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[idea] Toy: Explosives Sandbox.

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[idea] Toy: Explosives Sandbox.

Postby Teiman » Fri Jan 22, 2010 11:04 am

Here is my idea for a sandbox.
- Take a phisic simulator for Quake1 that can handle entitys with "box" shape. (wig?)
- Create a map with the shape a big (enormeous) empty box.
- Make the player able to spawn entities with the model a big car (use qracer models?) , with these models activated in the phicis engine.
- Make the player have a weapon "radio explosion"... place 'explosives' and a radio to detonate these explosions.
- Use has much eyecandy as available on the explosions itself
- Move has much code has possible from the phicis engine, to the engine itself, trough builtins. (get a function in QuakeC that seems timeconsuming, rewrite it in c, and create a builtin with his name)

TADA!!.. explosive sandbox.


Much like this:
massive
http://www.youtube.com/watch?v=S-Yq_tfKsJE
eyecandy
http://www.youtube.com/watch?v=l_gAaQIDUtc
toy
http://www.youtube.com/watch?v=pzc0usi7f38

but mostly this:
http://www.youtube.com/watch?v=AvnaFEO3 ... re=related
Last edited by Teiman on Sat Jan 23, 2010 12:11 pm, edited 1 time in total.
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Postby Teiman » Fri Jan 22, 2010 11:44 pm

I have made this "physics-object" for Twig. Is a car (the model is riped from FrikaC "bigmap"). Is a bit rough, since I am very newbie to editing this thing with twig, but seems to work ok for my needs :-)

http://zerror.com/mods/twig_car.zip
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Postby Baker » Sat Jan 23, 2010 2:35 am

A car mod with Twig physics would be interesting :wink:
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Postby r00k » Sat Jan 23, 2010 7:17 am

"Hey! Move outta the way!"
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Postby Teiman » Sat Jan 23, 2010 8:44 am

I am not trying to make a vehicles game, cause having a ambition that size is beyond my skills.

Heres a screenshots.
Image

I have modified the ground texture and sky texture of the testmap of Wig.

Surprising enough, this test map of wig is step 2 on my plan ("Create a map with the shape a big (enormeous) empty box. ").


Here is the profiling. Is a bit misterious to me.

Code: Select all
^7server Profile:
^7[CallCount] [Statement] [BuiltinCt] [StmtTotal] [BltnTotal] [self]
^7     159021   331142160     9233144   331142160     9233144 100.00% Phys_Constraints
^7     544084   186962412   143294482   186962412   143294482 100.00% Phys_CheckStatus
^7     703105   129785555   175209985   129785555   175209985 100.00% Phys_CheckOnGround
^7     159021    97614328    55099825   100042622    55106865  98.43% Phys_Move
^7     318042    55246098    80145292    55246098    80145292 100.00% Phys_Acceleration
^7     544084    75999736     7710822  1006784623   476311334   5.64% Phys_ObjectThink
^7     683860    78472110     3238603    78472110     3238603 100.00% Phys_CheckRestState
^7    1397877    22366032           0    22366032           0 100.00% Matrix_Multiply
^7     159021    17332946     1917578    17332946     1917578 100.00% Phys_Deceleration
^7   14487945 ----------------------- builtin ----------------------- tracebox
^7   13383146 ----------------------- builtin ----------------------- vlen
^7     139776     6569472      419328     9364992      419328  71.43% Matrix_CalculateObjectMatrix
^7    5273886 ----------------------- builtin ----------------------- setorigin
^7     279838     2798380           0     2798380           0 100.00% crossproduct
^7     341040     2627664       15963     2627664       15963 100.00% Phys_Force
^7    2285723 ----------------------- builtin ----------------------- min
^7    2133829 ----------------------- builtin ----------------------- normalize
^7    1484044 ----------------------- builtin ----------------------- max
^7    1397877 ----------------------- builtin ----------------------- vectoangles2
^7    1292666 ----------------------- builtin ----------------------- pointcontents
^7       9535      656296      295835     1203005      396932  59.51% PlayerPreThink
^7       4616      214894      110784      214894      110784 100.00% Phys_ObjectAddStick
^7       9535      238375       57210      238375       57210 100.00% Clamp
^7       1174      123270       29350      123270       29350 100.00% Phys_SpawnParticle
^7     149315 ----------------------- builtin ----------------------- cvar
^7       9535      133716           0      479178      108480  22.75% PlayerPostThink
^7     139776 ----------------------- builtin ----------------------- ceil
^7        143       91609        1603      435586      142611  16.12% Phys_ObjectCreate
^7       9539       66775        9539      146253       36139  41.84% StartFrame
^7         13       57704       17656       79340       26584  71.15% Object_Load
^7         30       61320        5625       69960       35235  63.64% GrenadeExplode
^7         30        8640       29610        8640       29610 100.00% Phys_ObjectRemove
^7       9539        9539           0        9539           0 100.00% EndFrame
^7        143       14665         429      450251      143040   2.54% ThrowObject
^7        143       10296        3861       10296        3861 100.00% Phys_SpawnStatic
^7        113        7119        2938        7119        2938 100.00% Phys_SpawnHitmodel
^7      10031 ----------------------- builtin ----------------------- argv
^7       6341 ----------------------- builtin ----------------------- spawn
^7        143        2860        3003        2860        3003 100.00% Phys_ObjectSpawn
^7         13        4314           0       21636        8928  14.11% Phys_SpawnSticks
^7       2605 ----------------------- builtin ----------------------- setmodel
^7       2200 ----------------------- builtin ----------------------- stof
^7          8        1576         168        1576         168 100.00% Phys_ObjectRemoveStick
^7        113        1582           0      345462      108480   0.35% ImpulseCommands
^7       1419 ----------------------- builtin ----------------------- remove
^7       1318 ----------------------- builtin ----------------------- setsize
^7       1174 ----------------------- builtin ----------------------- randomvec
^7       1099 ----------------------- builtin ----------------------- tokenize
^7       1096 ----------------------- builtin ----------------------- fgets
^7          1         607         215         607         215 100.00% Phys_ObjectAddDynamicParticle
^7          1         410          21        1986         189  19.82% Phys_ObjectRemoveParticle
^7        143         143           0         143           0 100.00% SUB_Null
^7        286 ----------------------- builtin ----------------------- bprint
^7        269 ----------------------- builtin ----------------------- strlen
^7        269 ----------------------- builtin ----------------------- substring
^7        266 ----------------------- builtin ----------------------- makevectors
^7        263 ----------------------- builtin ----------------------- precache_model
^7        181 ----------------------- builtin ----------------------- strzone
^7          1         133          16       79473       26600   0.14% Object_RunAllObjects
^7          1          49           6          49           6 100.00% PutClientInServer
^7          3          36           9          36           9 100.00% SV_ParseClientCommand
^7          1          21          10          21          10 100.00% precaches
^7         30 ----------------------- builtin ----------------------- findradius
^7         30 ----------------------- builtin ----------------------- effect
^7         30 ----------------------- builtin ----------------------- te_explosion
^7         13 ----------------------- builtin ----------------------- search_getfilename
^7         13 ----------------------- builtin ----------------------- fopen
^7         13 ----------------------- builtin ----------------------- fclose
^7          1           5           0           5           0 100.00% Object_FlushObjects
^7          4 ----------------------- builtin ----------------------- traceline
^7          4 ----------------------- builtin ----------------------- te_gunshot
^7          3 ----------------------- builtin ----------------------- precache_sound
^7          3 ----------------------- builtin ----------------------- clientcommand
^7          1           2           0          23          10   6.06% worldspawn
^7          1           1           0           1           0 100.00% SetNewParms
^7          1           1           0           1           0 100.00% info_player_start
^7          1           1           0           1           0 100.00% ClientConnect
^7          1 ----------------------- builtin ----------------------- find
^7          1 ----------------------- builtin ----------------------- search_begin
^7          1 ----------------------- builtin ----------------------- search_end
^7          1 ----------------------- builtin ----------------------- search_getsize
^7


Matrix_Multiply seems to be a good candidate to remade as a builtin. And all the Phys_, but these are probably harder to remade.

Code: Select all
void(vector m1forward, vector m1left, vector m1up, vector m2forward, vector m2left, vector m2up) Matrix_Multiply =
{
   matrix_forward = m1forward_x * m2forward + m1forward_y * m2left + m1forward_z * m2up;
   matrix_left    = m1left_x    * m2forward + m1left_y    * m2left + m1left_z    * m2up;
   matrix_up      = m1up_x      * m2forward + m1up_y      * m2left + m1up_z      * m2up;
};



Another screenshot:
Image

humm... it only use one core of the CPU.
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Postby Teiman » Sat Jan 23, 2010 10:35 pm

I made it!.

Well.. is much crappier than intended. Mostly I suck at QC. But It works.

Standalone (include it alls):
http://zerror.com/mods/nuketest1standalone.zip

Mod (needs Quake, and one of the latest versions of DP):
http://zerror.com/mods/nuketest1mod.zip

Uses all the same keys as Twig (is built on it).
What you need to know is right mouse button drop a nuke, and again explode it. "E" drop a car.


Image


What I have learn:

- DP style is consistent. The mod look cool on all lighting styles/ particle styles.
- A "wave" seems a good trick for explosions, since only a few items are "push" on every frame.
- Limiting what entitys are afected by phisics is good.
- The phisics affects more of what I intended.
- Some new DP features.

On what I have failed:
- Make a good interface to place cars.
- Probably the nuke is still a too heavy hit on lowend machines. Mine is highend.
- I have not modified DarkPlaces to able a nicier looking explosion.


Image
Last edited by Teiman on Sun Jan 24, 2010 8:53 am, edited 1 time in total.
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Postby c0burn » Sat Jan 23, 2010 11:43 pm

Those screenshots are awesome fun.
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Postby Chip » Sun Jan 24, 2010 1:50 pm

Those screens are simply great! I really need to play with your mod. Can't wait to get home and see what I can blow up. Yee-ha!
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Postby jim » Sun Jan 24, 2010 2:16 pm

Excellent, I've always wanted to blow up cars with nuclear bombs!
zbang!
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Postby Teiman » Sun Jan 24, 2010 2:20 pm

It really needs some sounds to be good. Make the sound "impact" the player with a delay. And maybe different cars colors, and other sounds, like carcrash sounds. Also, I made this using entitys and sould be redone with particles.

hehehe.. thanks guys :-)
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Postby Urre » Sun Jan 24, 2010 9:54 pm

Cool :)

Kind of ironic seeing a car in an old version of Twig, seeing as vehicle physics is the feature I've worked on for the next version, and it's already working, just needs a lot of polish and shiny, I think morphed from the Nexuiz community posted some youtube videos of it in action even. Admittedly, I haven't worked on it for a good while now. Maybe I should? :P
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