Sagdoll 1.42

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MauveBib
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Sagdoll 1.42

Post by MauveBib »

New sagdoll release!

http://elf.planetquake.gamespy.com/sagdoll142.zip

This version features friction/corpse sliding, which adds an extra element of realism. Several other bug-fixes too.
Last edited by MauveBib on Mon Nov 03, 2008 2:20 am, edited 2 times in total.
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Urre
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Post by Urre »

Cool shite mate
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CocoT
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Post by CocoT »

Hey! I'm very excited about this! :)
Just a quick question, though, is this engine-specific?
I tried to load it with GLPro and it wouldn't start (I think it was searching for body.mdl and couldn't find, if I remember correctly). Then I loaded it with an older version of Darkplaces (I've had issues with newer ones) and, sometimes, I observed pretty weird effects, particularly when it came to the way in which dead bodies looked: the body parts tended to be very disjointed (with the legs, for example, sitting up above the body or the hands being also disconnected from the rest of the body). Is this normal?
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MauveBib
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Post by MauveBib »

It shouldn't be engine specific - I've tested it on Winquake, GLQuake and DP.

No idea as to the disjointedness, can you provide a screenshot?
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CocoT
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Post by CocoT »

Sure :)

Image

Weird, uh?
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MauveBib
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Post by MauveBib »

now that is odd. I've only ever seen that before as part of a bug in the water buoyancy, which I have currently removed.

no idea I'm afraid. Is it happening often for you?

EDIT: This also used to sometimes happen with corpses on plats, but shouldn't any more either. hmm.
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Entar
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Post by Entar »

I tried it and got the disjointed limbs pretty often too. FYI.
MauveBib
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Post by MauveBib »

Ok, I think i've found and fixed it, but i'll have to playtest for a while to be sure. As a result, buoyancy should be fixable too.
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CocoT
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Post by CocoT »

Yeah, it does happen very often, like 8 or 9 times out of 10, really. I'm sorry :cry:
I'm glad you found a way to possibly fix it, though! I'll be on the look-out for your next release :wink:

Note: I'm not 100% sure but I have the memory that this did not happen in the previous version.
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MauveBib
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Post by MauveBib »

8 or 9 out of 10?

Yikes, i've got no idea what could possibly cause that then. I get it only in certain circumstances, maybe 1 out of 100 times.

Try a different engine and see if you get the same result.


EDIT:

Try this version and see if there's any improvement:. Maybe I just released a bugged out version.

http://elf.planetquake.gamespy.com/sagdoll142.zip

It could be a legacy issue, so much sure you delete any old version before installing.
Last edited by MauveBib on Mon Nov 03, 2008 2:19 am, edited 1 time in total.
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CocoT
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Post by CocoT »

Doesn't seem to do the trick, unfortunately :(
You know what, next time I can use my wife's computer, I'll try with a newer version of Darkplaces and see how it goes.
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MauveBib
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Post by MauveBib »

Tracked the issue down.

It's a DP issue, not QC. I was using an old DP which worked fine, but a new one has the bug.

I tested the previous sagdoll version with the new DP and found the same error.

Bugger.
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MauveBib
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Post by MauveBib »

Problem solved. It's an issue with how DP handles movetype_fly models without a setsize or something like that. Anyway, i put in a work around by making the limbs movetype_noclip.

Check it out:

http://elf.planetquake.gamespy.com/sagdoll142.zip
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CocoT
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Post by CocoT »

Yes, it works perfectly, now! Awesome! :D
Thanks for fixing this. You were quick on the ball! ;)
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Baker
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Post by Baker »

CocoT wrote:I tried to load it with GLPro and it wouldn't start (I think it was searching for body.mdl and couldn't find, if I remember correctly).
ProQuake 3.50 cheat-free module checks anything player.mdl against what it expects is the normal player.mdl.

Running mods with ProQuake 3.50 and the cheat-free module present where the player model (and a few others) doesn't match generates a misleading "model not found" message because ProQuake 3.50 wouldn't load it.

So this issue wasn't caused by the mod not being compatible with anything.

/And glpro399 turns the model check off for gamedir'd mods so this "not running sagdoll" thing wouldn't occur.
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