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Old 09-25-2009, 11:38 AM
RAFTER RAFTER no ha iniciado sesión
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Default 1.31 Ragdoll Article Discussion

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Old 09-25-2009, 12:17 PM
legiox legiox no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

1st! Looks good. cant wait! really like the end where the allies fall 3 stories to the ground :D
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Old 09-25-2009, 12:40 PM
gtanner gtanner no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

Very very cool, nice work.
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Old 09-25-2009, 12:53 PM
dangrboy dangrboy no ha iniciado sesión

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Default Re: 1.31 Ragdoll Article Discussion

Really nice work guys, much closer to 'believable' than the previous video.
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Old 09-25-2009, 01:00 PM
legiox legiox no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

Have a question. How will ragdoll bodies be affective by bombs?
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Old 09-25-2009, 01:04 PM
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Default Re: 1.31 Ragdoll Article Discussion

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Originally Posted by legiox View Post
Have a question. How will ragdoll bodies be affective by bombs?
They will be effected in a way similar to grenades and satchels.
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Old 09-25-2009, 03:48 PM
stankyus stankyus no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

Will I see bodies flying over AB walls when bombs hit or what?
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Old 09-25-2009, 04:20 PM
frantish frantish no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

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Originally Posted by stankyus View Post
Will I see bodies flying over AB walls when bombs hit or what?
Plant a satchel on the ground and sit on it. You will see. ;)
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Old 09-25-2009, 04:21 PM
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Default Re: 1.31 Ragdoll Article Discussion

Motormouth:
"They are actually lifeless "clones" for lack of a better word. It's a dev tool called "V-spawn" that Ramp and Rafter got working so we could do promo shots without having to corral a bunch of people. This is not on a live server.

Say Rafter wants to do a battle shot. He spawns in as infantry, places his avatar where he wants it, poses it and then hits a key that drops a replica and moves on to place another one. They can't move, can't be controlled. They just stand (or run in place). Same with tanks. If he clones himself in a Sherman firing the gun, that animation runs on a loop endlessly. They can't be moved once they're placed, you'd have to start over."

Rafter:
Quote:
Originally Posted by retterkl
Most annoying thing though about these videos is it's clear they can have programable bots, at least very basic ones, but CRS won't allow us to have them on offline to do testing or practise.

*yet*

This means 1.31 will get v-spawn tool for people to use offline yes?
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Old 09-25-2009, 04:24 PM
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Default Re: 1.31 Ragdoll Article Discussion

Quote:
Originally Posted by monsjoex View Post
Motormouth:
"They are actually lifeless "clones" for lack of a better word. It's a dev tool called "V-spawn" that Ramp and Rafter got working so we could do promo shots without having to corral a bunch of people. This is not on a live server.

Say Rafter wants to do a battle shot. He spawns in as infantry, places his avatar where he wants it, poses it and then hits a key that drops a replica and moves on to place another one. They can't move, can't be controlled. They just stand (or run in place). Same with tanks. If he clones himself in a Sherman firing the gun, that animation runs on a loop endlessly. They can't be moved once they're placed, you'd have to start over."

Rafter:
Quote:
Originally Posted by retterkl
Most annoying thing though about these videos is it's clear they can have programable bots, at least very basic ones, but CRS won't allow us to have them on offline to do testing or practise.

*yet*

This means 1.31 will get v-spawn tool for people to use offline yes?
It means Rafter's a tease.
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Old 09-25-2009, 04:26 PM
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Default Re: 1.31 Ragdoll Article Discussion

Quote:
Originally Posted by monsjoex View Post
Motormouth:
"They are actually lifeless "clones" for lack of a better word. It's a dev tool called "V-spawn" that Ramp and Rafter got working so we could do promo shots without having to corral a bunch of people. This is not on a live server.

Say Rafter wants to do a battle shot. He spawns in as infantry, places his avatar where he wants it, poses it and then hits a key that drops a replica and moves on to place another one. They can't move, can't be controlled. They just stand (or run in place). Same with tanks. If he clones himself in a Sherman firing the gun, that animation runs on a loop endlessly. They can't be moved once they're placed, you'd have to start over."

Rafter:
Quote:
Originally Posted by retterkl
Most annoying thing though about these videos is it's clear they can have programable bots, at least very basic ones, but CRS won't allow us to have them on offline to do testing or practise.

*yet*

This means 1.31 will get v-spawn tool for people to use offline yes?

You n00b! It means we will have parachuting dogs you silly bum.
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Old 09-25-2009, 05:21 PM
burnvktm burnvktm no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

I know that the article said that vehicles are not going to be affected, but I have a question.

I am sure that AAA and ATG are for all logical purposes 'vehicles' to the game engine, but are the infantry parts of those units modeled in a way where we will see them die when they are killed?

I ask this because in their current incarnation, it is impossible to tell when you have dispatched a crew member.

Thanks!
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Old 09-25-2009, 06:59 PM
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Default Re: 1.31 Ragdoll Article Discussion

Is that new building with the sandbags in front (in the AB) a cp or is that the new bunker? Does it have a damaged state?

If it isn't the new bunker, will the new bunker have a damaged state?

How is the new capture paradyme fleshing out?

Looking amazing. Keep up the great work.
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Old 09-25-2009, 07:23 PM
matt6767 matt6767 no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

Still no sight of the new willemstad castle, I R sad
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Old 09-25-2009, 07:25 PM
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Default Re: 1.31 Ragdoll Article Discussion

Just dawned on me that this is the first time in about 3 years I've had patch fever.
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Old 09-25-2009, 10:05 PM
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Default Re: 1.31 Ragdoll Article Discussion

Quote:
Originally Posted by burnvktm View Post
I know that the article said that vehicles are not going to be affected, but I have a question.

I am sure that AAA and ATG are for all logical purposes 'vehicles' to the game engine, but are the infantry parts of those units modeled in a way where we will see them die when they are killed?

I ask this because in their current incarnation, it is impossible to tell when you have dispatched a crew member.

Thanks!
Sorry nothing slated for this in 1.31.
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Old 09-25-2009, 10:05 PM
RAFTER RAFTER no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

Quote:
Originally Posted by kc23 View Post
Is that new building with the sandbags in front (in the AB) a cp or is that the new bunker? Does it have a damaged state?

If it isn't the new bunker, will the new bunker have a damaged state?

How is the new capture paradyme fleshing out?

Looking amazing. Keep up the great work.
Next 1.31 feature article will be on capture and will include the buildings that have been changed.
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Old 09-26-2009, 02:31 AM
kc23 kc23 no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

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Originally Posted by RAFTER View Post
Next 1.31 feature article will be on capture and will include the buildings that have been changed.
Thanks rafter, looking forward to it.
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Old 09-26-2009, 07:47 PM
matt6767 matt6767 no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

Since crs was using lifeless clones for most of their ragdoll scenes weve only seen one clip of an actual player getting shot but there wasnt much to see how long it took ei to die but it did look like it took 1 sec, so therefore does that mean we can expect lag death the same way as before?
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Old 09-27-2009, 08:28 AM
gtanner gtanner no ha iniciado sesión
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Default Re: 1.31 Ragdoll Article Discussion

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Originally Posted by matt6767 View Post
Since crs was using lifeless clones for most of their ragdoll scenes weve only seen one clip of an actual player getting shot but there wasnt much to see how long it took ei to die but it did look like it took 1 sec, so therefore does that mean we can expect lag death the same way as before?
Probably dependant on where you live, but death does suffer from latency. Guessing it take a second or so to register a kill, send that message to the other computer...confirm it then send that message back :(
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