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Ragdoll-like physics.


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#1 FETTY WAP

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Posted 13 February 2012 - 09:07 AM

I'd like to see a mechwarrior game with ragdoll physics.
Like, every time your mech fell over, it would fall in a unique way. Same thing when your mech explodes, it wouldn't necessarily have a scripted sequence to fall over, it would fall depending on how it was taken out.

What do you guys think?

#2 Vertous

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Posted 13 February 2012 - 09:10 AM

Play mechwarrior living legends

#3 Listless Nomad

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Posted 13 February 2012 - 09:10 AM

If it could be done and not kill the framerate then sure. I think it would make the mechs a little more realistic looking and slide around a little less when they fell like in MW4, but I dunno. I feel like in a mech game you can get away with scripted animations more than you could with an FPS nowadays.

#4 Aegis Kleais

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Posted 13 February 2012 - 09:19 AM

View PostVertous, on 13 February 2012 - 09:10 AM, said:

Play mechwarrior living legends

Speaking of physics, let's hope the animations of the Mechs are worlds better than MWLL. In MWLL, the torsos move around at the exact same planar height and the legs just animate below it; no sense whatsoever of weight, scale or movement.

I hear that animating this is one of the more difficult tasks that animation experts face, but it's crucial to the game.

#5 Convaras Bloodskorn

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Posted 13 February 2012 - 10:01 AM

I guess the easiest way for me to respond to this is to say I feel about neutral as can be about this idea. While I would be open to it, I don't particularly feel like I would care if it was actually implemented or not.

#6 Aegis Kleais

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Posted 13 February 2012 - 10:16 AM

View PostWTFClock, on 13 February 2012 - 09:07 AM, said:

I'd like to see a mechwarrior game with ragdoll physics.
Like, every time your mech fell over, it would fall in a unique way. Same thing when your mech explodes, it wouldn't necessarily have a scripted sequence to fall over, it would fall depending on how it was taken out.

What do you guys think?

OK, here's the snafu as I understand it.

Clients transmit information about their player, such as what direction he's facing, his torso twist, etc. to other clients so that they can render that information on their screen accordingly and have an actual showcase of enemy player positions, missing body parts, etc.

When you knock down a Mech and rely on physics calculations to dictate how they fall, you may get a REALISTIC fall that looks cool, but these calculations were all performed ON THE FLY. They do not use re-recorded "canned" falling animations (which would be the same on every computer because those animations came with the game)

So the game would have to simulate the fall in it's entirety, then send it off to every viewer to have it replicated in full, but after the fact, so that its proper hitboxes could exist at the right locations for each "unique" fall. (Cause people will be shooting them while down).

Many times, a game will only use ragdoll physics once you've KILLED the player. And again because of that, you may have seen a player shooting a dead player's body which on YOUR screen looks like they shooting 4 feet to the side of the body, but on THEIR screen, they're shooting it right in the face (in an act of bad sportsmanship)

TLDR; ragdoll physics make for a realistic animation, but make hitbox detection difficult to propagate to clients in real-time.

#7 metro

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Posted 13 February 2012 - 10:21 AM

Nice mechanics would always be welcome in BT/MW series games. We have seen the bad and the bad.

I remember on MPBT that if a mech was gyroed, it would fall over, and as long as you didnt fall with your back to the enemy you could still fight, or defend yourself. But it wasnt fun. It was funny, but not fun. :)

Edited by Metro, 13 February 2012 - 10:22 AM.


#8 ManDaisy

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Posted 13 February 2012 - 11:17 AM

Now what was fun was some guy walking up to you thinking your down for the count but then BAM you let him eat pancakes.

#9 MechPilot

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Posted 13 February 2012 - 11:27 AM

I would Love for Mechwarrior online to have physics! just somthing when you watch your fallen foes slump over or fall off the edge of a cliff. Infact the mech inspiere game (hawken) has physics and it seems pretty damn AAA to me.

View PostVertous, on 13 February 2012 - 09:10 AM, said:

Play mechwarrior living legends


Theres a reason why ppl are here, and to play a half-assed mod is not one of them.

Edited by MechPilot, 13 February 2012 - 11:30 AM.


#10 Kenyon Burguess

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Posted 13 February 2012 - 11:30 AM

im all for a great physics model on destroyed mechs just as long as they dont flop over like human corpses. flesh and metal react differently

#11 Mechteric

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Posted 13 February 2012 - 11:32 AM

View PostMechPilot, on 13 February 2012 - 11:27 AM, said:

I would Love for Mechwarrior online to have physics! just somthing when you watch your fallen foes slump over or fall off the edge of a cliff.



Theres a reason why ppl are here, and to play a half-assed mod is not one of them.



I think people are here because they love Mechwarrior, and Mechwarrior Living Legends is one way to get your Mechwarrior fix right now. I'd say its one hell of a good way to help bide the time until MWO is released.

Edited by CapperDeluxe, 13 February 2012 - 11:32 AM.


#12 Kodiak Jorgensson

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Posted 13 February 2012 - 11:45 AM

View PostAegis Kleais™, on 13 February 2012 - 09:19 AM, said:

Speaking of physics, let's hope the animations of the Mechs are worlds better than MWLL. In MWLL, the torsos move around at the exact same planar height and the legs just animate below it; no sense whatsoever of weight, scale or movement.

I hear that animating this is one of the more difficult tasks that animation experts face, but it's crucial to the game.


thats becasue the mechs in MWLL are just characters with vehicles stuck ontop of them. trying to find the video that explaied how they made the mechs now...

Edited by Kodiak Jorgensson, 13 February 2012 - 11:45 AM.


#13 ChapeL

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Posted 13 February 2012 - 11:45 AM

I thought MW3's death animations did a better job than MW4's scripted "fall down, go thermonuclear boom". As such, as long as it's MW3 quality I would be happy. Even MW2 Mercenaries did a better job than MW4 in that specific aspect.

#14 Kodiak Jorgensson

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Posted 13 February 2012 - 12:12 PM

View PostAegis Kleais™, on 13 February 2012 - 11:55 AM, said:

Well, I'm not bashing them for it; it's fine however they chose to do so. I'm just saying, it DOES take a good amount of immersion out of the game when the Mechs don't animate as they might have in real life, coming down on each leg with force while the hip area's parallel an perpendicular axis move accordingly.


yeah i understand that, but MWO wont have these issues though they'll have access to the soruce code which will give them better control over what they can or cant do with the animations :)



#15 Vertous

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Posted 14 February 2012 - 08:26 AM

View PostMechPilot, on 13 February 2012 - 11:27 AM, said:

Theres a reason why ppl are here, and to play a half-assed mod is not one of them.

HECK YEAH THATS WHY IM HERE!!!!

#16 metro

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Posted 14 February 2012 - 08:33 AM

OK, everyone.

A few of you are walking the fine line.

1. Language

2. On the MWO boards, talking about other Games or Mods is permitted; but negative posts or replies about MWO or other games should be kept to ones self.

3. Please edit your posts to reflect your objectivity. B)

Thank you,

Edited by Metro, 14 February 2012 - 08:34 AM.


#17 Felicitatem Parco

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Posted 14 February 2012 - 08:47 AM

Ugh, come on Metro, who died and made you a Community Modera-


*ahem*


Oh, yeah. Nevermind...


So, as a former Halo Junkie (emphasis on "former") I will always love Ragdoll physics. Ragdoll physics is more awesome than pie. But, others have said it right, it has to be implemented only during times where your "character" is fully incapacitated and all hinges are loose. How often does this happen with Mechs, though?

Let's say an adventurous Scout is running 100kph through a city and then takes an Arrow IV to the knee: He won't go Ragdoll because the Mech's computers would probably try to stabilize the fall and landing. The only time a Mech would go Ragdoll is if they get knocked over while in a shutdown phase (say a Scout gets overheated, shuts down, and then takes an Arrow IV to the face) or when the reactor is completely out-of-commission.

Edited by Prosperity Park, 14 February 2012 - 08:53 AM.


#18 Jack Gallows

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Posted 14 February 2012 - 08:48 AM

I'm not really sure how much you can get "ragdoll" with something as generally rigid as a battlemech. I'm sure PGI will find something that works that looks good enough mixed with what is good enough for the game as a whole.

This is one of those things that I can wait on to be worked on, or has a much lower priority (to the point I almost don't really care about it) then many of the other features going into game.

#19 metro

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Posted 14 February 2012 - 08:50 AM

We love everyone....." koom-ba-ya "......(whistlin' in the wind)

Edited by Metro, 14 February 2012 - 08:52 AM.


#20 Vernius Ix

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Posted 14 February 2012 - 08:58 AM

View PostMechPilot, on 13 February 2012 - 11:27 AM, said:

I would Love for Mechwarrior online to have physics! just somthing when you watch your fallen foes slump over or fall off the edge of a cliff. Infact the mech inspiere game (hawken) has physics and it seems pretty damn AAA to me.



Theres a reason why ppl are here, and to play a half-assed mod is not one of them.



Wow. I think you should try making something up to that level before you run your mouth.





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