View Poll Results: Should Garry Remove/Raise the physics limit

Voters
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  • Yes

    369 91.34%
  • No

    35 8.66%
  1. Post #1
    Gold Member
    Dtmech's Avatar
    July 2006
    1,397 Posts
    Current limit is 24 phyboxes.

    So yeah do you think Garry should remove/raise the physics limit on ragdolls?
    Why change the limit? Because some models just need more then 24 physboxes.

    If you don't understand what this is here is a explanation



    Here is another example





    P.S. You can have as many bones as you want on a ragdoll , but you can't have more then 24 phyboxes on a ragdoll , bones without physics will just stay in place that or you can make them jiggle bones(but that won't help).
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  2. Post #2
    Gold Member
    luigimario's Avatar
    February 2008
    1,590 Posts
    I think it is a source engine thing not garrysmod thing
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  3. Post #3
    Gold Member
    Dtmech's Avatar
    July 2006
    1,397 Posts
    I think it is a source engine thing not garrysmod thing

    Nope , i emailed valve and they said that the engine has no limits

    "The engine isn't limited to a specific number of parts of a ragdoll, but in our games we limit the number to 24 parts to help manage performance and budgets when designing the game."
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  4. Post #4
    Modelrator
    PLing's Avatar
    February 2005
    4,153 Posts
    Garry doesn't have access to the source code.
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  5. Post #5
    Gold Member
    Dtmech's Avatar
    July 2006
    1,397 Posts
    Garry doesn't have access to the source code.

    I don't think you need the source code , and didn't Garry get access to the source code?
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  6. Post #6
    Captain Westcliff: Thinks Wales is an Island
    NeoDement's Avatar
    January 2006
    18,182 Posts
    Garry doesn't have access to the source code.
    except that he does
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  7. Post #7
    Formerly Shotgunguy49
    Captain Charles's Avatar
    July 2008
    4,483 Posts
    Yes, the physgun is way too weak.
    But shouldn't this be in the "Ideas and Suggestions" section?

    Edit:

    Wow I read that completely wrong, I should stop posting at 4 in the morning.
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  8. Post #8
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,323 Posts
    I agree, the phy limit is a bit small amount. I'm sure garry has the source code, i mean how else was he able to make gmod with the hl2, tf2, portal and so on :S
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  9. Post #9
    Gold Member
    Dtmech's Avatar
    July 2006
    1,397 Posts
    Yes, the physgun is way too weak.
    But shouldn't this be in the "Ideas and Suggestions" section?

    I am not talking about phys guns power here.
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  10. Post #10
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,323 Posts
    He mean the limit to how much you can do on a ragdolling. The max is only 24.
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  11. Post #11
    Modelrator
    PLing's Avatar
    February 2005
    4,153 Posts
    except that he does
    I still don't think he does. Gotta ask him later.
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  12. Post #12
    Gold Member
    Dtmech's Avatar
    July 2006
    1,397 Posts
    I still don't think he does. Gotta ask him later.

    Even if he doesn't have it , you don't need the source code.

    You can remove physics limit in a your own mod.
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  13. Post #13
    Gold Member
    Snood_1990's Avatar
    February 2006
    1,954 Posts
    Sure, we could all do with more boxes of phys. :)
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  14. Post #14
    $$$Good News Everyone!$$$
    -Rusty-'s Avatar
    January 2007
    4,661 Posts
    I agree, more phys boxes.
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  15. Post #15
    Gold Member
    Ilwrath's Avatar
    June 2005
    3,033 Posts
    It could be pretty useful.
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  16. Post #16
    Gold Member
    Omolong's Avatar
    December 2007
    7,578 Posts
    It would be very useful. It might fix the problems I am having with my model hacks.
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  17. Post #17
    Modelrator
    PLing's Avatar
    February 2005
    4,153 Posts
    Apparently he does have the Source. My bad. My memory failed me.
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  18. Post #18
    Moderator
    Jaanus's Avatar
    March 2006
    4,147 Posts
    good lad
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  19. Post #19
    Gold Member
    Link00y's Avatar
    April 2006
    244 Posts
    well, while I would know how to put more than 24 bones to use.. it's certain that 24 is pretty much.. and remember: the more bones.. the spazzier the models.. so the true focus should be on how to keep a model as simple as possible.. you should consider making flexes or other ways to keep a model under 24 bones!
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  20. Post #20
    Gold Member
    simkas's Avatar
    May 2005
    15,791 Posts
    and remember: the more bones.. the spazzier the models.. so the true focus should be on how to keep a model as simple as possible..
    Where the hell did you pull that bullshit from?
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  21. Post #21
    Idi Amin's Avatar
    November 2009
    919 Posts
    I still don't think he does. Gotta ask him later.
    The fuck people, it's common knowledge that he has the source code, part of his deal with valve to update Gmod from V9 and host it on steam was his access to it. He is also listed as a Developer on the valve Lua wiki.

    Edited:

    Apparently he does have the Source. My bad. My memory failed me.
    I forgive you, please accept this as my token of friendship

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  22. Post #22
    Gold Member
    Machk's Avatar
    June 2009
    1,698 Posts
    He should definitely raise it, it would make some models easier to make/animate.
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  23. Post #23
    Gold Member
    Santz's Avatar
    June 2009
    6,866 Posts
    I forgive you, please accept this as my token of friendship

    [Meat meat meat]
    You want to kill PLing from a heart attack?

    Ontopic;
    This sounds like a good idea, it would make a couple of things easier.
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  24. Post #24
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,323 Posts
    well, while I would know how to put more than 24 bones to use.. it's certain that 24 is pretty much.. and remember: the more bones.. the spazzier the models.. so the true focus should be on how to keep a model as simple as possible.. you should consider making flexes or other ways to keep a model under 24 bones!
    link do you even know what we're talking about....? only time it would spaz out is the porter end, not how many bones and ragdoll they did.
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  25. Post #25
    Idi Amin's Avatar
    November 2009
    919 Posts
    You want to kill PLing from a heart attack?

    Ontopic;
    This sounds like a good idea, it would make a couple of things easier.
    uh meat is good, what are you on about
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  26. Post #26
    Gold Member
    Hairybastard's Avatar
    November 2008
    4,250 Posts
    It should of been done ages ago, but now is fine too.
    Whoever votes no for this must be stupid.. Seriously, and here is why.
    It can only do good, makes it possible to port more advanced ragdolls, fx crysis aliens, and so on.
    It doesn't hurt anyone if it is infact raised..

    So yeah, voting no seems stupid to me.
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  27. Post #27
    Gold Member
    Mosquito's Avatar
    June 2006
    1,371 Posts
    I heard it'd be very handy. So why not? :)
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  28. Post #28
    Ryu-Gi's Avatar
    August 2008
    5,610 Posts
    I support this. Having more would make some ragdolls a lot better. Like the ragdoll of Cammy from Street Fighter 4, her ponytails have to share the same bones so they can't be seperated...
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  29. Post #29
    Gold Member
    ZeekyPoe's Avatar
    May 2006
    1,204 Posts
    I don't model, my self, but it would be extremely useful to those that did and it would open up a lot of doors. My vote is for yes.
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  30. Post #30
    Gold Member
    OpethRockr55's Avatar
    October 2008
    1,976 Posts
    I vote for raising the limit, but probably not much more than double what it is now. Last thing we need is a bunch of shitty collision models eating up CPU to ragdoll every last vertex (which I guarantee some one will try without a limit).
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  31. Post #31
    HOLY HELL MINIGUN SNARKS
    Meatbang's Avatar
    September 2007
    3,715 Posts
    Wont more phys boxes hit the engine?
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  32. Post #32
    Gold Member
    DMGaina's Avatar
    May 2007
    2,756 Posts
    Raising the hitbox limit would allow modelers to bring much detailed and complex ragdolls into gmod :D
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  33. Post #33
    Gold Member
    Near Elite's Avatar
    December 2005
    196 Posts
    Good idea, I support this.
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  34. Post #34
    apierce1289's Avatar
    February 2009
    281 Posts
    I support this as well :D The nicer the better.
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  35. Post #35
    Gold Member
    luigimario's Avatar
    February 2008
    1,590 Posts
    it would help with batman and other characters I'm doing that have capes
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  36. Post #36
    Captain Westcliff: Thinks Wales is an Island
    NeoDement's Avatar
    January 2006
    18,182 Posts
    Hey, doesn't the compiler fail if you go over the bone limit?
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  37. Post #37
    Gold Member
    luigimario's Avatar
    February 2008
    1,590 Posts
    not that I know of I've went over and it still compiles, but the model is messed up in gmod
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  38. Post #38
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,323 Posts
    Hey, doesn't the compiler fail if you go over the bone limit?
    No, it doesn't. It compile even if it is over. Only gmod get mess up. And you voted no >:|
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  39. Post #39
    Gold Member
    wingwolf's Avatar
    June 2006
    849 Posts
    I sure hope Garry sees this.
    Because this would honestly be pretty damned useful
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  40. Post #40
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,068 Posts
    100% support - would vastly help in model porting.
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