Forgotten Hope Public Forum
Forgotten Hope 2 => Feedback => General => Topic started by: Kev4000 on 19-03-2010, 04:03:55
-
HSLan is now running their server with a 1 second mandowntime in order to prevent the flying ragdolls.
We've been testing in private the past few weeks, and we've had no reports of flying ragdolls. But I'm still not satisfied, I want to know for sure. Which is why I've asked HSLan to set mandowntime to 1.
Report here at once if you see any flying ragdolls on HSLan. Preferably with screenshots, if possible.
For those interested in my theory of how it works:
As you may know, ragdolls may be at a different location on your computer then on someone elses. This is because their movement is not transmitted over the server.
"Mandowns" however are networked. This is needed so the player knows where to apply the shock paddles in vanilla BF2.
For every non-networked object, your computer will predict its movement. This can be seen with flying tanks when you lose connection to the server. Also note that flying ragdolls do not occur offline.
The flying ragdolls are thus caused by Dice screwing up their prediction code. Setting the mandowntime to 1 makes the server tell the player that the ragdolls are not flying.
-
I actually really started to like the 'slow' dying. It's like a slo-mo almost :D
thumbs up for this fix...!
-
Ah, also feel free to comment on how it affects immersion.
-
May I report here if I haven't seen any flying ragdolls? ;)
Played a few rounds on HSLAN and have yet to see a flying ragdoll.
I'm with Dnarag1M, IMHO it affects the immersion in a positive way.
Playing on tobruk (siege) I got shot, got the wounded shader, one sec later I got shot again and died. This got me thinking, is it possible to add the wounded shader in that mandowntime (or is the 1 sec mandowntime simply to short for this)?
Cuz it sure looked nice going down like I did :)
-
So let me get this straight, cuz I cannot play online till after Tuesday, do you NOT see the first-person injured view for more than a second now, with the ragdoll view (third person) taking the same amount of time it used to?
or is it the otherway round? Longer FP, Shorrter 3P?
-
Ok then
I'm planning to replay FH2 later this night, it has been a while, i'll keep an eye on it
By the way, do germans flieng 10 m in the air because of my sherman HE counts as this?
-
Baaa!! I used to like my occasional high flying trips across the maps, some of them look awesome from the "Birds eye" !
Great for spotting enemy campers too ;D
-
That will be the only thing I will mis from the previous buggy dying. No my sky high and/or out of mapness ::)
Immersion is as I kind of hinted at, in my eyes very much increased. It just felt very natural and finalised, so whoever thought of this fix deserves major kudos!
p.s. moose ...check yer inbox
-
This will truly make teabagging a much smoother affair and less of a cluster fuck. I think I posted this before but you guys really need to take a peek at what XWW2 did with the ragdolls in that mod. Best I have seen yet in BF2.
-
This will truly make teabagging a much smoother affair and less of a cluster fuck.
Because that's what's important... ::)
Anyway, I haven't played on HSLAN with this yet, but I did notice it on the last FH Game Night. I liked how you kinda saw yourself go down and knew you were out of commission before your out of body (ragdoll) experience. Like what Frnz said: if the wounded shader (maybe a more extreme version than normal?) could be implemented during this time, it would be awesome. Also, if the text saying you are incapacitated could be removed (part of the reason I said a more extreme wounded shader: to let you know you aren't coming back if the text isn't there), I think it would add even more.
-
It seems to work and is also nice for immersion because you kinda "fall down" after being hit. I would even suggest to perhaps turn the down time up to 3 sec and the respawn time down accordingly.
-
It seems to work and is also nice for immersion because you kinda "fall down" after being hit. I would even suggest to perhaps turn the down time up to 3 sec and the respawn time down accordingly.
Why change the time?
-
So you are longer in the "looking up into the sky" phase.
-
It seems to work and is also nice for immersion because you kinda "fall down" after being hit. I would even suggest to perhaps turn the down time up to 3 sec and the respawn time down accordingly.
Why change the time?
So you are longer in the "looking up into the sky" phase.
I was actually going to suggest the same thing for the same reason, especially since it would tie in nicely if a new "extreme wounded shader" or, I guess: "incapacitated shader" would be implemented and the text taken away, as had already been suggested here.
-
Ok here comes my one :
First of all, yes it works.
Second, a thing i want to suggest which already got said but still : Switch the downtime with the respawntime. It kinda feels like that the incapacitated animation/sound/everything just suddenly stops when the 1 second is over. Rather make the incapacitated time longer with a nice dead shader and reduce the respawn time to 1 second.
-
Ok here comes my one :
First of all, yes it works.
Second, a thing i want to suggest which already got said but still : Switch the downtime with the respawntime. It kinda feels like that the incapacitated animation/sound/everything just suddenly stops when the 1 second is over. Rather make the incapacitated time longer with a nice dead shader and reduce the respawn time to 1 second.
I was going to suggest this as well.
/signed
-
But then I have to listen to that awful gurgling sound for 15 seconds. No thanks.
About the ragdoll thing: yes it works. It really makes you feel like going down when killed. Only (minor) downside is that death comes more all of a sudden than before, at least it feels like that for me.
-
I don't think that swapping the mandowntime with the spawntime would work with the new spawnwaves. Also, what about people who get killed by explosions? They would go straight to spawntime, which would be 0, and thus straight back to life.
-
Ok here comes my one :
First of all, yes it works.
Second, a thing i want to suggest which already got said but still : Switch the downtime with the respawntime. It kinda feels like that the incapacitated animation/sound/everything just suddenly stops when the 1 second is over. Rather make the incapacitated time longer with a nice dead shader and reduce the respawn time to 1 second.
That suggestion is full of win.
-
I do not believe we can switch it with the spawntime because of the spawnwaves. If you are in mandowntime, you'll miss the spawnwave IIRC. A 2-3 second mandowntime would be the max, and should allow for your camera to hit the ground.
-
Well then cant we try to max the mandown time as long as possible and add a fading death shader that that fades right into the "really dead" spawntime ?
-
Ok here comes my one :
First of all, yes it works.
Second, a thing i want to suggest which already got said but still : Switch the downtime with the respawntime. It kinda feels like that the incapacitated animation/sound/everything just suddenly stops when the 1 second is over. Rather make the incapacitated time longer with a nice dead shader and reduce the respawn time to 1 second.
Not possible. In vanilla Bf2 there is a system that is used as an emergency hatch for possible farming. If you are incapacitated, you can force yourself out by swapping gear (to prevent constant medic revive/being shot) I assume this is probably hard coded .
If you would do this with respawn time = 0, this means people can get "out" of incapacitated and instant respawn by changing gear.
-
The fix works most of the time, but sometimes you see the going down animation and after that the ragdoll flys up like a rocket. But that is only very rare and not comparable to the time without mandowntime.
All in all, it feels more smooth, both ways, the sending end of the gun and the reciving, seeing players going down.
-
Personally, I like ragdolls, they cause many lols
-
I do not believe we can switch it with the spawntime because of the spawnwaves. If you are in mandowntime, you'll miss the spawnwave IIRC. A 2-3 second mandowntime would be the max, and should allow for your camera to hit the ground.
I like the 1sec, i think maybe 2 or 3 would be cool though!
-
It works!!
+1 on the suggestion to get a fiercer wounded-shader
Good job!
-
but now all servers have this fix or it will be implemented in 2.26? ::)
-
but now all servers have this fix or it will be implemented in 2.26? ::)
It's a server setting. Right now, the recommended (relevant) server setting is 15 second spawn time, 0 second "mandown" time. This fix is simply setting the the spawn time to 14 or 13 seconds and then setting the "mandown" time to 1 or 2 seconds. You're still out of combat for the same amount of time, but since BF2 handles "Incapacitated" ragdolls better than "Dead" ragdolls, you don't get the flying corpses. It has the added benefit of adding a bit of immersion as you see your viewpoint fall to the ground before looking at your dead body.
Theoretically, all servers could set this up right now and fix it.
-
i think that this post should be topped on the general discussion area, not?
-
it will be introduced with 2.26 as official settings.
-
If you ask me it's pretty cool actually, It feels like you get "shot down". And you lie incapacitated on the floor. Sometimes I get killed and since I'm still pushing W the camera is moving forwards 4 xmp. Like that it wouldn't.
Plus it's a sensable continuation to the bleed-out state. You bleed-out and continue to lie down until all of it is out = you die.