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Increase Corpse Despawn Timer

hawke

Radio Bob Approved
Banned
Joined
Aug 8, 2019
Messages
161
Right now, corpses of dead players last mere seconds which hurts roleplay. I can understand if most deaths were not permanent but this is not the case.

Having corpses disappear right off the bat removes the ability for CMU to conduct autopsies, for rebels to bury their dead, for CPs to yeet into the pit, for Xen creatures to munch on, the list goes on. Plain and simple, it's shitty that ragdolls go poof. People aren't dying like crazy and dead bodies usually won't be left lying around so there's no need to remove them right away for performance reasons.

If there is somehow a pile-up of ragdolls to the point of it costing server performance, we can easily implement a way for players to destroy them without the Nexus yeet pit the same way they do headcrabs (cannibal RP?) or at the very least, admins can manually despawn them if there's too many.
 
+support. It's annoying, especially when I'm carrying a corpse to throw away into the nexus pit and it just disappears when I'm 90% of the way there. Plus, any aftermath of any fight immediately loses all traces because the corpses disappear after 10 seconds.
 
+support
I'd love corpses to become persistent entities unless there's too many (10 ragdolls, new person dies and the oldest ragdoll gets deleted). Making corpses entities opens up other things, like mechanical autopsies
 
The reason we don't do this is that 1 corpse is fine, 2 is fine, 3 is okay, 4 and 5 okay... then 6+ is where the server starts having a bit of a moment. 10+ lag kicks in. 15+ lag spikes every few moments 20+ lag really picking up now, etc. You get the idea.

The reason we don't allow corpses to stay is that we would prefer staff to handle the spawning of corpses to RP with rather than let the server do it, because sometimes when the server does it, it can do a big dumb. You notice the same issue with NPCs and their corpses too, having 10+ alone causes the server to start chugging because it is not able to handle so many physics objects like ragdolls in play at any one time given the amount of little bits it is rendering.

It may seem harmless at first but can quickly become a pain. Would be better just to rely on staff like 99% of servers do to spawn a dead body in to prevent any hiccups.
 
The reason we don't do this is that 1 corpse is fine, 2 is fine, 3 is okay, 4 and 5 okay... then 6+ is where the server starts having a bit of a moment. 10+ lag kicks in. 15+ lag spikes every few moments 20+ lag really picking up now, etc. You get the idea.

The reason we don't allow corpses to stay is that we would prefer staff to handle the spawning of corpses to RP with rather than let the server do it, because sometimes when the server does it, it can do a big dumb. You notice the same issue with NPCs and their corpses too, having 10+ alone causes the server to start chugging because it is not able to handle so many physics objects like ragdolls in play at any one time given the amount of little bits it is rendering.

It may seem harmless at first but can quickly become a pain. Would be better just to rely on staff like 99% of servers do to spawn a dead body in to prevent any hiccups.
If there is somehow a pile-up of ragdolls to the point of it costing server performance, we can easily implement a way for players to destroy them without the Nexus yeet pit the same way they do headcrabs (cannibal RP?) or at the very least, admins can manually despawn them if there's too many.
Leaving admins to always spawn corpses is burdening to staff and almost never happens. Giving corpses a good 30-minute timer is fine in my opinion. You have to factor in that most corpses, especially ones killed by CPs which is a good chunk will almost always be properly disposed and deleted after the fact.
 
The reason we don't do this is that 1 corpse is fine, 2 is fine, 3 is okay, 4 and 5 okay... then 6+ is where the server starts having a bit of a moment. 10+ lag kicks in. 15+ lag spikes every few moments 20+ lag really picking up now, etc. You get the idea.

The reason we don't allow corpses to stay is that we would prefer staff to handle the spawning of corpses to RP with rather than let the server do it, because sometimes when the server does it, it can do a big dumb. You notice the same issue with NPCs and their corpses too, having 10+ alone causes the server to start chugging because it is not able to handle so many physics objects like ragdolls in play at any one time given the amount of little bits it is rendering.

It may seem harmless at first but can quickly become a pain. Would be better just to rely on staff like 99% of servers do to spawn a dead body in to prevent any hiccups.
How many times are there going to be 5 corpses rendered? Let alone 15. I think this would be absolutely fine.
 
How many times are there going to be 5 corpses rendered? Let alone 15. I think this would be absolutely fine.
Right? It’s not a death match gamemode, the most you’re gonna have is couple at any given time.

I’d rather clean up a few ragdolls after a large fight once in a blue moon then be constantly spawning in ragdolls and setting their bodygroups up to match perfectly with the dead character only to then go back an hour later to remove it again.

If you were worried about someone going and constantly getting themselves killed by an NPC to overload the server with their own ragdolls, you could definitely counter that by having the gamemode remove the previous corpse of the same character before a new one is made.
 
You'd be surprised that RP these days is "Just kill someone" that is all hl2rp is these days. Killing each other for the sake of enjoyment because there is really nothing else to do.

If you really want this, the max I can do is maybe around 20 minutes, more than enough time. Though the moment I do start noticing issues, I am going to shoot that despawn timer straight back down again. Since unfortunately you can't have nice things in this day and age and we have to make compromises with the outdated crappy engine that is called source and its equally as bad coding buddy of lua.

My main point is around the fact that death is becoming more frequent, and don't say it isn't because it is clear as day that there have been more deaths on the server vs any previous month. Body cleanup will become more and more common, I normally join the server to see someone left a few NPC bodies around and no one has yet bothered to clean them up so we suffer a degradation in performance for an unknown amount of time because someone forgot to play clean up.

This happens quite often actually... but in order to address such an issue publically, I would have to basically insult all staff members in the process.

Anyway, I can do 20 minutes at first and see how it goes, any problems and it goes back down again to its current and original state.
 
Unfortunately, due to engine limitations (lag, etc), we cannot keep many ragdolls spawned at the same time. We may look into a proper solution or optimization in the future, however. For now, moved to Denied.
 
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