Stick-Physics

Discuss programming in the QuakeC language.
ceriux
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Post by ceriux »

the point being it takes an hour to walk 2 miles around here, and that i walked five and there are a lot of bussines's but none are hiring...
FrikaC
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Post by FrikaC »

Good work on the article, Tomaz.
Urre
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Post by Urre »

FrikaC: Wrong guy. Very similar names, admittedly.
I was once a Quake modder
FrikaC
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Post by FrikaC »

Why thank you Susan.
scar3crow
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Post by scar3crow »

I admit, for a moment I briefly thought it was Tomaz as well =)
MauveBib
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Post by MauveBib »

Urre wrote: Mauve: I have many ideas for joint limits, but I can admit they're tough. The best idea I've had so far, is limiting by the use of planes which are attached to particles. I can see it working! Also, 90 entities is nothing for DP ;)
I was trying to create a new type of "stick" to act as joint limits, but i just couldn't get it even remotely working. My grasp of the underlying code just wasn't good enough.
Apathy Now!
Urre
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Post by Urre »

It lives!

See here, and weep. Weep the tears of happiness!

Huge thanks to tZork from the Nexuiz community for taking his evening off and helping me debug! Turned out to be the ol'

Code: Select all

self.angles_x = self.angles_x*-1;
Quite embarrassing really. LordHavoc looked at me and went all :roll:

Looks like an interesting future for physics in DP based mods!

Release will come soonish :)
I was once a Quake modder
ceriux
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Post by ceriux »

omg awsome! this will look real good in my ww2 mod im working on atm :D image explosions going off and rubble, bodies, and props flying everywhere! :D its gunna be great!
Downsider
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Post by Downsider »

Urre wrote:It lives!

See here, and weep. Weep the tears of happiness!

Huge thanks to tZork from the Nexuiz community for taking his evening off and helping me debug! Turned out to be the ol'

Code: Select all

self.angles_x = self.angles_x*-1;
Quite embarrassing really. LordHavoc looked at me and went all :roll:

Looks like an interesting future for physics in DP based mods!

Release will come soonish :)
Purely awesome work.

Just wondering; does this work in vanilla Quake? If not, can it be incorporated into the engine code with little hassle?
Urre
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Post by Urre »

DarkPlaces only, but you could make it engineside for sure. Without hassle? No.
I was once a Quake modder
ceriux
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Post by ceriux »

downsiders a pretty good coder, hes making a custom engine for the halo : solitude mod out of kuroks engine, hes also doing most of the qc coding :D i think as long as it has to do with coding and not content creation he shouldnt have a problem making an engine that can support anything that DP does. :D
Downsider
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Post by Downsider »

ceriux wrote:downsiders a pretty good coder, hes making a custom engine for the halo : solitude mod out of kuroks engine, hes also doing most of the qc coding :D i think as long as it has to do with coding and not content creation he shouldnt have a problem making an engine that can support anything that DP does. :D
Really doubtful that I could have added all the features that Darkplaces does.
ceriux
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Post by ceriux »

idk for being 14 your very skilled dont doubt yourself :D your a very talented individual :D. (im sure you could probably implement the ones needed. probably just the dpextensions. and a couple small engine features.)
Electro
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Post by Electro »

kickASS! Quake has many many box like box things that need to behave to the likes of boxes. Can't wait to see this on gibs/weapons etc. :)
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Urre
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Post by Urre »

But that's the beauty, it's not just boxes! It could be... Kittens!
I was once a Quake modder
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