Sagdoll v1.2

A Techdemo By The Electronic Liberation Front

04/04/2005

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Sagdoll is a simulation of the Ragdoll effect in the Quake engine. This does not use proper physics, and so is not a proper Ragdoll system. I've done my best within the limits of QuakeC to produce something that looks a bit like Ragdoll. Besides, Sagdoll has the advantage of allowing dismemberment, something Ragdoll with it's skeletal models doesn't alow.

This is still a work in progress, so don't complain too much if it's not perfect yet :)

Play on a map with lots of Grunts e.g. E1M1, because all monster_army entities are replaced with civilians called Nigel. They stand still and wander about a bit. If you kill them they become Sagdolls. It works with any weapon, and the corpses stay manipulatable when on the ground. If you hit them with a few rockets or grenades, they'll start falling apart :o

Fun Ideas:

Pile a few corpses up and chuck in a grenade
Set SLOWMO .1 in engines that support it
Set SV_GRAVITY 100 for moon deaths

Bugs:

As I said before, this is not finished yet.

Limb Collisions: Currently the limbs are non solid and can pass through the world geometry etc. I'm planning to try to deal with this. This solution will also allow for things like arms hanging down over cliffs etc. The leg clipping bug on low damage deaths (i.e. not explosions) happens a lot less often in this version.

Alignment: Currently Sagdolls align on the floor when they land as if the floor is perfectly flat. I'm going to add support for aligning with slopes etc.

Falling through walls: If you kill a Nigel right next to a wall he can sometimes fall right through it. I've pretty much worked out why this happens and I'm working on fixing it.

There's probably loads more to be done, but I'm releasing this now to let other people play with it even though it's not finished.

Version History:

Changes since v1.1

Dismemberment! Sagdolls can now be decapitated and dismembered by explosions. I love this :)
Blood! Everything is a lot more gory now!
Low damage deaths improved. They fall more realistically and clip into the floor less often
Code restructured a little for efficiency

Changes since v1.0

Limbs now use avelocity instead of setting angles directly (solves the slowmo jitter problem)
Several major efficiency improvements
Adjusted motion inheritence (sagdolls don't bounce as much if you shoot them with nails etc)
Fixed autoaiming at corpses bug
Released source
Cleaned up code a lot


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How to run this mod (as if you don't know!):

Extract this archive to a directory under your quake directory called sagdoll, remembering to preserve the directories from within the zip.

run quake with the following commandline

GLQUAKE -game sagdoll +skill 3 +map e1m1

Replacing GLQUAKE with the engine of your choice.

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To contact me with suggestions, bugs, or generous monetary donations:

Email me on skinski@email.com
Find me in IRC on #did2 or #qc on irc.gamesurge.net
Leave me a message on the www.inside3d.com forums

I can also be contacted by pidgeon post, morse code and telepathy.

MauveBib