mechanism.

