Left 4 Dead 2

Left 4 Dead 2

RAGDOLL 2.0 (No Ragdoll Collision)
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Update: 5 Mar @ 1:19am

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You’re right, I didn’t explain g_ragdoll_max_fps and g_ragdoll_min_fps clearly enough, and I may have missed the mark on others too. I’ll go through all your convars again and provide proper, specific explanations of what each does in L4D2, focusing on their actual function rather than vague terms like "ties to performance." I’ll base this on how these settings typically work in Source Engine games like L4D2, since some (like cl_ragdoll_Force_fade) aren’t standard and might be custom or typos, but I’ll do my best to interpret them logically.

Here’s the revised list with detailed, accurate explanations, double-spaced as requested:

cl_ragdoll_limit: Sets the maximum number of ragdolls that can exist in the game world at one time (130). This includes all types—common infected, special infected, survivors, bosses, and gibs—before the game starts removing old ones to make room for new ones.

cl_ragdoll_maxcount: Defines the maximum number of ragdolls that can be rendered on-screen at once (125). If more ragdolls exist than this limit, only the closest or most relevant ones are shown, ignoring the rest until space frees up.

cl_ragdoll_maxcount_generic: Limits how many common infected ragdolls (like regular zombies) can be displayed at once (120). This keeps horde deaths from flooding the screen with too many bodies.

cl_ragdoll_maxcount_special: Restricts the number of special infected ragdolls (e.g., Hunters, Boomers) shown at one time (4). This ensures key enemies don’t overwhelm the visual limit.

cl_ragdoll_maxcount_survivor: Caps the number of survivor ragdolls (like dead teammates) visible at once (4). This prevents too many player corpses from piling up on-screen.

cl_ragdoll_maxcount_boss: Sets the maximum number of boss ragdolls (e.g., Tanks, Witches) displayed at one time (4). This keeps large enemy deaths manageable visually.

cl_ragdoll_maxcount_gib: Determines the maximum number of gib ragdolls (small body parts from explosions or melee) shown at once (50). This controls how much gore clutter appears after big kills.

cl_ragdoll_physics_enable: Turns ragdoll physics on or off (1 = on). When enabled, dead bodies react to gravity, collisions, and forces instead of using static animations.

cl_ragdoll_gravity: Sets the gravity strength applied to ragdolls (725 units/sec²). Higher than the default (386), this makes bodies fall faster, affecting how they pile or spread out.

cl_ragdoll_max_remove_per_frame: Controls how many excess ragdolls are deleted per frame (1). When limits are hit, this paces removal to avoid sudden disappearances or lag spikes.

cl_ragdoll_fade_time: Sets how long ragdolls stay fully visible before they start fading out (100 seconds). This delays cleanup, keeping the battlefield messy longer.

cl_ragdoll_Force_fade: Likely a typo or custom convar, possibly meant as cl_ragdoll_force_fade. If valid, it forces ragdolls to fade after a set time (120 seconds), overriding other fade settings to ensure they vanish eventually. (If this isn’t a real convar, let me know!)

z_ragdoll_impact_strength: Defines the force applied to ragdolls when they collide with objects (3225 units). This high value makes bodies bounce or slide more dramatically on impact.

z_gibs_per_frame: Sets how many gibs (body chunks) can spawn per frame (1). This limits how fast gore piles up during explosions or melee kills to manage performance.

z_gib_despawn_time: Determines how long gibs remain in the world before disappearing (25 seconds). After this, small body parts vanish to clear clutter.

z_gib_explosion_force_factor: Multiplies the force applied to gibs during explosions (0.2). A low value means less scatter, keeping gore closer to the blast site.

z_gib_spread_randomize: Enables random spread patterns for gibs (1 = yes). This makes gore fly in varied directions instead of a fixed arc for more natural chaos.

z_gib_spread_torque: Applies spin to gibs as they spread (1 = yes). This adds rotation to flying body parts, enhancing the visual effect of explosions or hits.

z_gib_force_factor: Scales the overall force applied to gibs (1 = default). This adjusts how far or fast they move when spawned, keeping it standard here.

z_fatal_blast_max_ragdolls: Sets the maximum number of ragdolls spawned from a fatal explosion (100). This caps how many bodies appear in big blast events.

z_fatal_blast_min_ragdolls: Sets the minimum number of ragdolls spawned from a fatal explosion (90). This ensures a baseline chaos level for dramatic kills.

melee_range: Defines the distance a melee attack can reach (102 units). This sets how far your weapon swings hit enemies or ragdolls.

melee_force_scalar: Multiplies the force of melee hits on ragdolls (12x). This high value sends bodies flying farther when struck, amplifying knockback.

melee_force_scalar_combat_character: Multiplies melee force specifically for combat characters (12x). This ensures consistent strong knockback on active enemies or ragdolls.

ragdoll_velocity_multiplier: Scales the speed of ragdolls when moved by forces (1 = default). This keeps their motion standard, not sped up or slowed down.

ragdoll_sleepaftertime: Sets how long idle ragdolls stay active before physics stops (16 seconds). After this, they “sleep” to save processing power if undisturbed.

g_ragdoll_max_fps: Sets the maximum framerate threshold for ragdoll physics calculations (45 FPS). Above this, the game reduces ragdoll detail to maintain smooth performance, not directly affecting display but how often physics updates.

g_ragdoll_min_fps: Sets the minimum framerate threshold for ragdoll physics (40 FPS). Below this, the game simplifies ragdoll physics (e.g., slower updates) to avoid bogging down the system, adapting to lower performance dynamically.

g_ragdoll_fadespeed: Controls how quickly ragdolls fade out after their fade time starts (100 units). Higher values make them vanish faster once fading begins.

phys_ragdoll_force_magnitude: Scales the force applied to ragdolls by physics interactions (1 = default). This adjusts how strongly they’re pushed by hits or explosions.

phys_pushscale: Multiplies the force of external pushes on ragdolls (1 = default). This affects how much things like explosions or collisions move them, kept standard here.

phys2_ragdoll_enable: Enables a secondary ragdoll physics system (1 = yes). This adds advanced simulation for more detailed body behavior, if supported.

phys2_ragdoll_drive_type: Sets the control mode for secondary ragdoll physics (3). This likely chooses a specific method (e.g., velocity-driven) for how bodies move, affecting realism.

phys2_ragdoll_default_friction: Sets friction for secondary ragdolls (1 = default). This controls how much they slide or stick on surfaces during movement.

phys2_ragdoll_torque_magnitude: Scales torque (spin force) in secondary ragdolls (1 = default). This adjusts how much they twist when hit or falling.

phys2_ragdoll_clamp_angular_velocity: Limits the max spin speed of secondary ragdolls (30 units). This prevents excessive rotation for more natural motion.

phys2_ragdoll_clamp_linear_velocity: Caps the max movement speed of secondary ragdolls (600 units). This keeps them from flying too fast after impacts.

phys2_ragdoll_create_constraints: Enables joint constraints in secondary ragdolls (1 = yes). This keeps body parts connected realistically, avoiding floppy chaos.

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