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Rag-doll Physics?


Drivian Taluus

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I'm looking forward to the rag-doll physics. I played through raven shield a couple of times, but I never really paid attention to what dead bodies where doing 1) because once a guy was down I was looking for the next tango before he got me and 2) because I tended to be too far away. In JA they should be great, or at least more prominent, since you'll be standing right in front of your opponent as you help him become one with the force. I do hope that the saber will be seen more as a blade than a bat. It would be silly to send people flying through the air when you're really just slicing them on the spot. Oh, and I'm hoping for vertical bisection too. That was sadly missing in JO considering how many down slashes one could use.

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Well SoF2's engine and code is much better than JO's is, it isn't as buggy.

 

I hope in the next interview someone asks about the MP and SP, I think they share the same code. So instead of having code for SP in one DLL and EXE, and code for MP in another DLL and another EXE, you have one or two EXEs but the same DLLs. That way, you have less buggy code because there's less to debug, and it's much, much better for modders.

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Actually, in a way, MOHAA's iteration of the Q3 engine was better than JK2's and SOF2's .... in MOHAA, the facial animation was more realistic, and all the characters had round fingers. In JK2 and SOF2, fingers were more like long, articulated rectangles.

 

SOF2 only looked marginally better than JK2, didn't run as smoothly, and still crashes even on my killeRig. :D

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If the 'rag doll system' refers to the way some characters fell in SOF2, then I hope they have fixed some of the issues with that system. For example, when some enemies died, and fell against something quite small on the ground, they would assume a position as if propped against a wall. It was not only disconcerting, it looked a bit silly, especially as they appeared to be floating in thin air. This was obviously a problem with the bounding box around characters and objects...which also led to some of the problems with firing around objects.

 

It would be nice if they could implement something like the havoc physics system into the game, which would alleviate some of these problems, I'm sure. However, I'm not sure about whether Havoc is compatible with the engine.

 

Some ragdoll effects in other games have looked awkward and unrealistic, because the skeletons have not been constrained in how far limbs and torsos can bend in a given direction. If this was constrained, it would look more realistic.

 

I'd love to see ragdoll effects make their way into JA, if they are implemented well.

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Stormhammer,

 

SOF2 did not have ragdoll physics (UT2003 was the first game to), but rather, the same old precanned death animations that we all know and are getting sick of.

What SOF2 did was a rather crude premature version of ragdoll -- it simply bound a clipping box to the characters, so they would bend a bit when hitting an object like a wall or desk after their corpses fell, rather than just going through them like in most games.

But yes, it did look awkward, and yes, you have to be careful that ragdoll is done properly.

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