RE: Corpse fade time

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DeadlyTigger

FNG / Fresh Meat
Mar 28, 2006
4
0
0
RE: Corpse fade time

Alrighty, I've got a comment about the time that it takes for dead bodies to fade away. We all know that the Unreal engine has some a pretty nice ragdoll system and the deaths in ROOST are absolutely stunning at times. But, there's a slight annoyance that can take away from the immersion.

The sudden, quick fade of bodies...

It's certainly not a game stopper nor is it a bug, but it is slight annoyance. And while it's a small enough of an annoyance to be overlooked during a battle, the quick-fade does seem a little out of place in such a realistic game.

Currently the fade seems to be set at about 4 seconds, which is very small amount of time. My question to the devs: are you considering increasing the fade time to something more reasonable? I know it could possibly be a problem for those with lower-end computers, but does that mean that a longer fade time should be taken away from the rest of us?

To get around the system toll on some computers, would it be possible to add an option into the menu which would increase the corpse-fade time? This also goes for bullet decals, I've noticed that they disappear almost instantaneously... is that a bug or an intentional feature?

Discuss! :)
 

wokelly

FNG / Fresh Meat
Mar 27, 2006
266
65
0
To be honest, I'd love to see the maps strewn with corps. COD has an option that leaves certain amounts of bodies on the battledfeilds. Anyways running past an arty zone and seeing all that gore would be pretty freaky.
 

Elwood_Hirsch

FNG / Fresh Meat
Feb 15, 2006
174
0
0
What really anoys me is when the destroyed tanks disapear...especialy when I am using one for cover!:eek:
 

Hyperion2010

FNG / Fresh Meat
Nov 22, 2005
2,560
1
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34
NC
Maybe a longer fade time could happen with UE3, but 2.5 just cant handle that many polygons, even if you found a way to "integrate" them into the world (could be some coding for ramm to do in the future).
 

DeadlyTigger

FNG / Fresh Meat
Mar 28, 2006
4
0
0
Oh...so its the engine can't handle it? That's strange because America's Army uses the same engine, but the bodies don't disappear nor do the decals. Of course, America's Army uses a round-based system so it's 1 body 1 player. But the decals shouldn't be affected, regardless of whether or not its round-based.

There must be some way to at least increase the fade time, seeing as the bodies for ROOST are already on a fade system.
 

82ndfrag

FNG / Fresh Meat
Mar 14, 2006
166
0
0
Completely agree with ya Trigger, that would add so much
to the game IMO. Definately think there should be options
to adjust the amount of time that bodies/decals stay too.

Pretty Please Devs??? :(
 

Hyperion2010

FNG / Fresh Meat
Nov 22, 2005
2,560
1
0
34
NC
I wish there could be some console commands added, however I do believe that there were some engine problems related to that, as Ramm some time when he's not buisy (I asked him about this like a month or so ago).
 

FuSiOn

FNG / Fresh Meat
Dec 2, 2005
478
0
0
Miami, FL
well the longer stuff stays on the screen the beefier system your going to need and the most powerful server to handle it
 

trillex

FNG / Fresh Meat
Nov 22, 2005
112
0
0
FuSiOn said:
well the longer stuff stays on the screen the beefier system your going to need and the most powerful server to handle it

I do believe that karma (ragdolls) is handled only by the client. That means that every death won't look the same for everyone.
 

Drovek

FNG / Fresh Meat
Feb 16, 2006
56
0
0
Mexico
trillex said:
I do believe that karma (ragdolls) is handled only by the client. That means that every death won't look the same for everyone.
Yup, the server doesn't need to know where any dead body is (With the exception of tanks/vehicles, since those act as real cover). Infantry bodies are something that could be easily controlled client side, and yes, totally dependant on your pc.
 

DeadlyTigger

FNG / Fresh Meat
Mar 28, 2006
4
0
0
I'm glad to see people agree with me on this.

It would be nice if there was at least a config file that we could edit to make the changes ourselves...but hopefully the Devs will add a fade 'slider' in future patches. The slider could range from miniscule to insane. =)
 

Witzig

FNG / Fresh Meat
Jan 16, 2006
2,189
52
0
Germany
I got a Tip, if you reduce the Desired FPS in your .Ini (User or Redorchestra, don't remember search for "desired" without "") to something around 20 - 30 the Bodies will no longer fade away that fast as the System doesn't think its necessary to remove them to save on FPS. Its the same with Decals.

If you got a good System and set the Value to 25 the Decals will really stay a long time (and 25 might be enough for you).
 

Mike Burgio

FNG / Fresh Meat
Mar 17, 2006
14
0
0
Hyperion2010 said:
Maybe a longer fade time could happen with UE3, but 2.5 just cant handle that many polygons, even if you found a way to "integrate" them into the world (could be some coding for ramm to do in the future).

I dont know much about this stuff but im pretty sure this engine is better than the quake 3 engine CoD1 used and in that you could set bodies to insane and have tons of bodies, for like the whole time, and my pc is nothin gto be proud of.