Half life 2 and the "bouncy" physics

wendle

Newbie
Joined
Aug 2, 2003
Messages
152
Reaction score
0
Does anyone know if the physics in hl2 will be bouncy like it is in counter strike source? I haven't seen any collisions between the player and physical objects in any recent videos. It seemed to be more realistic in traptown but that was an old build. I love the physics but the bounceyness is just terrible... i hate running into the barrels when u're trying to take cover and suddenly u get thrown back out into the firefight. Or i hate not being able to move on the desks in office because for some reason I cant push a phone out of my way. I think this needs to be fixed. Hopefully this was done only for css netcode and the actual physics engine is still more realistic with collisions between the player and the objects.
 
its only in cs source so u cant get stuck in the objects and get to higherplaces I think

I'm 100% sure it isnt in hl2

edit: on traptown gordon jumps on a barrel


and its in cs source cause the maps arnt designed for it really (well the current ones)

possibly cs 2? ;>
 
It´s becuse the server is doing the physics calculations on the bigger objects like barrels and stuff. In HL2 all physics will be calculated by your own machine.
 
I read that with cheats on that there is a client cheat that lowers that bounciness range from the barrels.
 
this is the multiplayer physics...the real physics will OF COURSE be MUCH better...
 
If it were like that in HL² one of the reviewers would have mentioned, don't you think?
 
is this confirmed by Valve? Or are you just guessing.

Try email Valve about this instead of sharing guessing thoughts ;)
 
The fact that it was shown in videos proves it, unless you're all skeptical.

Oh, and i'm not one of those people who played the stolen build - but people would have said something if there was a terrible physics fault. Instead some crazy physics stories circulated, about what crazy elaborate games they played with gas cylinders etc.

The physics in hl2 will be fine. I find it funny that you would even consider that hl2's single player physics would be that flawed - that would be the hugest glitch in a game EVER.

I hope they fix it for cs:s somehow though, it's really annoying.
 
I am %100 positive HL2 physics do not exhibit that bouncy behavior. There is no doubt about it.
 
Entities of the type "prop_physics_multiplayer" do that. Standard "prop_physics" entities do not.
 
Rofl, HL2 physics won't be like that, but I wonder why you bounce in CSS. Since we've seen it in movies.. But maybe they removed that option :(

Well, mail valve :)
 
The bouncy physics are a result of client side physics. Server side stuff doesn't bounce. Since hl2 is single player, they won't be bouncey. All we need is every server to run a cray supercomputer so all the physics can be server side in which server ops could run their servers with the bouncey physics disabled (There is a command).

Also, we wouldn't see ppl shooting the "heads" of rahdolls when in reality they are shooting the ground because client physics differ so much.


When gabe first talked about client physics, I thought he meant things like bottles and glasses. But client ragdolls, tables, barrels, and everything else kinda suck.
 
You are wrong. The barrels in dust (and indeed in most maps) are server-side yet they still have that bouncing behavior - it's to prevent problems due to lag. As I said on the last page, all prop_physics_multiplayer entities do that.
 
I was playing on a sever during the beta, and there was a command on which allowed you to interact with the client side physics objects (like the cartons and other rubbish) by just walking into them, and they were absolutely fine (no bouncing).

So in other words, I'm just repeating what other people have said and no, it won't be like this in HL2 single player :p
 
as far as i can tell, this is done to avoid problems due to packet-loss.

one of the patches to css beta was a "fix" to avoid people crashing the server by doing certain things with the physics
 
Vidrio said:
its only in cs source so u cant get stuck in the objects and get to higherplaces I think

I'm 100% sure it isnt in hl2

As Vidrio and many others said, yes the 'bouncy' physics were included ON PURPOSE to keep people from getting stuck. I wish they'd take it out, but once you get playing the game you really completely forget it, so it's no big deal. This will not be the case in HL2 -- you'll be able to climb up on objects and push them around without them bouncing or flying away.

-UnmarkedOne
 
ecchi said:
You are wrong. The barrels in dust (and indeed in most maps) are server-side yet they still have that bouncing behavior - it's to prevent problems due to lag. As I said on the last page, all prop_physics_multiplayer entities do that.

That's what I thought to. But I've played on servers where the physics have been fixed and there are no lag problems.
 
As it stands right now the physics is pretty much useless in multiplayer. They had to put severe restrictions to prevent certain problems arising due to lag and packet loss. Which means we should not expect a multiplayer mod based on physics any time soon.
 
Watch the traptown video, when Gordon pushes the table in front of the door, that should put your fears to rest.
 
If you set sv_gravity 10 in cs_office you can push the physics props around. They don't do the bouncy thing any more. It's odd.
 
Doom 3 had bouncy physics. It sucked, but the graphics were awesome, and physics were put in as an afterthought. I liked Doom 3 all the same, as long as you don't try and shoot traaffic cones.
Half-Life 2 SP will NOT have bouncy physics. And the gibs will be more precise. It was all "dumbed down" so to speak, for CS:S.
 
I absolutly hate that you cant jump onto barrels. It was incredibly dumb that the barrels "push" you back, very big mistake i think.
 
Why would bouncing physical objects be less of a computational strain. They still interact with other objects the same don't they? I could understand rounding down the collision models and stuff so it's simpler but why would you need to bounce the player around?

What do I know though. I wish they lowered the amount of junk physics and increased the gameplay physics. Trash should not be physical objects. Boxes and Barrels should. I wanted to see splintered boxes & wood objects. Even if the peices broke off then faded out of the map.

I was really hoping for degradable cover. Kinda like fullspectrum warrior.
 
"Bouncy" has nothing to do with server or client. Source allows you to customize the physics "feel" for each map. If you wanted to make a level with gravity 50% of Earth, you could. If you want to make feathers fall without air resistance, you could.

More physics = more CPU, of course, so the idea is to strike the balance between cool physics and not killing the CPU.

HL2's physics will more closely resemble regular physics, if the videos are anything to go by.
 
Its multiplayer and...

azz0r to Jess
Oct 7 (5 days ago)

You should remove the pushyness from tables and cabinets - it ruins the whole blocking doorways thing :)


- Aaron
-- modDB.com administration
---Wuggawoo.com creator

----
Jess Cliffe to me
Oct 7 (5 days ago)

This is actually a technical/bandwidth issue. We will look into other solutions.
 
Well in the coastline bink (2004), when Gordon shoots the barrel with the magnum, crates around did "bounce".

I hope it's not in the final build of the game.
 
Strange... I remember bada_aztec3 having barrels that you could stand on, and I'm pretty sure they were server side because people were hurt when they got hit by a barrel flying at high speed. There didn't seem to be any problems there.
 
Um, no shit a barrel will move and bounce when you shoot it with a MAGNUM..... of course the physics are changed in CSS to prevent lag spikes and people becoming stuck or glitching the map. Smart in my opinion...
 
That's why I did not get HL2 of steam because I knew there would be bugs CS:Source and I would rather wait for them to fix the bugs and get the retail version rather than get it off steam. But...I already made up my mind way before this anyway. :thumbs:
 
dream431ca said:
That's why I did not get HL2 of steam because I knew there would be bugs CS:Source and I would rather wait for them to fix the bugs and get the retail version rather than get it off steam. But...I already made up my mind way before this anyway. :thumbs:

This is not a bug and will not be "fixed" in retail.
 
JimmehH said:
If you set sv_gravity 10 in cs_office you can push the physics props around. They don't do the bouncy thing any more. It's odd.
Another fun thing is messing with the sv_pushaway commands. :p
 
1) All collisions between PLAYERS and MULTIPLAYER SERVER-SIDE PHYS OBJECTS are simplified to the point that no surfaces actually collide. When the player and a server-side phys object are in close enough proximity, a pushaway and a pushback force are generated. These forces are controlled by the _phys commands. Lowering the pushback force does not 'fix' anything. Try setting the pushback force to zero, you will just run right through all server-side objects, flinging them around. No real collisions are occuring, the player can walk right through the object if the pushback force is reduced.

2) This has nothing to do with 'packet loss' or server performance issues, but everything to do with latency. I'll skip trying to explain it since nobody seems to understand when I do, but suffice it to say that when your player is moving, it is always in a different place on your client than it is on the server. This makes it extremely difficult to produce convincing player/object collisions. Notice that when two server-side objects interact they DO collide properly and convincingly, because they are both simulated on the server. It is only the player/server-side object interactions that have to be simplified because of latency.

3) I can think of a few alternatives to the way Valve did this, but I'm sure they did too, and tried them out, and ended up deciding that the player pushback effect was the best way to deal with the problem. Not that it really matters with CS:S, because if you made the physics props actually useful it would change the game considerably. Multiplayer mods with player/object interactions will have to deal with the latency issue somehow, it has little to do with Valve or their engine.
 
i hope its only because of the css netcode.

doom3 needs ****in a lot performance in mp :/
 
I recently played on a wonderful server that had tweaked physics.

Instead of them pushing you, you push the file cabinets in office a pretty big amount, flinging them down the hallway.

Not super realistic, but nothing seemed 'bugged' like the defaults.
 
Back
Top