A quick comment about Ragdoll physics from BaBs
I knew ragdolls were handled client side, but I'm pretty sure that it's recorded as however it plays out for that client.
Yep, Ragdoll is server side so, if you see a bad guy stuck in a wall weird, everybody does.
Another thing that's client side is the junk stuck to slag golems. It will look different for each person and, if you let a demo loop with slag golems, their junk will be different on each run through.
The reason ragdoll is server side is because it determines the end position of the critter inquestion, and every player needs to see that critter in the same location. Effects do not change the location of anything and can therefore be handled by the individual clients.
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This may be common knowledge, it may not. At any rate, I found it interesting in the whole 'how do ragdoll physics work?' discussion...
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Should also point out that FX are handled client side, so unless you're all running with the Particle Physics setting maxed out, you're not going to be seeing the same number of things. Also why everyone sees something different from random FX objects like Propel.
Ragdoll is handled on the server, but everything else is done on each client.
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BaB wrote that in a thread about the looping drone explosions in the I15 Chatter and Discussion section.
Like I said, it may be nothing, but I thought it might help in determining how the ragdoll physics are handled with respect to demorecords.
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