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Sagdoll 1.42
Posted: Sun Nov 02, 2008 2:35 am
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.
Posted: Sun Nov 02, 2008 2:16 pm
by Urre
Cool shite mate
Posted: Sun Nov 02, 2008 4:08 pm
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?
Posted: Sun Nov 02, 2008 7:42 pm
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?
Posted: Sun Nov 02, 2008 8:14 pm
by CocoT
Sure
Weird, uh?
Posted: Sun Nov 02, 2008 8:25 pm
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.
Posted: Sun Nov 02, 2008 9:03 pm
by Entar
I tried it and got the disjointed limbs pretty often too. FYI.
Posted: Sun Nov 02, 2008 9:15 pm
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.
Posted: Sun Nov 02, 2008 10:02 pm
by CocoT
Yeah, it does happen very often, like 8 or 9 times out of 10, really. I'm sorry
I'm glad you found a way to possibly fix it, though! I'll be on the look-out for your next release
Note: I'm not 100% sure but I have the memory that this did not happen in the previous version.
Posted: Sun Nov 02, 2008 10:32 pm
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.
Posted: Sun Nov 02, 2008 11:12 pm
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.
Posted: Sun Nov 02, 2008 11:19 pm
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.
Posted: Mon Nov 03, 2008 12:53 am
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
Posted: Mon Nov 03, 2008 1:39 am
by CocoT
Yes, it works perfectly, now! Awesome!

Thanks for fixing this. You were quick on the ball!

Posted: Mon Nov 03, 2008 3:33 am
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.