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Author Topic: SanDiego's realistic tissue rebalance  (Read 26247 times)

Putnam

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Re: SanDiego's realistic tissue rebalance
« Reply #90 on: March 09, 2012, 06:39:33 pm »

By all means do! There is no higher praise for minor tweaker like me than to be included in a major mod :)

Yeah, I'm assuming that hasn't changed :P

Vherid

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Re: SanDiego's realistic tissue rebalance
« Reply #91 on: March 09, 2012, 08:19:37 pm »

There's something in this that causes the game to crash now I think.

Yeah there's massive differences in the b_detail_plan_default. I have a fixed version here:

http://localhostr.com/file/VuWul77/b_detail_plan_default.txt
« Last Edit: March 09, 2012, 08:58:06 pm by Vherid »
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Re: SanDiego's realistic tissue rebalance
« Reply #92 on: March 09, 2012, 09:22:22 pm »

I would like to mention TomiTapio's post which was not discussed at all.

The only two effects of pain are an unconsciousness and slowdown. Thus we should go from this, not from "strain" and "pain" etc. receptors' understanding.

Obviously some organ damage should be very deadly. For example, a punctured stomach is a VERY painful death from your own stomach liquid getting in your major blood vessels.

About the issue about fat and muscled heads: we could change VERTEBRATE_TISSUE_LAYERS so there's only a skin around the skull. In any case the existing muscle/fat only matters in the area of face (which already has stuff like nose, cheekbones, lips etc. which already consist of tissues) so we could drop the fat and the muscle from the rest of the head.

One could make a bit tougher bone template just for skulls too, it's easy to make. At least to stop kicks and punches from jamming through skulls.

Living Bone actually is much tougher than the material properties given to it on the web.  That data was taken from dead dry bone, which unless it's antler is much more brittle than living bone in the body.  Dry antler is actually stronger.
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Blakmane

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Re: SanDiego's realistic tissue rebalance
« Reply #93 on: March 09, 2012, 09:58:12 pm »

If you haven't already, Make sure you have a play around in adventure mode and decide if you like it first meph. I've found that, whilst perhaps a little more realistic, too many pain receptors are already an issue with the current DF and spending even more of your time unconcious from a bruised muscle or chipped bone isn't very fun.
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Meph

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Re: SanDiego's realistic tissue rebalance
« Reply #94 on: March 10, 2012, 12:17:28 am »

Well, I am most certainly not testing anything in Adventure mode ;) Not my area. I will have a look at the raws, see what I like, might take it.

I already added hugos bone system, and I am waiting on nihilists brain stem, and alltogether I think fights and injuries might get a bit more realistic. Lets hope that this also means fun as well
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Vherid

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Re: SanDiego's realistic tissue rebalance
« Reply #95 on: March 10, 2012, 12:44:01 am »

I already added hugos bone system, and I am waiting on nihilists brain stem, and alltogether I think fights and injuries might get a bit more realistic. Lets hope that this also means fun as well

That's pretty much what I've been planning on as well, got the ABS and this mod going just waiting for brainstem as well. Lots of fun to be had.

Blakmane

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Re: SanDiego's realistic tissue rebalance
« Reply #96 on: March 10, 2012, 06:01:24 am »

Well, I am most certainly not testing anything in Adventure mode ;) Not my area. I will have a look at the raws, see what I like, might take it.

I already added hugos bone system, and I am waiting on nihilists brain stem, and alltogether I think fights and injuries might get a bit more realistic. Lets hope that this also means fun as well

Well, arena mode also works fine- anything to just get a general sense of how this changes combat. Fights tend to be shorter and more dependent on a few good (lucky) strikes causing fast bleedout and/or unconciousness. If that's what you want, all good :). I definitely liked the main organ changes -- things fighting on with severe organ damage in vanilla is pretty silly and this makes that shot to the heart more final.
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nocker

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Re: SanDiego's realistic tissue rebalance
« Reply #97 on: March 10, 2012, 07:29:26 am »

This may not be the correct thread for pointing this, but one thing I think it could enhance the gore feelings would be to put the brain [UNDER_PRESSURE] or whatever the tag the guts use, so that severe head wounds could spill your brains. This is, AFAICT, something that actually happens when the head is hit strongly enough :P
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Vherid

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Re: SanDiego's realistic tissue rebalance
« Reply #98 on: March 10, 2012, 10:45:59 am »

This may not be the correct thread for pointing this, but one thing I think it could enhance the gore feelings would be to put the brain [UNDER_PRESSURE] or whatever the tag the guts use, so that severe head wounds could spill your brains. This is, AFAICT, something that actually happens when the head is hit strongly enough :P

Yeah it spills the brains leaving a light gray ~ to follow them around, so basically it works the same way as disembowelment, which doesn't really make sense. It's as if their brain came out, fell on the ground next to them, still attached and they just drag it around like a rope.

I think making it work like teeth would make more sense, socket it? After testing I guess socketing doesn't really do anything for something that's internal I think.
« Last Edit: March 10, 2012, 11:07:44 am by Vherid »
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Hugo_The_Dwarf

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Re: SanDiego's realistic tissue rebalance
« Reply #99 on: March 10, 2012, 01:50:11 pm »

I'm curious to see what would happen if my ABS your RTR and Nihilist's BSP got all merged into one "DF realism mod" making DF just a little bit more intense
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Putnam

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Re: SanDiego's realistic tissue rebalance
« Reply #100 on: March 10, 2012, 03:01:31 pm »

Add Uristocrat's Density & Color mod for good measure and we could just have a compilation on our hands.

Hugo_The_Dwarf

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Re: SanDiego's realistic tissue rebalance
« Reply #101 on: March 10, 2012, 03:10:20 pm »

Add Uristocrat's Density & Color mod for good measure and we could just have a compilation on our hands.
I think someone should create a "Realism Compliation" thread, I'd definally throw my ABS in. Heck I'd even throw in my still in progress "complete fingers and toes" project as well.
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G-Flex

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Re: SanDiego's realistic tissue rebalance
« Reply #102 on: March 10, 2012, 04:00:29 pm »

Add Uristocrat's Density & Color mod for good measure and we could just have a compilation on our hands.

This bug could be easily fixed within the scope of the mod as well. Plus whatever other lingering biological material raw value problems are still around.
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GreatWyrmGold

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Re: SanDiego's realistic tissue rebalance
« Reply #103 on: March 11, 2012, 11:05:52 am »

While you're at it, muscles on insects don't have any arteries and could use a specialised tissue. :)
While you're at it, bugs with any part thicker than around an inch (half an inch?) can't get enough oxygen to their innards, given how they "breathe." Point being, the bugs who this matters for aren't normal bugs anyways.
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G-Flex

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Re: SanDiego's realistic tissue rebalance
« Reply #104 on: March 11, 2012, 04:57:10 pm »

While you're at it, muscles on insects don't have any arteries and could use a specialised tissue. :)
While you're at it, bugs with any part thicker than around an inch (half an inch?) can't get enough oxygen to their innards, given how they "breathe." Point being, the bugs who this matters for aren't normal bugs anyways.

To be fair here, muscles (and probably other tissues/materials) on arthropods are probably different enough to warrant being made of different materials entirely. Anyone here who's eaten shrimp, crab, or lobster basically already knows this.
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