Author Topic: HSLAN possible no flying ragdolls fix  (Read 5359 times)

Offline Kev4000

  • Moderator
  • ***
  • Posts: 1.039
  • FH2 "special" coder
    • View Profile
HSLAN possible no flying ragdolls fix
« 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.

Offline Dnarag1M

  • WoT Team
  • *
  • Posts: 1.068
  • Forgotten Hope Alliance
    • View Profile
    • mah website
Re: HSLAN possible no flying ragdolls fix
« Reply #1 on: 19-03-2010, 10:03:06 »
I actually really started to like the 'slow' dying. It's like a slo-mo almost :D

thumbs up for this fix...!

Offline Kev4000

  • Moderator
  • ***
  • Posts: 1.039
  • FH2 "special" coder
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #2 on: 19-03-2010, 14:03:30 »
Ah, also feel free to comment on how it affects immersion.

Offline Frnz.nl

  • Jr. Member
  • **
  • Posts: 60
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #3 on: 19-03-2010, 17:03:56 »
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 :)

Offline djinn

  • Masterspammer
  • ****
  • Posts: 5.723
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #4 on: 19-03-2010, 18:03:27 »
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?

Offline THeTA0123

  • The north remembers
  • Masterspammer
  • ****
  • Posts: 16.840
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #5 on: 19-03-2010, 19:03:50 »
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?
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline M00SE

  • FH-Betatester
  • ***
  • Posts: 156
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #6 on: 19-03-2010, 20:03:11 »
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

Offline Dnarag1M

  • WoT Team
  • *
  • Posts: 1.068
  • Forgotten Hope Alliance
    • View Profile
    • mah website
Re: HSLAN possible no flying ragdolls fix
« Reply #7 on: 19-03-2010, 20:03:40 »
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

Offline [130.Pz]S.Lainer

  • FH-Betatester
  • ***
  • Posts: 1.934
    • View Profile
    • 130th
Re: HSLAN possible no flying ragdolls fix
« Reply #8 on: 20-03-2010, 00:03:18 »
  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.
http://www.bfewaw.com/campaigns/waw24/promo/campaign/waw24banner1.png
The purpose of this deployment was to "annoy and defy the United States ... on her with Bofors 40 mm guns from a range of 650

Offline Ionizer

  • Full Member
  • ***
  • Posts: 1.524
  • Carrier of Squirrel Flu
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #9 on: 20-03-2010, 01:03:41 »
  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.
 

Offline Ts4EVER

  • Banner of THeTA0123
  • Developer
  • ******
  • Posts: 7.759
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #10 on: 20-03-2010, 02:03:10 »
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.

Offline Desertfox

  • Hero Member
  • ****
  • Posts: 2.657
  • Knowledge is power, and power corupts.
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #11 on: 20-03-2010, 02:03:23 »
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?

Offline Ts4EVER

  • Banner of THeTA0123
  • Developer
  • ******
  • Posts: 7.759
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #12 on: 20-03-2010, 02:03:52 »
So you are longer in the "looking up into the sky" phase.

Offline Ionizer

  • Full Member
  • ***
  • Posts: 1.524
  • Carrier of Squirrel Flu
    • View Profile
Re: HSLAN possible no flying ragdolls fix
« Reply #13 on: 20-03-2010, 03:03:19 »
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.
 

Offline hslan.Corvax

  • FH-Betatester
  • ***
  • Posts: 1.126
  • War photographer
    • View Profile
    • sebastiantoth.at
Re: HSLAN possible no flying ragdolls fix
« Reply #14 on: 21-03-2010, 14:03:40 »
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.