• RagMod 2 v4
    485 replies, posted
[QUOTE=Bloodshot12;36435641]Question about Ragmod, there was an NPC falling addon made a while back that let you push NPCs off ledges or drop them with realistic results, but what was cool was if the NPC was alive the ragdoll would be lifted up at certain points (after a user specified time) to simulate the NPC actually getting up in place of an animation. Could you possibly add something like that for players to get up?[/QUOTE] Suddenly responding to 3 weeks old comment, but it was Leeroy's NPC falling. There's also player version of it.
Cool, nice to see there is some updates here :) you really should make an svn, and any news on NPC Ragdolling and Undo also ?
Was playing around today and realised that i was still using gibmod when spawning npcs purely for it's ability to delete ragdolls after they've been damaged rather than leave a bunch of npc bodies around, will the command rm_ragdoll_keep_limit still apply in the next update for npc ragdolls? If they would delete after they reach the limit that would be ultra helpful
[QUOTE=The Rizzler;36823701]Was playing around today and realised that i was still using gibmod when spawning npcs purely for it's ability to delete ragdolls after they've been damaged rather than leave a bunch of npc bodies around, will the command rm_ragdoll_keep_limit still apply in the next update for npc ragdolls? If they would delete after they reach the limit that would be ultra helpful[/QUOTE] There is a separate cvar. That one is for players. [editline]18th July 2012[/editline] Jeez. This new router sucks. I get like 300 kb/s. *change setting* "Please wait..." Ten minutes later...
[QUOTE=DarkShadow6;36828735]There is a separate cvar. That one is for players. [editline]18th July 2012[/editline] Jeez. This new router sucks. I get like 300 kb/s. *change setting* "Please wait..." Ten minutes later...[/QUOTE] I love you, I just want you to know that.
I have a suggestion, with the pain and death sounds I think it would be a good idea to keep metropolice and combine pain and death sounds separate, so a combine will only have his pain sounds, because I must say it sounds pretty bad if you have edited combine sounds and all of a sudden the voice changes completely and screams "shiiit". Just a suggestion. [B]Edit[/B] Wait, let me rephrase that, make an option to make the hurt sounds literally just the hurt sounds (pain1 pain2 pain3 pain4 death1 death2 etc etc) Rather than adding any of the aditional voices.
[QUOTE=BurningPride;36834462]I love you, I just want you to know that.[/QUOTE] :D [QUOTE=danielb677;36837195]I have a suggestion, with the pain and death sounds I think it would be a good idea to keep metropolice and combine pain and death sounds separate, so a combine will only have his pain sounds, because I must say it sounds pretty bad if you have edited combine sounds and all of a sudden the voice changes completely and screams "shiiit". Just a suggestion. [B]Edit[/B] Wait, let me rephrase that, make an option to make the hurt sounds literally just the hurt sounds (pain1 pain2 pain3 pain4 death1 death2 etc etc) Rather than adding any of the aditional voices.[/QUOTE] [code] CombineFreeFall = { Sound("npc/combine_soldier/vo/inbound.wav"), Sound("npc/combine_soldier/vo/coverhurt.wav"), Sound("npc/metropolice/vo/help.wav"), Sound("npc/metropolice/vo/lookout.wav"), Sound("npc/metropolice/vo/moveit.wav"), Sound("npc/metropolice/vo/officerneedsassistance.wav"), Sound("npc/metropolice/vo/officerneedshelp.wav"), Sound("npc/metropolice/vo/shit.wav"), Sound("npc/metropolice/vo/takecover.wav"), Sound("npc/metropolice/vo/watchit.wav") }, CombinePain = { Sound("npc/combine_soldier/pain1.wav"), Sound("npc/combine_soldier/pain2.wav"), Sound("npc/combine_soldier/pain3.wav"), Sound("npc/metropolice/pain1.wav"), Sound("npc/metropolice/pain2.wav"), Sound("npc/metropolice/pain3.wav"), Sound("npc/metropolice/pain4.wav"), Sound("npc/metropolice/vo/shit.wav") }, CombineDeath = { Sound("npc/combine_soldier/die1.wav"), Sound("npc/combine_soldier/die2.wav"), Sound("npc/combine_soldier/die3.wav"), Sound("npc/metropolice/die1.wav"), Sound("npc/metropolice/die2.wav"), Sound("npc/metropolice/die3.wav"), Sound("npc/metropolice/vo/chuckle.wav") }, [/code] You can always change those. 1. the "shit" voice clip is made by the Combine soldiers. It is used for the snipers, an unrefined voice clip for that matter. Probably left over from the beta and forgotten, seeing as how you only hear it once, from the Combine snipers before they die. In fact, that and Barney's "fuck you" are the only vulgarities I remember besides "damn". 2. The Combine soldier and Metropolice VO actor is the same dude. They have the same effects, same filters. There is pretty much no difference between them. If you really care that much then I'll do it, but I think it's pretty useless nonetheless. NPC ragdolization is done. They take damage when they ragdolize now, so a headshot will actually gib them when killing them. Also I found a little bug where NPCs could create multiple ragdolls, so I had to make a hacky fix for that. Yay. [editline]19th July 2012[/editline] Oh, and Breen's "Oh, shit!" line. [editline]19th July 2012[/editline] [QUOTE=danielb677;36837195]if you have edited combine sounds[/QUOTE] I feel stupid. Didn't read that part. You have a point. [editline]20th July 2012[/editline] Fixes: - NPCs take damage right now - An ugly but good fix for dead NPC ragdolls not being removed (why does this ALWAYS seem to happen :I) - rm_vehicle_damage_multiplier is actually a multiplier now - Fixed console spam when the RagMod heartbeat sound isn't downloaded - Removed hook from Climb Rope, it sucked and we know it. Now it just attaches to whatever you're looking at like secondary fire did [editline]20th July 2012[/editline] Oh and your combine thing
Apreciated kind sir, my only other problem with this Addon (A very small one) Is that when viewing the ragdoll mode through the ragdolls head, the ability to crawl becomes rather pointless seeing as you are staring at the ground, maybe add something to make it so the head is set at a certain level so you can see infront of you? Idk :P Other than that, good job. [B]Edit:[/B]Have you thought of making ragdolls work more like they do in smod? Stiffened rather than limp like they have jelly bones?
Use the mouse-controlled one. The one that follows your head was the first one that ever existed so I kept it in. I'm sure someone uses it (you? :u). I could make the camera change if you crawl while ragdolized, I suppose, but it would still jump around like crazy. I have certainly thought of it. At some point I'm sure I'll do it, and when I do, I'll probably go crazy and make a euphoria ripoff. In fact, let me try that now. [editline]20th July 2012[/editline] some fixes I just remembered - NPC ragdoll blacklist, so some NPCs aren't broken by being ragdolized. [editline]20th July 2012[/editline] Scrolled up and saw that one comment about that other ragdoll mod. Making your head come up to recover now.
[QUOTE=DarkShadow6;36850933] I have certainly thought of it. At some point I'm sure I'll do it, and when I do, I'll probably go crazy and make a euphoria ripoff. In fact, let me try that now.[/QUOTE] Excuse my noobishness, but what do you mean by euphoria ripoff?
[QUOTE=danielb677;36851070]Excuse my noobishness, but what do you mean by euphoria ripoff?[/QUOTE] Grand Theft Auto 4, Red Dead Redemption and Max Payne 3 use a Euphoria system. It's essentially procured animations for ragdolls and models that improvise in place of actual animations, reacting to the circumstances. Shoot a guy in the leg and he crumbles to the floor while curling towards the injured leg. Guy gets hit in the head by a flying piece of debris but isn't killed outright, he'll collapse and start moving his hands to the skull and so forth. (Probably not quite as realistic as that, but it works sorta.) Essentially unique and dynamic reactions to being killed/injured rather than simply getting blasted and falling over in a ragdolled heap.
Ah yes I thought as much. Thanks for the explanation. n.n
Sorry for bugging you about this again but is there an eta on steam workshop?
[QUOTE=RikohZX;36859243]unique and dynamic[/QUOTE] ha It's just preprogrammed animations applied to ragdoll physics. End result is something that looks more "realistic" but is still not dynamic at all, seeing as how the same thing will happen every time. Sure, they might fall a different way, but the animations are still the same. Then again, making a fully-featured, automatically compensating ragdoll reactionary system would be as hard as making a human brain out of pineapples and rat droppings. Even if you did do it right it'd lag like no one's business. I guess euphoria is good for speed, but it still requires a lot of work under the hood to get it to do what you want. Trust me, I've used it before. [QUOTE=superstepa;36860834]Sorry for bugging you about this again but is there an eta on steam workshop?[/QUOTE] THIS WILL NEVER HAPPEN STOP TALKING RAGE (also known as I will probably never get to it lol)
I reckon just stiffening te ragdolls is nicer than making it like euphoria, it's simple and would create less lag :p Or an exact replica of smod outbreak ragdoll system, that would be nice too
If you describe it to me, I can make it. Or just a video. I'm going to try a few things... But before that, I'm going to clean up what I have and release it. It's been a while since my last release.
Alright, I'll try and find a video, I don't have anything to record it with so I can't do it myself. [editline]21st July 2012[/editline] It isn't the best video out [url]http://www.youtube.com/watch?v=nmB2Q2zokmc&feature=related[/url] So basically it acts like the muscles clench after dying, and knee bones are actually worth something, so instead of falling flat on their ass. once they reach knee height they wil fall to the side. Kinda hard for me to explain, hope the video helps.
Okay, update released. Version 4.7. I'm gonna update the OP now. [editline]20th July 2012[/editline] Gotta be honest, I don't see much of a difference with the ragdolls. I'll try it later anyway.
Its a subtle difference, but when you play the game you notice it but can't quote put your finger on what it is >.<
OP updated. This does not have everything I want it to at the moment; I will be working on it some more. Still, try the new version and tell me what you think.
The new version is still called version 4.. [editline]21st July 2012[/editline] Wait, nevermind..
Made a ragdoll kill icon :u
Maybe you should tone down the gore and make it a little more subtle, maybe needing more than one one pistol shot to completely explode something's head? As for blood how about something like the blood spurts shown I that video? The only actual problem I found (the above are just suggestions) is that when I shoot a metro cop in the face, instead of falling backwards, for some reason they fall to the side. (not sure of it happens with other npcs.)
[QUOTE=danielb677;36866101]Maybe you should tone down the gore and make it a little more subtle, maybe needing more than one one pistol shot to completely explode something's head? As for blood how about something like the blood spurts shown I that video? The only actual problem I found (the above are just suggestions) is that when I shoot a metro cop in the face, instead of falling backwards, for some reason they fall to the side. (not sure of it happens with other npcs.)[/QUOTE] The reason their heads explode is because the decapitations are based on damage only. Since headshots do asstons of damage (the pistol does 100 or something) it causes everything to explode. Also, I toned down the force a bit; maybe too much. I'll fine-tune it now. [editline]21st July 2012[/editline] Oh... Something I did with the twitch code really fudged up their movements when taking lots of damage. Let me fix that real fast. I also updated the help. Made it nicer-looking. [editline]21st July 2012[/editline] Yeah, headshots are a little to... [i]BOOOOOOOOOMFHSGDVHSJDGAHSGASGHdsagdsjahdsjfsdsh[/i]. I should probably tone them down. Also, yeah, I think it would look better with streaks of blood replacing some of the orbs and stuff... Let me see what I can do.
[url]http://bsnooch.com/forums/index.php?PHPSESSID=2f6b9920b1d09274d5b7aed52a2d9087&topic=420.0[/url] I don't know whether it will help or not, but that is smod outbreak. You should download it, maybe you'll get some ideas about nice blood effects. Or not, doesn't worry me :L
[QUOTE=danielb677;36867128] I don't know whether it will help or not, but that is smod outbreak.[/quote] Okay, downloading. I'll try it in a minute. [QUOTE=danielb677;36867128]maybe you'll get some ideas about nice blood effects.[/QUOTE] Wh- They're not THAT bad...?
[QUOTE=DarkShadow6;36866993]The reason their heads explode is because the decapitations are based on damage only. Since headshots do asstons of damage (the pistol does 100 or something) it causes everything to explode. Also, I toned down the force a bit; maybe too much. I'll fine-tune it now. [editline]21st July 2012[/editline] Oh... Something I did with the twitch code really fudged up their movements when taking lots of damage. Let me fix that real fast. I also updated the help. Made it nicer-looking. [editline]21st July 2012[/editline] Yeah, headshots are a little to... [i]BOOOOOOOOOMFHSGDVHSJDGAHSGASGHdsagdsjahdsjfsdsh[/i]. I should probably tone them down. Also, yeah, I think it would look better with streaks of blood replacing some of the orbs and stuff... Let me see what I can do.[/QUOTE] Yeah, I noticed the ragdolization effects of exploding limbs only occurs on-death, and half the time with high-power weapons they essentially launched towards whatever killed them. Past that initial death, they're the same as any other ragdoll. v:v:V
[QUOTE=RikohZX;36867180]Yeah, I noticed the ragdolization effects of exploding limbs only occurs on-death[/quote] You need to do over 40 damage to decapitate. You can always change it with the cvar, you know. [QUOTE=RikohZX;36867180]and half the time with high-power weapons they essentially launched towards whatever killed them.[/QUOTE] I noticed that too. I'm really looking into the velocity right now. [QUOTE=RikohZX;36867180]Past that initial death, they're the same as any other ragdoll. v:v:V[/QUOTE] D:
[QUOTE=DarkShadow6;36867147] Wh- They're not THAT bad...?[/QUOTE] Your blood effects aren't that bad no, it's just they aren't very realistic.. :L Not saying smod outbreak blood is realistic but it seems really nice. Also, anyone notice that the gore system is pretty ugly? Not your fault, it's just removing individual limbs looks pretty shit on gmod.. I mulched down a combine ragdoll to that of a leg and the torso. It had a v shaped torso with no waist just a tiny dot then the leg.. Maybe change the gore styel?
[QUOTE=danielb677;36867294]Your blood effects aren't that bad no, it's just they aren't very realistic.. :L Not saying smod outbreak blood is realistic but it seems really nice.[/quote] It's the streaking, I bet. Getting around to it. Fixing the velocity is a priority though. [QUOTE=danielb677;36867294]removing individual limbs looks pretty shit on gmod..[/QUOTE] Yes it does. [QUOTE=danielb677;36867294]I mulched down a combine ragdoll to that of a leg and the torso. It had a v shaped torso with no waist just a tiny dot then the leg..[/QUOTE] ... That should not be happening... ... fffffffffffffffffffffffffffffffffffffffffffffffffffff hold on fixing this too [QUOTE=danielb677;36867294]Maybe change the gore styel?[/QUOTE] ...How, lol. [editline]21st July 2012[/editline] Fixed the gibbing. No more V-Combines.
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