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Gyro 2.0 Released!

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Gyro 2.0 Released!

Postby Quake Matt » Thu May 25, 2006 11:11 pm

Gyro 2.0 is done!

http://homepages.nildram.co.uk/~moonrise/matt/gyro2_20.rar

I'm glad it's finally ready! Typing up the readme file really left my fingers sore, but I found a couple of snags and thought up a new feature while I did it, so it was all worth it in the end. I know it's a little bit hard to grasp at first, so I'm planning to covert it to a .html document and instate some decent formatting.

Anyway, tell me what you think! Any problems getting it set up, or any functions not explained well enough? Any bugs, even? I've tested most possiblities, including making the player a physics object, which is quite fun, so I'm pretty confident that it's all stable(ish).

Unfortunately, it's not a seamless transition between Gyro 1 and 2, so you might have to rework a bit of code if you're upgrading.
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Postby SkinnedAlive » Fri May 26, 2006 12:02 am

Hurrah!
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Postby Error » Fri May 26, 2006 4:21 am

congrats, and thank you so much.

wow, this is a lot more different than Gyro 1.1beta that I use. I hope I can port over easily.
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Postby Error » Fri May 26, 2006 7:55 pm

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Postby Quake Matt » Fri May 26, 2006 9:07 pm

Thanks, Error! I tried submitting it myself, but the connection kept conking out, probably because of my torrents.
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Postby Error » Sun May 28, 2006 6:13 am

QuakeMatt: I'd like to see you take a stab at ragdolls using mdl's.... ever heard of MauveBib's SagDoll system?
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Ragdolls! Yes!

Postby Chillo » Sun May 28, 2006 6:30 am

I'd also like to say that I've long awaited for a realistic ragdoll system in quake. Sagdolls were a good start, but were very lacking because they were limited by quake's original code. search for Mauvebib's Sagdoll mod if you've never tried it.
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Postby Quake Matt » Sun May 28, 2006 9:51 am

Yeah, I checked it out around the time I released the first Gyro. I'm not sure I could improve on what MauveBib did, considering how hard it is to get such an effect without engine support.
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