Will Half Life 2 support body stacking?

TheHitman5

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One thing I loved about games like Far Cry and Doom 3 was that you could stack characters on top of each other, but im looking at the newest HL2 bink vids and it looks like there is body clipping.. Body stacking would own with teh anti gravity gun :)
 
Yes, CS:S has raddoll stacking so I'm sure HL2 will as well.
 
body stacking kills your frames per second. It maybe a user controlled option.
 
Now that I think about it, it would be rather fun to stack up five or six unconscious Combine and topple them with the dune buggy. :D
 
It will probably be off by default, or switched off for low-end systems thanks to auto-detect.
 
Well I have the rig in my sig ( which is...IMO...high end ) so im sure I can enable it?
 
Mmm I can imagine combine stacking up bodies after a mass execution. :O
 
Some_God said:
Mmm I can imagine combine stacking up bodies after a mass execution. :O

lol thats what I wanna do :bounce: I loved doing that in the Far Cry editor. I actually made a fun map with a jeep + 50 soldiers stacked up in a pyramid shape and you go full speed off a ramp with the jeep and go right through it. Never got old :E
 
I use the ragdoll stack command and it doesn't make any difference in FPS.
 
nge001 said:
I use the ragdoll stack command and it doesn't make any difference in FPS.

Ditto, however its the same with full water reflection, it keeps resetting everytime u restart (god bless autoexec), im guessing there is a reason for both.
 
nge001 said:
I use the ragdoll stack command and it doesn't make any difference in FPS.

Think more than 2. Think about about 5 or more. This may be a problem in HL2 because there are so many enemies on the screen at any one time (take a look at the Ravenholm bink) and don't forget all of the moveable objects in HL2. Some idiot may try to stack a whole bunch of zombies and wonder why he is getting 5 frames per second.

Ragdoll stacking is dependent on your CPU instead of your video card.
 
yes, and it doesnt make fps go down, i know, becase i had bwta, and i did it, and with my old geforce4mx(yes, u heard me right, geforce4mx)i ran like 60 fps, and no drop, it seems like hl2 has PERFECT code
 
blahblahblah said:
Think more than 2. Think about about 5 or more. This may be a problem in HL2 because there are so many enemies on the screen at any one time (take a look at the Ravenholm bink) and don't forget all of the moveable objects in HL2. Some idiot may try to stack a whole bunch of zombies and wonder why he is getting 5 frames per second.

Ragdoll stacking is dependent on your CPU instead of your video card.

I know, physics=cpu, but still, you dont need a super high end cpu to use physics stacking. I mean the objects in the source engine do stack up on each other, i just wanna stack bodies. I dont see why it wont work...bodies are just an object in the engine right?
 
TheHitman5 said:
I know, physics=cpu, but still, you dont need a super high end cpu to use physics stacking. I mean the objects in the source engine do stack up on each other, i just wanna stack bodies. I dont see why it wont work...bodies are just an object in the engine right?

Look at it this way.

Previous games with physics had you stacking boxes with no performance problems. The box is rigid with one center point for gravity purposes. Very simple for a computer to stack a bunch of boxes. Making a stack of 2 boxes lead to a total of 2 physic calculations.

Ragdolls are different. They can bend, have different points of gravity and have joints to them. So if I made a stack of 2 people, the computer has to make calculations for the number of joints, and center of gravity for each ragdoll. If we assume that each body has 6 joints, that means the computer has to compute 12+ physics calculations for 2 bodies. It starts increase dramatically when you start to have multiple ragdolls touching multiple ragdolls. That is where you start to have performance problems.
 
How about a game of 'stack as many combine bodies on the buggy roof as possible, and drive as fast as possible without any falling off'

most bodies + fastest speed wins :D
 
blahblahblah said:
Look at it this way.

Previous games with physics had you stacking boxes with no performance problems. The box is rigid with one center point for gravity purposes. Very simple for a computer to stack a bunch of boxes. Making a stack of 2 boxes lead to a total of 2 physic calculations.

Ragdolls are different. They can bend, have different points of gravity and have joints to them. So if I made a stack of 2 people, the computer has to make calculations for the number of joints, and center of gravity for each ragdoll. If we assume that each body has 6 joints, that means the computer has to compute 12+ physics calculations for 2 bodies. It starts increase dramatically when you start to have multiple ragdolls touching multiple ragdolls. That is where you start to have performance problems.

Makes sense, thanks. Do you think a P4C@ 3200mhz with 250mhz fsb will have any problem?
 
TheHitman5 said:
Makes sense, thanks. Do you think a P4C@ 3200mhz with 250mhz fsb will have any problem?

I have no earthly idea. You should be fine unless you start dragging ragdolls through the level forming a massive combine shrine. :O

For Reference with a XP 2800+, 1 GB RAM, and a X800 Pro I made a small room in Doom 3 and threw 20 zombies in it. The average framerate with the 20 zombies unaware of my presence was 35 FPS. The average framerate with 20 zombies attacking me was 30 FPS. The average framerate with 16 zombies (some of them I accidentally gibbed) or so stack (using g_dragentity 1) in a pyramiad shape was 5 FPS.
 
blahblahblah said:
I have no earthly idea. You should be fine unless you start dragging ragdolls through the level forming a massive combine shrine. :O

For Reference with a XP 2800+, 1 GB RAM, and a X800 Pro I made a small room in Doom 3 and threw 20 zombies in it. The average framerate with the 20 zombies unaware of my presence was 35 FPS. The average framerate with 20 zombies attacking me was 30 FPS. The average framerate with 16 zombies (some of them I accidentally gibbed) or so stack (using g_dragentity 1) in a pyramiad shape was 5 FPS.

Hm...might have been your CPU? I know the AXP 2800 isnt on the same level as a 2.8C at all, you might wanna OC it to 2.2ghz or something. My AMD rig had a 2500@3200 and i got a nice boost.
 
I have 2800+ barton, hope I will be able to run ok.

In the Ravenhom video I noticed that when gordon shoots those blades at the zombies in the stomach, that they cut in half right there. If I were to shoot a zombie in the leg with the same blade, would his leg fall off instead?
 
It's been discussed before, but I'm not sure of the answer. I believe that at every break point in a body for ragdoll, that point can also be severed through gibbing. Perhaps a search shall be in order?
 
MetEoRA said:
I have 2800+ barton, hope I will be able to run ok.

In the Ravenhom video I noticed that when gordon shoots those blades at the zombies in the stomach, that they cut in half right there. If I were to shoot a zombie in the leg with the same blade, would his leg fall off instead?


I don't think so. Zombies can only be deformed at the midway point of the torso. It's an unfortunate limitation.
Combine soldiers can't be deformed at all!
 
blahblahblah said:
I have no earthly idea. You should be fine unless you start dragging ragdolls through the level forming a massive combine shrine. :O

For Reference with a XP 2800+, 1 GB RAM, and a X800 Pro I made a small room in Doom 3 and threw 20 zombies in it. The average framerate with the 20 zombies unaware of my presence was 35 FPS. The average framerate with 20 zombies attacking me was 30 FPS. The average framerate with 16 zombies (some of them I accidentally gibbed) or so stack (using g_dragentity 1) in a pyramiad shape was 5 FPS.

OT: How do you spawn zombies? And how do you get your own room with them ( that TOTALY didnt sound right.. )
 
Ruuustar said:
I don't think so. Zombies can only be deformed at the midway point of the torso. It's an unfortunate limitation.
Combine soldiers can't be deformed at all!

its not really a limitation, its just valve didn't want to work on SOF2 style detail of gore. although it would be a cool thing to mod in. i have plans to make a more complex gib model which would include gibbable head, arms, and legs.
 
poseyjmac said:
its not really a limitation, its just valve didn't want to work on SOF2 style detail of gore. although it would be a cool thing to mod in. i have plans to make a more complex gib model which would include gibbable head, arms, and legs.

I <3 you
 
TheHitman5 said:
OT: How do you spawn zombies? And how do you get your own room with them ( that TOTALY didnt sound right.. )

Doom 3 map editor. Here I am attaching it because I am nice.

Unzip the files, and put them in "C:\Program Files\Doom 3\base\maps"

Load up Doom 3, press 'Ctrl ALT ~' and type 'map stresstest'

Once the level is loaded, press "Ctrl ALT ~" and type god (for godmode) and give all (for all weapons). Have fun. The assault rifle works the best for not gibbing the zombies.

Once they are dead, press "Ctrl ALT ~" and type 'g_dragentity 1" Your crosshairs are used to pick up objects (left click to select an object). Have fun. To turn off type "g_dragentity 0"

WARNING: THIS IS VERY PERFORMANCE INTENSIVE. THIS WILL KILL THE FRAMERATES ON MOST COMPUTERS. TRY AT YOUR OWN RISK.

Sorry, for taking this OT mods. :)

PS - alternatively, load up a single player map, and open up the console and type "spawn monster_zombie_fat" and one should spawn.
 
you can make it so the zombies don't gib ever, or any monster for that matter, but you have to unpack a pak.
 
blahblahblah said:
Doom 3 map editor. Here I am attaching it because I am nice.

Unzip the files, and put them in "C:\Program Files\Doom 3\base\maps"

Load up Doom 3, press 'Ctrl ALT ~' and type 'map stresstest'

Once the level is loaded, press "Ctrl ALT ~" and type god (for godmode) and give all (for all weapons). Have fun. The assault rifle works the best for not gibbing the zombies.

Once they are dead, press "Ctrl ALT ~" and type 'g_dragentity 1" Your crosshairs are used to pick up objects (left click to select an object). Have fun. To turn off type "g_dragentity 0"

WARNING: THIS IS VERY PERFORMANCE INTENSIVE. THIS WILL KILL THE FRAMERATES ON MOST COMPUTERS. TRY AT YOUR OWN RISK.

Sorry, for taking this OT mods. :)

PS - alternatively, load up a single player map, and open up the console and type "spawn monster_zombie_fat" and one should spawn.

wow thanks
 
TheHitman5 said:
lol thats what I wanna do :bounce: I loved doing that in the Far Cry editor. I actually made a fun map with a jeep + 50 soldiers stacked up in a pyramid shape and you go full speed off a ramp with the jeep and go right through it. Never got old :E

Why do it in a game when you can do it in real life.
 
Ahh man....I have the mod where the zombies come back to life unless you gib them..is there any way to bypass this?
 
SP will have it no doubt. Remember the 03 E3 video with that weird Manipulator and how he dragged Barney (or was it a Combine?) onto that crate or whatever.
 
Malfunction said:
SP will have it no doubt. Remember the 03 E3 video with that weird Manipulator and how he dragged Barney (or was it a Combine?) onto that crate or whatever.

That was only one body though. There have been plenty of games where bodies can pile up on objects, Max Payne 2 for example. The question is whether bodies can pile up on each other.
 
KagePrototype said:
That was only one body though. There have been plenty of games where bodies can pile up on objects, Max Payne 2 for example. The question is whether bodies can pile up on each other.

I don't see why not. If any game would have them HL2 will. It seems about every object, including people have their own personal physics.
 
Malfunction said:
I don't see why not. If any game would have them HL2 will. It seems about every object, including people have their own personal physics.

The problem is that it will eat up a lot of processing power due to bodies having joints, and this creates a lot of processing power, especially when you have a number of bodies lying on top of each other. Someone else explained this earlier in the thread. it could be possible, but it might not be practical to have it on as default.
 
Well ive seen a 5 body stack in CSS this week using cl_ragdoll_collide 1 , i honestly didnt see any performance hit at all, may just be my system. ill have to get some screenshots next time ive got all my clan together.
 
KagePrototype said:
The problem is that it will eat up a lot of processing power due to bodies having joints, and this creates a lot of processing power, especially when you have a number of bodies lying on top of each other. Someone else explained this earlier in the thread. it could be possible, but it might not be practical to have it on as default.

its pretty practical though. doom3 has it on by default because you never run into 30 enemies that will stack on top of each other, the only way to put your system to a crawl is artificially. and when it does happen with 2 zombies during a game, its hardly a performance hit.
 
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