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September 09, 2010, 01:44:58 PM
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Author Topic: Feature: Ragdoll death animation / Decent physics engine  (Read 5426 times)
Eiii
Autococker

Posts: 4596

« on: January 05, 2008, 06:07:09 PM »

Of course, you can't have ragdolls without physics. Considering the new models have bones and such, this is mostly a vote for an implementation of a physics engine. Other physics entities would be cool as well!
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jitspoe
Administrator
Autococker

Posts: 14151

« Reply #1 on: January 05, 2008, 06:17:06 PM »

You're going to keep me busy all day, aren't you? Tongue

http://dplogin.com/dplogin/featurevote/feature.php?id=10007
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Cobo
Autococker

Posts: 1361

« Reply #2 on: January 05, 2008, 06:18:20 PM »

YESYESYES!
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bitmate
Autococker

Posts: 1247

« Reply #3 on: January 05, 2008, 06:19:48 PM »

You're going to keep me busy all day, aren't you? Tongue
Looks like Eiii just waited for you to release the feature vote thing and then throw in thousands of ideas. Grin
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Eiii
Autococker

Posts: 4596

« Reply #4 on: January 05, 2008, 06:22:08 PM »

Haha, when i get a chance to push things I want and get tons of posts in the process? I take it. Grin
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jitspoe
Administrator
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Posts: 14151

« Reply #5 on: January 05, 2008, 06:36:42 PM »

* jitspoe makes a note to make feature vote posts not count. Wink
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Garrett
Autococker

Posts: 1374

« Reply #6 on: January 06, 2008, 01:50:34 AM »

I would like to see this feature too because it will help bring the game even farther from its quake 2 roots.  Doesn't the game have a low grade physics engine though?
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DaRkNeSS
Autococker

Posts: 624

« Reply #7 on: January 06, 2008, 01:57:10 AM »

LET'S SPAM HIM WITH TONS OF IDEAS THAT WILL TAKES YEARS TO EVEN START MAKING!  YEAH!
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webhead
Committee Member
Autococker

Posts: 626

« Reply #8 on: January 06, 2008, 03:02:39 AM »

exactly why i'm voting this down for now.
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lekky
Autococker

Posts: 2451

« Reply #9 on: January 09, 2008, 06:50:59 PM »

Whats the likelihood of this ever getting done, with regards to how hard it is and timescale etc?

I'd rather not waste votes if its just a pipe dream...
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Dukky
Stingray

Posts: 76

« Reply #10 on: January 12, 2008, 02:27:31 PM »

Why have ragdoll 'death' physics if in paintball you don't actually die?
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P!nk
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Posts: 912

_
« Reply #11 on: January 12, 2008, 02:44:25 PM »

Post removed
« Last Edit: July 26, 2010, 03:01:37 AM by P!nk » Logged
jitspoe
Administrator
Autococker

Posts: 14151

« Reply #12 on: January 13, 2008, 02:06:53 AM »

Why have ragdoll 'death' physics if in paintball you don't actually die?
Depends on how careful people are with their HPA tanks...
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i_am_a_pirate
Autococker

Posts: 759

« Reply #13 on: February 25, 2008, 10:36:54 AM »

Just imaging on airtime3 if you're flying through the air and crossing the bases (using that massive post thing in the middle) when you get shot. how cool would it be if we had a kill-cam with it. Not the kind in COD4, but one where you can use a slo-mo replay to see the instant where you got shot. How cool would that be? With the ragdoll physics as well, you could be able to see what happens for, say, the next 5 seconds.
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eMo
VM-68

Posts: 184

« Reply #14 on: February 25, 2008, 11:23:26 AM »

It's paint ball, you get a bruise not a flailing death.
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i_am_a_pirate
Autococker

Posts: 759

« Reply #15 on: February 25, 2008, 01:27:09 PM »

If you're strafe jumping on airtime3 you are
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y00tz
Global Moderator
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Posts: 2742

« Reply #16 on: March 02, 2008, 01:03:59 AM »

Should this be split up into two requests?  Also, does 'decent physics engine' include model collision?


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Eiii
Autococker

Posts: 4596

« Reply #17 on: March 02, 2008, 02:23:02 AM »

'Decent physics engine' means 'Whatever jits can reasonably get in Paintball'. Smiley This is more of a request for a physics engine- ragdoll deaths would follow shortly afterwards, I'd assume.
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i_am_a_pirate
Autococker

Posts: 759

« Reply #18 on: March 02, 2008, 10:13:36 AM »

I dont care what people say, I want to see my dummy fly on airtime 3 Cheesy
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jitspoe
Administrator
Autococker

Posts: 14151

« Reply #19 on: March 02, 2008, 04:18:11 PM »

I'm not sure what you expect me to implement here - basically the only things that move are players and paintballs, and changing the behavior of either typically causes big upsets.
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