Author Topic: Ragdoll physics+Dismemberment  (Read 1474 times)

FlippySeal

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« Reply #15 on: August 09, 2004, 04:09:49 pm »
Yes, i think we can all agree on that Adeli, but i think i would like ragdoll physics! :))

Zeraph

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« Reply #16 on: August 09, 2004, 04:25:28 pm »
Quote
Originally posted by Androgos
Feel free to implement ODE in cal3d, and make CS support it, and then add the physics calculations in PS client, and make the server do some checking on it

Non-technical:
It\'s a hell lot of work :) But sure, it would be cool


Why don?t we all bug the devs working on Cal3D to implement Ragdoll-Physics?

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Adeli

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« Reply #17 on: August 09, 2004, 04:27:08 pm »
That COULD have potential, but it would detract from release time of CB.. I vote it waits.

I like Red Jelly Beans!

Zeraph

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« Reply #18 on: August 09, 2004, 04:31:18 pm »
Aren?t the devs working on Cal3D different from the ones working on PS?
Anyway, by the time the Devs @ Cal3D get the rag-doll Physics to work CB will have probably come out & the PS Dev team will be working on the next version, that would be something interesting for the programmers implement since, as far as I know, the art department will be the ones working more on content for CB? 8)

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Adeli

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« Reply #19 on: August 09, 2004, 04:57:53 pm »
I\'m with Zeraph (I\'m also in his clan!)
Let\'s bug the Cal3d Devs since they won\'t be as busy pre CB, and get some reasonable and credible rag-doll physics in PS!

I like Red Jelly Beans!

FlippySeal

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« Reply #20 on: August 09, 2004, 05:24:55 pm »
Agreed. Well, it\'s obviously foolish to think ragdoll physics can be implemented in CB!!

P.S. What guild are you in Zeraph?

Zeraph

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« Reply #21 on: August 09, 2004, 05:27:40 pm »
Yes, well I would like to see it @ least implemented in the next version after Cb

PS: check my sig I just changed it 8):

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Geghlesh

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« Reply #22 on: August 09, 2004, 08:10:01 pm »
First off making your opponent FLY off into the distance is just a tad bit over the limt.. what i meant is just how they fall down or that they can flinch or be intimidated...and Strength and magic could also be essential. Maybe-just Maybe,  if you are a high eenpugh level you could do that, but i all i was saying the way they fall down and how hard the hit is, making a realistic thing unrealistic things..lemme rephrase that. try to make realistic thing realistic...

By the way...if you think this idea is not original tell me, cause no one else brang this up. So tell me people, i love PS, and you want the peoples output? i hope you all dont get caught up in it and forgot who posted the thread.
« Last Edit: August 09, 2004, 08:32:07 pm by Geghlesh »

dfryer

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« Reply #23 on: August 09, 2004, 09:18:25 pm »
It might be possible to handle ragdoll physics at the CS level, instead of the Cal3D level (I don\'t think the cal3d people would be interested in integrating a whole physics system into cal3d) but it would still be very difficult.
Quidquid latine dictum sit, altum sonatur.

ForteX

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« Reply #24 on: August 09, 2004, 09:49:44 pm »
I haven\'t seen any monsters death animation, so I cannot say ragdoll would be better. But nobody can deny that in a huge war would be fun to make a huge fireball and see your enemies flying :D
« Last Edit: August 09, 2004, 09:55:18 pm by ForteX »

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