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 Post subject: rag dolls
PostPosted: Tue Nov 29, 2005 11:02 pm 
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Marksman
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for the people who know what rag doll physics are this game would be great with them and it would fix the cliping in the deaths


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PostPosted: Wed Nov 30, 2005 1:30 am 
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Thats true. but the ET engine doesnt have physics like that, and that would need a lot of reprograming within the engine and not just the game source code, also the mod source code and all the graphic animations.

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PostPosted: Wed Nov 30, 2005 8:40 am 
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The insane amount of work it would require simply isn't worth the percieved results.


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 Post subject: Re: rag dolls
PostPosted: Wed Nov 30, 2005 10:41 pm 
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zachsurf1 wrote:
for the people who know what rag doll physics are this game would be great with them and it would fix the cliping in the deaths


yeah mann,
ragdoll physics will give TCE A boost on realism,

but this should only be implented on 0.50
so when 0.49 is done they should work on the ragdoll physics for version 0.50


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PostPosted: Thu Dec 15, 2005 10:10 pm 
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it may not get to .50 or any of the version in fact. having a physics engine to simulate ragdoll animations that can be compared to other games means that they have to rework the game engine (this is more than modding now, since modding is changing the game's source code not the game's engine code) -and i believe that modding the engine itself is alot more than just making a simple mod, its like making a whole new retail game from scratch.

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PostPosted: Fri Dec 16, 2005 9:16 am 
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zachsurf we all want floppy bodies slumping on crates and nades that actually bounce correctly but they are really *i-need-a-broader-vocab* hard to make, like the ppl above me said. :P

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PostPosted: Fri Dec 16, 2005 10:49 am 
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they could try making better death animations to cover up the lack of ragdoll

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PostPosted: Fri Dec 16, 2005 8:22 pm 
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XenoKiLLer wrote:
they could try making better death animations to cover up the lack of ragdoll


yeah like there should be 10 different death animations,
for each death, 1 of the 10 animation will be randomly chozen,

this would look like that evryone's death looks different on each kill.


but there need to be improvements, when someone died on the top of something near a edge,
sometimes when someones is killed on the top of something near A edge
it looks like he is flying, when he sepose to fall down.


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PostPosted: Fri Dec 16, 2005 10:23 pm 
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that part we cant do anything about. but for the animations, it only takes a few months of animating.

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PostPosted: Sat Dec 17, 2005 6:02 pm 
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what if TT hire's more devs in the team,
that wanna work with them voluntarily.

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 Post subject:
PostPosted: Sat Dec 17, 2005 6:04 pm 
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?? Well, thats not gonna be easy coz most people have other things to do.

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PostPosted: Sat Dec 17, 2005 6:06 pm 
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they could post job offers in some game developers forum... :idea:

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 Post subject:
PostPosted: Sat Dec 17, 2005 6:46 pm 
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I believe they already have. i just forgot where I saw it.

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PostPosted: Sat Jan 07, 2006 4:38 pm 
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it simply is too much hassle to attempt to implement ragdoll physics into a game engine that is close to 4 years old. you could buy a load of expensive software to implement it but people arent even givin a shit now, let alone donatin. bsides, the games cooler without ragdoll. feels olskul.

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 Post subject:
PostPosted: Sat Jan 07, 2006 4:49 pm 
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what i was saying was to use another game to simulate the possibiliy of such an attempt. The best choice i believe is using HalfLife2.

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