Is ragdoll fadetime an option?

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MareNostrum

FNG / Fresh Meat
Mar 21, 2009
41
1
0
they are playing with full 6 players in the videos though so maybe since the waves are larger they disappear faster?
 

Nenjin

Grizzled Veteran
Apr 30, 2009
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Sub-Level 12
Corpse decay is a variable input in most games, I'd be surprised if you couldn't easily change this value in KF.
 

MoKlakins

FNG / Fresh Meat
Mar 24, 2009
12
1
0
This definatly isnt a huge deal to me but i would like an option for the bodies to stay till the end of the wave.
 

Kaven

FNG / Fresh Meat
May 3, 2009
30
0
0
Funny I didn't even notice this in the gameplay vids I probably will in the real game tho
 

Innociv

FNG / Fresh Meat
Jan 28, 2006
1,041
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Eh why? They don't move. It doesn't have to keep updating location from the server. It should only be a problem on the client.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
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Sub-Level 12
It's still additional textures that have to get rendered while more stuff is going on. Blood splatters, bullet holes, all that jazz fade out over time (or when the cap is hit) for the same reason. TW is just playing it safe and dialing it all down for the lowest rigs. I'm sure if we express ourselves articulately, often enough, they'll add more variables into the graphics options so we can dial up all that stuff.
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,689
851
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Maine, US
I don't think UE2.5's ragdolls stack on top of each other so it'd look kinda ugly to have a whole wave's mess of dead baddies intersecting each other and covering the floor.

I'm sure there will be a way to make them last longer before disappearing though.
 

MareNostrum

FNG / Fresh Meat
Mar 21, 2009
41
1
0
I think the gameplay vid might be censored cause theres almost no gore and no decapitations compared to the trailer