View Full Version : New physics or same as always?
Chopper_Dave!
Jul 23 2005, 04:44
are there any new improvements with physics?
such as Ragdolls? or vehicle power-slides etc?
Rainbow
Jul 23 2005, 08:13
ArmA must have physic engin, i not want crazy flying body http://forums.bistudio.com/oldsmileys/sad_o.gif
I can guarantee you wont see ragdoll, but it is possible they made the vehicle physics better
hopefully they wont, especially on tanks http://forums.bistudio.com/oldsmileys/smile_o.gif i love these 30m jumps w/o causing damage http://forums.bistudio.com/oldsmileys/smile_o.gif
*lol* i remember my time on the leopard2a5. we drove at least 40km/h through the exercise area and then there was a small hole in the ground 2m˛ and just 50cm low. i guess you know what's happened http://forums.bistudio.com/oldsmileys/whistle.gif the result were a broken torsion bar and one broken track roller. we were disabled and ready to get some milans from the hostile antitank teams around us http://forums.bistudio.com/oldsmileys/banghead.gif
so i do really prefer some improvements on the physicengine http://forums.bistudio.com/oldsmileys/welcome.gif
bravo 6
Jul 23 2005, 11:02
Do we have any Official information (not the pics) about what kinda addons we gonna have in the original ArmA?
My question is also:
CD or DVD?
With this new engine/physic means that the original CD/DVD(?) can support/carry (file size) more addons then OFP used to carry?
Will the ArmA addons files be smaller size and better?
Acecombat
Jul 23 2005, 12:15
I think it was a CD from what i read on one of the press release back at E3 and it was quite a surprise to see that after so much improvements done they managed to stick it all in one CD again? Most new games come out on DVD due to their massive content size.Maybe it will be on 2 CD's?
'
EDIT:
There you go.
Quote[/b] ]Armed Assault
Format: PC CDROM
Genre: First person military combat
Release date: Q4 2005
Publisher: To be determined
BIS press release (http://www.bistudio.com/presspages/aapressrelease.html)
bravo 6
Jul 23 2005, 13:01
thank you, i didnt notice the cd thing.
With this new engine/physic means that the original CD can support/carry more addons (file size) then OFP used to carry?
Silent Sniper
Jul 23 2005, 18:56
If anyone has seen the VBS movies of the new collision stuff and such, you'll know what i want in ArmA.
I want to be able to jump in the back of a chinook or a black hawk without physically getting in it with an action button, just like in VBS.
I Would knock my http://forums.bistudio.com/oldsmileys/notworthy.gif ing time for BIS upto once every hour rather than once a day.
One last thing, I think that if its possible in VBS, it is possible in ArmA and should be put into it straight away if it hasnt already.
Remember BIS i will http://forums.bistudio.com/oldsmileys/notworthy.gif you even more and so will many other people.
Heatseeker
Jul 23 2005, 19:27
I think ragdolls on a game like this would be a waste of precious cpu resources plus if colision detection isnt really good you get all kinds of weird stuff like bodies stuck on trees and walls, i could care less about ragdolls, i dont stare at falling bodies after i shoot some tangos, i just search for the next target http://forums.bistudio.com/oldsmileys/pistols.gif , considering how much there is that could be improved wasting time on ragdolls would be a crime..
kavoven
Jul 23 2005, 22:41
I think ragdolls on a game like this would be a waste of precious cpu resources plus if colision detection isnt really good you get all kinds of weird stuff like bodies stuck on trees and walls, i could care less about ragdolls, i dont stare at falling bodies after i shoot some tangos, i just search for the next target http://forums.bistudio.com/oldsmileys/pistols.gif , considering how much there is that could be improved wasting time on ragdolls would be a crime..
You got it!
But I do not want the actual "flying animations", too. If you blow someone up with a satchel he flys thorugh the air, as if he was a stick... http://forums.bistudio.com/oldsmileys/crazy_o.gif
Chopper_Dave!
Jul 23 2005, 23:12
darn, i really wanted to fire a tank shell at someone and punt him in ragdoll fashion.
honestly, i belive ragdolls would be nice to see in a game such as this, the type of ragdolls that AA <Americas Army> has got it right, they do thier ragdoll death and freeze after all movement has stopped
CPU is unaffected by this play it and see what i mean.
Heatseeker
Jul 23 2005, 23:52
darn, i really wanted to fire a tank shell at someone and punt him in ragdoll fashion.
honestly, i belive ragdolls would be nice to see in a game such as this, the type of ragdolls that AA <Americas Army> has got it right, they do thier ragdoll death and freeze after all movement has stopped
CPU is unaffected by this play it and see what i mean.
Already did, rare are the moments where you kill more than 2/3 players in AA simultaniously but if you spawn 10 bots and type a code in the console to kill them all the game will drop from 60/70 or more to less than 10 fps (10 bots dropping dead on the floor at the same time) for a bit, now imagine this in a game like OFP and its a possible crash imho.
BIS would be better making a explosion death animation sequence or removing the exagerated flying bodies has it was before resistance http://forums.bistudio.com/oldsmileys/confused_o.gif .
All im saying is they may improve the physics but i wouldnt expect anything like seen on smaller and less demanding games, it would also be good to have forests in america's army but the engine cant do it and maintain a playable frame rate so there arent any, maybe in OPF2 http://forums.bistudio.com/oldsmileys/wink_o.gif ...
benreeper
Jul 24 2005, 04:12
Are you kidding? Before Res, when a body was hit by a tank shell it just slid across the ground a couple of feet while vehicles flew in the air. You want that?
-Ben
Heatseeker
Jul 24 2005, 05:22
Are you kidding? Before Res, when a body was hit by a tank shell it just slid across the ground a couple of feet while vehicles flew in the air. You want that?
-Ben
Yes, has oposed to having bodies flying 150M straight in the air wich looks quite ridiculous and serves no purpose i would rather see them die from fragments of the explosion and fall to the ground, i dont see why a developer would spend time making perfectly animated flying bodies when there are so many things that could be improved or added and would actualy be usefull or improve gameplay http://forums.bistudio.com/oldsmileys/confused_o.gif .
Chopper_Dave!
Jul 24 2005, 06:01
improve gameplay? funny, i thought it was perfect the way it was all i thought ArmA was, was a graphics and render upgrade with alot of other goodies.
bravo 6
Jul 24 2005, 06:49
Are you kidding? Before Res, when a body was hit by a tank shell it just slid across the ground a couple of feet while vehicles flew in the air. You want that?
-Ben
Yes, has oposed to having bodies flying 150M straight in the air wich looks quite ridiculous and serves no purpose i would rather see them die from fragments of the explosion and fall to the ground, i dont see why a developer would spend time making perfectly animated flying bodies when there are so many things that could be improved or added and would actualy be usefull or improve gameplay http://forums.bistudio.com/oldsmileys/confused_o.gif .
well i suppose this will be ok in ArmA since its very similar to OFP
but i think in OFP2* this <span style='font-size:20pt;line-height:100%'>CAN NOT</span> happen. http://bravocompany.home.sapo.pt/smiles/dry.gif
\edit: we can not have bodies flying like jets and vehicles (tanks) up side down. Also choppers landed upsidedown and still working, it would be too damn much funny to play, hihi
SpecOp9
Jul 24 2005, 06:51
It depends on what kind of physics really... Clipping physics? probably better... ragdoll? probably not.
But what I'm interested in is the objects physics. If anybody remembers, OFP did infact have a little mini object physics programmed into it. I remember stacking a few barrels, placing them in the air, and when you shot them they would fall, roll, and clip with other objects on the ground correctly...
I hope they add a "floating" & "drop" option when selecting a object you want to use...
So when I use the setpos command and have something start in the air, the first thing it does is falls, or floats in it's location.
(Fall incase we want to stack stuff and have them topple realistically, and float so they just sit in the air doing nothing for whatever reason)
Quote[/b] ]improve gameplay? funny, i thought it was perfect the way it was all i thought ArmA was, was a graphics and render upgrade with alot of other goodies.
If it's known as a type of OFP 1.5, you can expect some engine changes = more possibilities in the game..
And for everybody about the ragdoll physics, I seriously can't wait for this. It wont be the type of physics people are thinking about, where it literally looks like a doll waggling around randomly. The ragdoll effects will probably have some serious work done with it to make it look highly realistic.
I honestly rather drive into a soldier and see his back snap backwards and fly over the hood of my car, than drive into a soldier and look like a piece of cardboard floating in the air...
Ragdoll effects is the "new thing". Death animations are too old school these days folks.
(and you gotta admit, mission editors are gonna do some pretty funny ass things with these new physics)
bravo 6
Jul 24 2005, 09:44
(and you gotta admit, mission editors are gonna do some pretty funny ass things with these new physics)
i know i will http://forums.bistudio.com/oldsmileys/wink_o.gif (for sure!http://forums.bistudio.com/oldsmileys/wink_o.gif
Rainbow
Jul 24 2005, 09:55
Yea, death animations can be used on game from 2000. Today all new games have psyhic engin etc. So, i vote for ragdoll http://forums.bistudio.com/oldsmileys/wink_o.gif but here BIS make rules http://forums.bistudio.com/oldsmileys/biggrin_o.gif
If you buy hmm...Meqon engin you can implement him in all possibilities. However this costs a bit http://forums.bistudio.com/oldsmileys/wink_o.gif
bravo 6
Jul 24 2005, 10:02
So, i vote for ragdoll http://forums.bistudio.com/oldsmileys/wink_o.gif but here BIS make rules http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I also vote for ragdoll but..
..well i must say i disagree about "here BIS make rules http://forums.bistudio.com/oldsmileys/biggrin_o.gif".
we the OFP community build the rules http://forums.bistudio.com/oldsmileys/wink_o.gif
\edit: they will only succeed if OFP community likes it
D.murphy man
Jul 24 2005, 11:07
Quote[/b] ](and you gotta admit, mission editors are gonna do some pretty funny ass things with these new physics)
Damn right! I can imagine making some fun arse catapult with a few planks and barrels and maybe a cow. then maybe a castle made of indivisual bricks for some damn cool medevil seige style fun! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Hopfully the physics will at least be decent enough for somthing like that any way, i aint expecting any thing Halflife 2 style but at least a large improvement to OFP. (none of that damn clipping and objects getting stuck in one another and such..)
kavoven
Jul 24 2005, 19:35
It depends on what kind of physics really... Clipping physics? probably better... ragdoll? probably not.
But what I'm interested in is the objects physics. If anybody remembers, OFP did infact have a little mini object physics programmed into it. I remember stacking a few barrels, placing them in the air, and when you shot them they would fall, roll, and clip with other objects on the ground correctly...
And if you place a satchel next to a barral it flys up to the moon...
I really hope this will be fixed
bravo 6
Jul 24 2005, 19:39
so if this new physics are implemented what will happen to a soldier if hes hit by a sabot?
D.murphy man
Jul 24 2005, 23:30
Id presume hed fly up into the air or fly in the oppisite direction from the explosion whiles his arms and lims flare violently all over the place. Inless of couse we get detatchble lims, then things would get a bit messy http://forums.bistudio.com/oldsmileys/wink_o.gif
benreeper
Jul 25 2005, 03:34
Do you want ragdoll with only 20 units on the screen in an area 1lk square wsith no AI or no ragdoll with 200 units in an area 100k square with smart AI?
I do not think we are the point when you can have it all or Valve. Id or Epic would have done it.
-Ben http://forums.bistudio.com/oldsmileys/confused_o.gif
SpecOp9
Jul 25 2005, 11:57
Well if it's one thing I have to say: Hey, it's Bohemia Interactive we're talking about here.
The fact they did what they did so many years ago, leaves me to believe they can shock us all again even today..
D.murphy man
Jul 25 2005, 12:02
I agree they did say that the optimization they made with OFP X-BOX is going to be carried over to armed assualt. Meaning that we'll have a lot more freed up CPU power and such, so who knows. Although if they do stick to set death animations i hope they make a wider variety of death animations as i pretty much could mime the ones now off by heart http://forums.bistudio.com/oldsmileys/tounge2.gif
Gollum1
Jul 25 2005, 23:37
we the OFP community build the rules http://forums.bistudio.com/oldsmileys/wink_o.gif
I'm sorry but you're sorely overestimating your own importance if you think BIS takes orders from the the OFP "community". Regular people put food on their tables (last I heard the original OFP sold much over a million copies, correct me if I'm wrong), not a few hundred (at most)...ahem, avid gamers who hang around BI forums and give them development suggestions and feedback on every scrap of news. http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]\edit: they will only succeed if OFP community likes it
Likewise, I don't think the average gamer gives a shit what the OFP "community" thinks about a game before buying it.
Reality check.
bravo 6
Jul 25 2005, 23:51
Likewise, I don't think the average gamer gives a shit what the OFP "community" thinks about a game before buying it.
Reality check.
i must disagree.
Thats why these threads were created.
us "community" post ideas/suggestions -> meaning gamers care about the game before buying it. And wants the best for it.
We already have confirmation that BIS are reading regulary our suggestions and taking note.
BIS will "mold" their ideas with ours (Community)
anyways back to topic:
will invisible walls be 100% fixed?
will we have problems with dense forest?
Gollum1
Jul 26 2005, 00:16
Thats why these threads were created.
us "community" post ideas/suggestions -> meaning gamers care about the game before buying it. And wants the best for it.
We already have confirmation that BIS are reading regulary our suggestions and taking note.
BIS will "mold" their ideas with ours (Community)
Yes, that's exactly right, they take feedback, neither they nor the regular Joe take orders or "rules". http://forums.bistudio.com/oldsmileys/wink_o.gif Maybe this was all a miscommunication...
Chopper_Dave!
Jul 26 2005, 02:03
thats what ive been hopeing you all would come around too.
look at Americas Army's ragdolls! they are perfect!
once they fall nothing else can influence them except the terrian, an explosion wont move them, a car can hit it and itll just clip through. this way its the awesomness of ragdoll, without the performance hit.
though id like to see momentum in the ragdolls though, kinda like that Flat Out game, if you eject out of a car, your body would die, go into ragdolls and youd sorta "Roll" or with most ragdolls "Slide" and jump a few bumps in the ground lol, wich is still cool!
Also, Korax how exactly do you know or gurantee that ragdolls wont be in ArmA ?
Also, Korax how exactly do you know or gurantee that ragdolls wont be in ArmA ?
A mermaid came out of the sea and told me http://forums.bistudio.com/oldsmileys/yay.gif
Seriously though, it just doesnt seem practical in a game in the OFP engine, it will probably be in OFP2 because the coders have enough time to implement it. to get the ragdoll looking realistic you have to put in friction, momentum, gravity onto all onto the seperate moving parts of the body, most other games just liscence physics engines which can already do that, but BIS cant do that because they seem to like to make everything themselves from scratch.
Then again, Bis might suprise us all and do it anyway.
bravo 6
Jul 26 2005, 12:06
already suggested in OFP2* thread but i think i can do the same here for ArmA
spare tires in Trucks and jeeps for the eventual ocasion. (soldiers could do it instead of using repair truck)
could Trucks have flat tires as jeeps?
can Jeeps and trucks blow up when cross mines?
Jeeps with sandbags could reduce mine explosion and its damage
Balschoiw
Jul 26 2005, 12:26
doh I give up.... http://forums.bistudio.com/oldsmileys/goodnight.gif
bravo 6
Jul 26 2005, 14:30
..please dont..
im just trying to get stick to topic
i also believe if it wount come with ArmA original cd, people will make addons for this.. http://forums.bistudio.com/oldsmileys/smile_o.gif
funnyguy1
Jul 26 2005, 14:37
doh I give up.... http://forums.bistudio.com/oldsmileys/goodnight.gif
LOL
back on topic:
Why is everybody complaining about those death anims?
I remember ones from R6 Rogue Spear, they were awesome, look at this hopeless ragdoll in Raven Shield :|
If somebody is wounded by a shot, even deadly...well I wasn`t, and didn`t saw anybody http://forums.bistudio.com/oldsmileys/tounge2.gif , but I think a bit of stagy gift.
I know just how it sounds, but Isn`t it better?
It`s been discussed on game2 forums, I know, but maybe we`ll see something new in arma.
And yes, I don`t even expect fireworks concerning the physics...better sit and wait for game2..
bravo 6
Jul 28 2005, 21:59
what about smoke?
in the smoke grenades.. ai should not be able to see us(players) trough smoke as trees and bushes. (could it be fixed for ArmA?)
I think this also belongs to Physics.
D.murphy man
Jul 28 2005, 22:16
well that dosent really have any thing much to do with physics. But bushes do block AI line of site as long as your behind them (not in middle of them) and you havnt open fire on the AI. As for smoke d/l ECP. i belive there smoke grenades block line of sight.
Heatseeker
Jul 29 2005, 11:55
Maybe they have improved flight model physics, car and tank physics, maybe weapons will no longer be atached to dead bodies, maybe a better fall physics and animation, when i think of physics and more important, colision improvements to flashpoint i can see alot more things worth improving and fixing other than adding ragdolls, problably because i still play the game http://forums.bistudio.com/oldsmileys/wink_o.gif .
what about smoke?
in the smoke grenades.. ai should not be able to see us(players) trough smoke as trees and bushes. (could it be fixed for ArmA?)
I think this also belongs to Physics.
Has been fixed already in FDFMOD. http://forums.bistudio.com/oldsmileys/whistle.gif
Fork122
Jul 29 2005, 14:44
what about smoke?
in the smoke grenades.. ai should not be able to see us(players) trough smoke as trees and bushes. (could it be fixed for ArmA?)
I think this also belongs to Physics.
Has been fixed already in FDFMOD. http://forums.bistudio.com/oldsmileys/whistle.gif
It was also fixed in JAM so I don't think we'll need to worry about BIS not including it.
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