Dron Posted July 25, 2004 Maybe you'll have blast them into pieces to get them to stop getting back up, like with a rocket launcher or something. Like in Quake you had to blow the zombies up or they would just keep coming back. 0 Share this post Link to post
SunlapseVertigo Posted July 25, 2004 can anyone gimme a link to pics or a video of this "cheesy-lame-gibbing" that everyones talking about? 0 Share this post Link to post
SupremeGeneral Posted July 29, 2004 As long as the hellspawn falls and dosent come back, im happy 0 Share this post Link to post
Alientank Posted July 29, 2004 TwiNCannoN said:Well, remember they get back up a few times... heh, maybe we're in for a real treat and they "gib as they're shot" - pieces of whatever flying off - until they're finally dead and then vaporize. Doubtful. As they don't come from hell. Also, dsm backed my point up great. It DOES affect the experience. 0 Share this post Link to post
Bebop_of_Doom Posted July 29, 2004 Wow... from the sounds of the video's, it sounds like Soldier of Fortune II on steroids... 0 Share this post Link to post
SupremeGeneral Posted July 29, 2004 I wonder how the game will handle after-death parts (pinkie demon) if a player should....make a map chock full of them?? 0 Share this post Link to post
Fusion Posted July 30, 2004 You know.. real shotguns do cause bodies to literally fly apart or gib.. (to a certain degree anyway) so it's not that unrealistic.. depending on range of course. 0 Share this post Link to post
Xipher Posted July 30, 2004 If you look closely at the Icons video, when the pinky dies, you will notice the mechanical legs actually stay behind, which is a neat effect I think. Also, from what I have seen, and read, when you kill some of the zombies at least, the body will stay behind, but if dismemberd, you will actually see intestines and bones. This may have changed though, so don't quote me. 0 Share this post Link to post
Laguna Posted August 1, 2004 POTGIESSER said:You've said it. Performance wise having all these high poly corpses on the ground isn't practical. I also figure that possibly they were unable program a sufficient physics variable system: IE: They didn't want models to clip through the dead ones and had trouble properly coding/animating an active model stepping ontop/over a dead model convincingly, so for the sake of simplicity, and the determination to keep a form of constant realism that doesn't give way to a graphical glitch they decided to them vanish. Actually, the collision works between ragdolls. Play the game first and judge for yourself. :) 0 Share this post Link to post
Black Hand Posted August 1, 2004 Oh yay now we get to endure another three weeks of this horrible thread! 0 Share this post Link to post