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Re: Improved Ragdoll Physics
Posted: 2012-04-26 18:36
by Wakain
tking is not cool dude, though agreed, those anims look fabulous
Re: Improved Ragdoll Physics
Posted: 2012-04-26 18:43
by Rudd
Wakain wrote:tking is not cool dude, though agreed, those anims look fabulous
you mean Navo? That was PRSP dude?
Re: Improved Ragdoll Physics
Posted: 2012-04-26 18:59
by Mellanbror
Fantastic stuff =) Hope to see it ingame asap =) Keep it up!
Re: Improved Ragdoll Physics
Posted: 2012-04-27 09:57
by Wakain
Rudd wrote:you mean Navo? That was PRSP dude?
doesn't matter to me Rudd, it's wrong

Re: Improved Ragdoll Physics
Posted: 2012-04-27 19:22
by spiked_rye
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!
Re: [Code] Improved Ragdoll Physics
Posted: 2012-04-28 08:39
by PoisonBill
You either kill bots on singleplayer, or you kill friendlies on multiplayer.
Re: [Code] Improved Ragdoll Physics
Posted: 2012-04-29 18:53
by Bobkov
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!"
Re: [Code] Improved Ragdoll Physics
Posted: 2012-04-29 19:32
by Furrealz_22
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
Re: [Code] Improved Ragdoll Physics
Posted: 2012-04-29 20:19
by -=anders=-
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
coop, battlerecorder, fraps, winmoviemaker, youtube, done.

Re: Improved Ragdoll Physics
Posted: 2012-04-30 07:31
by Insanitypays
Well done man, i'd love to see this in game

Re: [Code] Improved Ragdoll Physics
Posted: 2012-04-30 07:35
by Rhino
xfire is a good choice for a video recorder if you can't get FRAPs and its free

Re: [Code] Improved Ragdoll Physics
Posted: 2012-04-30 07:48
by Insanitypays
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.
Re: [Code] Improved Ragdoll Physics
Posted: 2012-04-30 09:00
by PoisonBill
[R-DEV]Rhino wrote:xfire is a good choice for a video recorder if you can't get FRAPs and its free
Yeah the videos get a bit glitchier compared to fraps, but otherwise it's the same thing really.
Re: [Code] Improved Ragdoll Physics
Posted: 2012-04-30 09:06
by Mats391
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.
too bad you still can hear him scream hundreds of meters away :/
Re: [Code] Improved Ragdoll Physics
Posted: 2012-04-30 16:15
by Arnoldio
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.
Re: [Code] Improved Ragdoll Physics
Posted: 2012-05-01 01:11
by Stealthgato
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?
Re: [Code] Improved Ragdoll Physics
Posted: 2012-05-01 02:14
by USMC scout sniper
I actually had that happen yesterday. Shot a warrior(the APC) and the guy driving it when flying.
Re: [Code] Improved Ragdoll Physics
Posted: 2012-05-01 03:06
by Insanitypays
torrent fraps, why would you do that lol
Re: [Code] Improved Ragdoll Physics
Posted: 2012-05-01 03:09
by Furrealz_22
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...
Re: [Code] Improved Ragdoll Physics
Posted: 2012-05-01 10:12
by Daniel
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...))