Tank/Body Despawn

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Bär

FNG / Fresh Meat
Nov 28, 2010
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Arkansas
Evening Everyone,

I have a question concerning the de-spawn system in Red Orchestra 2. in the past most games(RO1, BF2, COD1-58) bodies, tanks and weapons would de-spawn after a period of time. I have always wondered why most games did not give an option for servers to lengthen or eliminate the de-spawn time for dead bodies, dropped weapons, and destroyed tanks. While this would not be applicable to say a full server playing team deathmatch(firefight mode) due to latency issues it would add a high degree of realism to servers that run Countdown mode or Clan/Realism matches.

Now obviously it would be asinine to request this feature be added into the game at this time so close to release. But is it possible that this feature be added into the game on a later date or would it be possible in technical terms for the community to create a Mutator that would achieve the same goals?

I have absolutely no experience in game construction or the building of mutators but i would love to see this project completed as it would add a new level to the Realistic Atmosphere of the game.

Regards,
Colton Berg
 
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Jorg Biermann1

FNG / Fresh Meat
Feb 8, 2011
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Actually I think that the countdown game style should have the bodies and tanks not de-spawn as a default. I think its quite important for the 1 life gameplay that you know where NOT to go. If you see 3 dead bodies in a doorway you know not to go through there or atleast to grenade it first.

I think it should definatly be put in. Good Suggestion Bergy Boy!
 

Bobdog

FNG / Fresh Meat
Nov 22, 2005
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Each body or dead tank has a lot of polygons that have to be rendered by the GPU. If they aren't despawned, the extra polys will add up and bog down the GPU.
 

Jorg Biermann1

FNG / Fresh Meat
Feb 8, 2011
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Each body or dead tank has a lot of polygons that have to be rendered by the GPU. If they aren't despawned, the extra polys will add up and bog down the GPU.


But for a game type like Countdown the amount of bodies and tanks will be the same at the end of the round and the start. Of course it wouldn't work on gametypes with respawns but we are talking about Realism Matches and also the Countdown gametype.
 

Bär

FNG / Fresh Meat
Nov 28, 2010
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Arkansas
Each body or dead tank has a lot of polygons that have to be rendered by the GPU. If they aren't despawned, the extra polys will add up and bog down the GPU.

That's what i figured, But on Game Types or matches where the body amounts stay the same throughout the round or like on countdown with each player having a single life for an objective would it have such a great effect?. On other types of game modes i myself would not want it like that because after 50 bodies pileup in one door way it tends to approach the unrealistic. Anyway, Would it be possible to do though? by editing the de-spawn times or by any other manor of tweaking to the code?

(as i said, i am ill for knowledge of game design so please bare with me.)

Thank you also for the quick response.

Regards
-Colton Berg
 
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Nar6

FNG / Fresh Meat
May 1, 2010
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France
Maybe servers could set the maximum number of bodies etc ?

A little bit ala Mount and Blade Warband, where you can choose how many bodies will remain on the battlefield (0 - 5 - 10 - 20 - Unlimited ) for example
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
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I can imagine how problematic it could be if player A has all 64 max wrecks enabled while player B has only 10-20 due to his (or her) GPU and there's stuff B can shoot through while A is baffled wtf is going on.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
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I can imagine how problematic it could be if player A has all 64 max wrecks enabled while player B has only 10-20 due to his (or her) GPU and there's stuff B can shoot through while A is baffled wtf is going on.

This ^ For that reason, I reckon it should be a server-side option!
 

MeFirst

FNG / Fresh Meat
Mar 26, 2006
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I think this is more a question of gameplay as a question of graphics and performance. I think when it comes to public play I guess tanks have a unlimited respawn, so if a tank dies it will spawn again. This means that there is also a high ammount of wrecks and those wrecks can probably block important points on maps.
 

WiFiDi

FNG / Fresh Meat
Oct 12, 2010
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its simple because wrecks and bodies are all done client side and not server side. :) that means it would have to send it to everyone crashing the entire game engine pretty much. from what i heard that the game engine can barely handle 64 players anymore and and it gets real dicey. :(
 

Jorg Biermann1

FNG / Fresh Meat
Feb 8, 2011
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Buckinghamshire, UK
From reading the replies it seems that a lot of people haven't actually read the OP properly.

We are only talking about games like the countdown mode (1 Life) or Realism Matches (1 Life).

If the server can handle 64 alive moving people. I'm near certain that it can handle 64 dead and alive people. Of Course on gametypes such as Countdown when the map is split in to separate rounds the despawn can happen after the round has ended and the new one begins..

Berg is not asking for bodies to stay forever!
 
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Bär

FNG / Fresh Meat
Nov 28, 2010
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Arkansas
Gentlemen, thank you all for the replies but i think all of you are missing the point of this suggestion.

1. it would hopefully never be used in servers where there is respawning. Use on these kind of servers would lead to horrible lag and yes it would most defiantly crash the server.

2. Dead Bodies and Destroyed tanks are server side. What one guy sees we all see. If i shoot Biermann in the face and he falls down a flight of stairs the way he falls down is exactly the same for everyone.

3. As Biermann said earlier 64 alive moving around bodies will pull alot more from the CPU than 64 dead ones. As i stated earlier this WOULD NOT WORK ON A SERVER PLAYING A MODE WITH RESPAWNS(on Countdown the bodies would disapper after the objective has been taken or defended.)

Also, I am not asking it to be implemented by the TW team right now. i am simply asking if it is possible to do, whether with a mutator or by Modding at some point down the line?

thank you guys for taking Interest.

Regards,
-Colton Berg
 
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Overholt

FNG / Fresh Meat
Feb 20, 2011
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America, The Corrupt.
I like this feature, but I would also like, people to not be able to tell where they are when they use type chat. I want something like 3d chat, where you can only be heard by microphone for certain distance.
 
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MeFirst

FNG / Fresh Meat
Mar 26, 2006
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I think TW already said that this is maybe a nice Idea but people will always use something like teamspeak.
 

Frostedfire

FNG / Fresh Meat
Nov 21, 2010
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From reading the replies it seems that a lot of people haven't actually read the OP properly.

We are only talking about games like the countdown mode (1 Life) or Realism Matches (1 Life).

If the server can handle 64 alive moving people. I'm near certain that it can handle 64 dead and alive people. Of Course on gametypes such as Countdown when the map is split in to separate rounds the despawn can happen after the round has ended and the new one begins..

Berg is not asking for bodies to stay forever!

what if the bodies stay around for about 5 minutes? since the rounds go for about 3, the attackers could start the next round and walk past the ex-guys who just took the point :D
 

vIoLeNt G

FNG / Fresh Meat
Jul 18, 2011
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at my desk, on the moon
I would love this to be implemented or patched / modded at a later date, if its going to bog down the gpu with the current models then also have an option for high / med / low rez corpses if it can be added at a later date/

also i hope the weapons do stay or at least not shrink away to nothing that was always wierd in RO:0ST

plus i like the idea of sapping wrecks ( i was going to say blowing wrecks but that sounded dirty to me lol)
 

Actin

FNG / Fresh Meat
May 19, 2009
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what if the bodies stay around for about 5 minutes? since the rounds go for about 3, the attackers could start the next round and walk past the ex-guys who just took the point :D

In countdown it would increase immersion a lot!

"But walking past yourself is not realistic" and respawning isn't either.
Just to anticipate one counterargument:rolleyes: