Author Topic: Making Corpses Stay in DM  (Read 2386 times)

Offline Greenwood

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Making Corpses Stay in DM
« on: March 19, 2009, 04:52:34 AM »
Is there any reason why you couldn't make the corpses stay put in deathmatch in Quake 2? I remember asking this guy who was modding Quake 3 about it, and he said it wasn't possible because it would use too much processing power, and you could only have a limited number of entities for some reason. I think he said that information about all the entities in the game, including corpses, has to be constantly updated to every other player playing, so that can cause lag if you have loads of corpses. But wouldn't there be a way to do it so that the dead bodies are just kind of spawed on your system, and information about them isn't actually sent over the network? ie so they're not like regular entities?

I think it would be pretty cool to see. I know a few people have tried doing mutators for it in UT2004, but the problem is due to the complexity of the models you get a ridiculous amount of slowdown. Obviously that wouldn't be a problem in Quake 2. It's funny, it'd be a cool thing that only games with low-poly player models like Quake 2 could really do.
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Offline [BTF] Reflex

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Re: Making Corpses Stay in DM
« Reply #1 on: March 19, 2009, 06:39:07 AM »
corpses limited to 8,  make number 9 and number 1 MOVES into the place of nine.   Totally weird.
The body is actually a player model,  UNTIL they respawn,  then it becomes an actual body.


its a tipoff in one on one games,  if you kill someone and see a corpse flick across the room,  you know they respawned.
If you don't see them respawn,  you know they respawned at a pad out of sight.
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Offline peewee_RotA

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Re: Making Corpses Stay in DM
« Reply #2 on: March 19, 2009, 06:40:09 AM »
The number of entities in a map at any one time is a problem. Newer clients like r1q2 may have some fixes for it, but a standard 3.2 game will start overflowing and potentially crash if there are too many entities.

I'm sure that it's possible for a client to identify player models based on their frame and if there is a model sitting still with a death frame then it could just generate a model locally to sit there. Only you would be able to see it and you wouldn't be able to gib it.
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Offline Greenwood

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Re: Making Corpses Stay in DM
« Reply #3 on: March 19, 2009, 12:14:39 PM »
corpses limited to 8,  make number 9 and number 1 MOVES into the place of nine.   Totally weird.
The body is actually a player model,  UNTIL they respawn,  then it becomes an actual body.


its a tipoff in one on one games,  if you kill someone and see a corpse flick across the room,  you know they respawned.
If you don't see them respawn,  you know they respawned at a pad out of sight.

Cool, never knew that.

I'm sure that it's possible for a client to identify player models based on their frame and if there is a model sitting still with a death frame then it could just generate a model locally to sit there. Only you would be able to see it and you wouldn't be able to gib it.
Yeah I was thinking you could do something like that. Like then you could just have a big vector or something that stores all the coordinates of dead bodies. Every time someone dies another set of coordinates/ player model description gets added to it. Then basically, if you can see those coordinates, it draws the model in the right spot.

As you say you wouldn't be able to gib it but it'd be better that way anyway because you could end up with maps with bodies everywhere, it'd look awesome. It'd be like some of the single player maps in Doom 2.

Looks like this is going to be a future project of mine, once I figure out what I'm doing with coding for Quake 2.
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