VEN0M.226
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Everything posted by VEN0M.226
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Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@WAR326 I'm very glad to hear that! Thanks for downloading. Looks like the workshop could be breaking the mod, for no apparent reason. Has anyone else ever had issues with uploading to the workshop? I can't figure out how or why this mod won't work properly when I upload it to steam. Any advice at all would be great. -
Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Alright ya'll, I've updated the mod to 1.12. The ragdoll physics model has gotten an upgrade, you should see units react to bullets and fall much more naturally than 1.0. Check the readme for the full changelog. Link to 1.12: https://www.dropbox.com/s/bn85yg83urdbkax/VEN_RFX_2021_AIO.zip?dl=0 Anyways, I'm having trouble with the steam upload, people are reporting strange unintended behavior and I can't figure out why. Let me know if the dropbox upload has any issues please! You'll know if its working as intended, trust me. Thanks. venom.226 -
Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Gunter Severloh This was a pretty good idea, unfortunately the game doesn't seem to log anything related to the PhysX ragdoll simulation. Thanks for the input though, I've indeed noticed that you've been following the mod since I posted it here way back when, thanks for the continued support man i really do appreciate it. @mickeymen thanks for the detailed writeup! I've also noticed that the new ragdollSimulationTime settings are proving to be pretty glitchy. I've seen the convulsions happen as well, its odd because either every corpse does it or none of them do, and I can't figure out why it even happens to begin with. For example, I've been using OPTRE's Madrigal and Iberius maps quite a bit lately, the convulsing very rarely happens on either map. Altis on the other hand is the opposite, I get a lot of the glitchy convulsions anytime I play on it. I've decided that the best course of action is to leave these settings out of the Steam version, but I'm going to add a new "experimental" SP version to the .zip archive, that way anyone who wants to play with the unstable ragdollSim settings may do so. Its really a shame that this is impossible, the game doesn't support scripting anything that is read from a .cpp or .bin file. The following settings are what specifically control the ragdoll simulation, taken from the mod's .cpp file: class CfgRagDollSkeletons { class BaseRagdoll { primaryWeaponBone=""; secondaryWeaponBone=""; weaponSleepLinearVelocity=0.1; weaponSleepAngularVelocity=0.1; weaponDropMinTime=1; weaponDropMaxTime=3; weaponDistanceLimit=0.1; weaponDistanceLimitTime=2; sleepLinearVelocity=0.1; sleepAngularVelocity=0.1; simulateMinTime=360; simulateMaxTime=360; simulateDistanceLimit=0.5; simulateDistanceLimitTime=2; recoveryBlendTime=0.0099999998; recoveryCosLimit=-1; recoveryDistLimit=100; animBlendTime=0; }; }; As you can see, the SimulateMinTime and SimulateMaxTime are what control when the ragdoll "sleeps" or freezes indefinitely. In this example here, I have them set to 360, which means that the ragdoll simulation will end after 360 seconds, or six minutes. I also found that setting the min/max time too high breaks garbage collection scripts as well, which is another reason why these settings aren't going to make the cut to the steam version. Anyways, 1.1 is pretty much finished, I'm still trying to decide if the ragdolls should have more or less knockback from bullet impacts, I've noticed that the community is pretty split between arcade and realistic physics. Hopefully I can find a solution that appeals to everyone. Thanks for reading ya'll. venom.226 -
Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey guys, I'm about to drop a new update in a few days. I'm posting the open 1.1 SP beta below, hopefully I can gather some feedback or bug reports from some of you before I release it on steam. https://www.dropbox.com/s/am2sszty2r456ou/RFX_BETA_2021.zip?dl=0 ***1.1 CHANGELOG*** -many general improvements to the existing ragdoll physics system, they should look more natural now. Deaths from the prone position shouldn't look weird/unnatural anymore. -units will occasionally try to keep their balance before falling down, a la GTA or RDR. -ragdoll simulation time has been disabled, they can now be "reactivated" at any time during the game from bullets, explosions, etc. This means that ragdolls will never again freeze in place, or in the air if the building they were in was destroyed. EXPERIMENTAL FEATURE, very subject to glitches in MP. -decreased bullet force slightly -decreased explosion force slightly -many other small fixes and improvements that I can't remember right now ***BUGS/GLITCHES*** -units will still occasionally fly into the sky if killed during certain animations, the self heal animation for example is notorious for this. Still trying to work on a fix, even though I honestly have no idea why it happens. -units will also sink into the ground, typically when they are incapacitated and transitioning from the ragdoll to the static wounded animation. Thanks for reading! Enjoy. venom.226 -
Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@cb65 sure! Here you go: https://www.dropbox.com/s/1el6nci1iv5rg7c/BLOODLUST_2016.zip?dl=0 -
Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@cb65 I'm using a much older version of bloodlust, from like 2016 or so. Its a lot simpler and much better than the new version IMO, which is pretty broken from what I've heard. I can post it to dropbox if you want. -
Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Okay guys, I''ve finally done it. 1.0 is now live, and this project has been renamed to Ragdoll Physics Plus+. Its been a very frustrating project to work on, but I feel this is the best version I've released by far. Hope ya'll enjoy it, I put a lot of hours into it. The mod is also now signed and ready to be used in MP... I think. Also if you're using Ragdoll Effects Overhaul, go ahead and unsubscribe and use RPP instead. Its now deprecated. Get the new version here! DROPBOX: https://www.dropbox.com/s/u5jxr3skarfwyq1/VEN_RFX_PLUS.zip?dl=0 (SP and MP versions included) STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2290838143 (MP Only) Here's a quick video of the mod in action, some evil merc guys took over a blufor ship and I demo the mod using slowmo and taking the ship back. I figure'd it'd be more interesting than just shooting guys in the arsenal. (Sorry there's no game audio in this video, my screen cap software was bugged and wouldn't record any game audio output, couldn't be really bothered fixing it) ***RPP v1.0 OVERVIEW*** Thanks for checking out Ragdoll Physics Plus! This mod aims to fix and improve the PhysX ragdoll simulation in A3. ***FEATURES*** -Completely overhauled ragdoll PhysX simulation, including major changes and improvements to joint movement, range of motion and articulation. -Increased overall friction multiplier, units will now roll and tumble down steep surfaces, instead of just sliding around like they're on ice. -The weights of certain body parts have been tweaked extensively. Bullets now have much greater feedback on units, resulting in more satisfying and cinematic kills. -No more bendy knees! (Come on BI, I really had to fix this after 7 years?) -No more ugly hit reactions! -Units can now collide with vehicles and PhysX objects such as chairs, tables, boxes, etc. (SP VERSION ONLY!) -Units will launch into the air when killed by explosives. (Not very realistic, but included by popular request) ***INSTALLATION*** This package comes with two files, SP and MP. Please only pick one! Do not use both at the same time. Also includes a VR test mission. -For Singleplayer only folks, please install VEN_RFX_PLUS_SP. This pbo has PhysX collisions enabled. -For server owners/multiplayer, please install VEN_RFX_PLUS_MP. This pbo has disabled PhysX collisions between ragdolls and vehicles, as well as small objects like chairs, tables, etc. -Disabled because PhysX collisions between ragdolls and PhysX objects causes massive desync issues in MP. -MP version is signed and ready to be used on your server! This mod is client side only, so make sure everyone on your server has this mod downloaded. ***CURRENT BUGS/ISSUES*** -Ragdolls are still somewhat prone to getting ARMA'd. -Units will sometimes fly into the sky/sink into the ground when killed during certain animations. (Most notably the self-heal animation, not much I can do about that, sorry) -Units may fly a bit too high into the sky when killed by 30mm autocannon. -Found another bug? Let me know on the BI forums or Steam. ***MOD COMPATIBILITY*** This mod should work fine with most other mods, as long as those mods don't edit PhysXParams. There are a few popular mods that are incompatible, however. -RHSAFRF. No idea why they included their own PhysX params, but as of now RPP is incompatible. RHSUSAF works great though! (According to @reyhard this will hopefully be fixed in a later update, which is good news!) -Project Injury Reaction. PIR also includes their own PhysX tweaks, however those tweaks are isolated to their own pbo. In theory you could remove PiR_rd.pbo and use my mod instead, 0Y0 has given permission if you want to try. -Real Hero's Ragdoll mod. Alters the same settings as my mod. Try out both and see which one you like better. -Ragdoll Effects Overhaul. REO is my old mod and now deprecated, RPP is better in pretty much every way. -Incon Effects mod, its pretty outdated though and I'm not sure if anyone uses it anymore. Works with CUP, ACE, RHSUSAF, and 3CB, to name a few. *Special thanks to the many VR soldiers who helped me test this mod, hopefully your sacrifices weren't in vain. lol Enjoy guys! Feedback is always welcome. venom.226 -
Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Gunter Severloh hey thanks man, appreciate it but Luft doesn't need to update this. I'm going to be posting my own file and have Luft keep the old mod as a sort of "legacy" version. I appreciate the help though. @Luftpancake no need to update this mod anymore my man, I'll be taking over with my own file on the workshop. I appreciate you updating the mod over the years but your services are no longer necessary lol. Thanks for your work. Sorry about the delay guys, I know I said that i'd be updating the mod shortly but i've run into a few compatibility issues. Seems that big mods such as ACE, RHSAFRF, and a few others don't play nice with this mod because they all overwrite my physics changes for some reason, load order doesn't matter. Can't exactly release this mod with so many conflicts so I have to delay the release, sorry for the inconvenience guys. Stay tuned while I try to figure out a solution. venom.226 -
Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@dystopian1 ah dang that's unfortunate. Thanks for the reply! I kinda suspected that was the case. Anyways, the mod is pretty much complete, I'll be releasing the MP version (ragdoll collisions disabled) on steam very shortly. I'll post the file with collisions enabled here, for those of you that only play SP like myself. Lots has changed since the beta file I posted, I think ya'll will be pleasantly surprised with the results. Stay tuned guys. venom.226 -
Ragdoll Physics Plus+ v1.0
VEN0M.226 replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
EDIT: for some reason my original account is all messed up, rest assured its venom.226. What's up ya'll, I'm back again. I've been working on a brand-new version of the mod and I'm hoping some of you guys can help beta test my latest build. Download link is right here: https://www.dropbox.com/s/h6oich4iywwszou/VEN_RFX_BETA.zip?dl=0 I've completely re-worked the mod...again. Basically from scratch this time. Check the readme for more info, there's a good number of new features and bug fixes. Please don't re-upload! The new 1.0 version will be released soon. And don't worry, the 1.0 release will be signed and will also have a key for those that play MP. Also I need a bit of assistance. Google is failing me so I'm hoping you folks could help me out. I want to include some much-requested CBA settings, like a slider to change the force values, a way to toggle vehicle collisions on and off, that kind of stuff. Here's a snippet of the code that I want to be configurable: class PhysXParams { epeImpulseDamageCoef=30; impulseForceRagdollCoef=200; impulseTorqueRagdollCoef=75; maxRagdollImpulseForceMagnitude=300; maxRagdollImpulseTorqueMagnitude=100; ragdollVehicleCollision=1; }; Any help would be awesome... Hopefully this is possible so i don't have to upload 2 separate versions of the mod. Anyways thanks for checking this out, looking forward to any good/bad feedback. venom.226