by Psychcf » Thu Dec 14, 2006 11:17 pm
I may not be on the developer team, but I do know some things about game making.
Ragdoll physics are possible, however if you think about it, it's pointless and would just kill a bad CPU/GPU.
Breakable objects would put map makers THROUGH HELL. If not that, it would put the developers through even more hell.
Breakable objects from the map maker's view would mean when you shoot at it, you would take the object, replace it with that object and split it up, and then you would set it to the "gore physics" as you called it, and then the objects go flying. It would look bad though, because if you shoot it, and the peices would breaking in the wrong way. This would also kill a bad CPU/GPU.
If it's done from the code, you would have to dynamically splice an object based on where it's shot at, and then have the physics done. Again, this would also kill a bad CPU/GPU.
And hey, that's just one object. think about doing that during a firefight. Plus, to really make it look good, you would have to have stuff burning/smoking, and you should probably have some sounds for each object, which would make the maps bigger, and you would have to define in the maps "this is glass. This is plastic. this is concrete.", making it even bigger, and harder to make.
So, the stuff you said are good ideas, but it's just not worth it. Mabie it will be added in later on, but right now it isn't practical. Sorry.