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Stick-Physics

Discuss programming in the QuakeC language.

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Postby ceriux » Mon Oct 27, 2008 7:07 pm

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...
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Postby FrikaC » Tue Oct 28, 2008 4:24 pm

Good work on the article, Tomaz.
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Postby Urre » Tue Oct 28, 2008 4:29 pm

FrikaC: Wrong guy. Very similar names, admittedly.
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Postby FrikaC » Tue Oct 28, 2008 4:52 pm

Why thank you Susan.
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Postby scar3crow » Tue Oct 28, 2008 5:05 pm

I admit, for a moment I briefly thought it was Tomaz as well =)
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Postby MauveBib » Wed Oct 29, 2008 2:06 am

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.
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Postby Urre » Thu Nov 27, 2008 12:06 am

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 :)
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Postby ceriux » Thu Nov 27, 2008 12:59 am

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!
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Postby Downsider » Thu Nov 27, 2008 1:01 am

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?
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Postby Urre » Thu Nov 27, 2008 1:33 am

DarkPlaces only, but you could make it engineside for sure. Without hassle? No.
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Postby ceriux » Thu Nov 27, 2008 1:41 am

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
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Postby Downsider » Thu Nov 27, 2008 2:31 am

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.
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Postby ceriux » Thu Nov 27, 2008 2:45 am

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.)
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Postby Electro » Thu Nov 27, 2008 5:58 am

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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Postby Urre » Thu Nov 27, 2008 6:52 am

But that's the beauty, it's not just boxes! It could be... Kittens!
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