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Gyro Physics - 1.0 Release

 
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Quake Matt



Joined: 05 Jun 2005
Posts: 129

PostPosted: Thu Jun 30, 2005 2:19 am    Post subject: Gyro Physics - 1.0 Release Reply with quote

Hmm, coding board seems a tad slow as of late. Let's see if I can speed things up a bit by releasing something!

http://homepages.nildram.co.uk/~moonrise/matt/gyro.zip

So, what's this? It's Gyro, a little something I've been working on for the past few days. It's not actually a full mod, but rather a plugin for existing mods, that I hope should help the makers add some nice physics without having to mess around with piles of code.

It runs on a simple activation system so, let's say you want grenades to float - you'd add a line like "P_ActivateBouyancy (missile, 500)". Your grenades would then float, providing they're lighter than 500 weight units. Everything works like this, even forces (like explosions), so there's rarely any need to change existing code.

Although you only really need the "physics.qc" file, I've built a quick mod around it to show you what can be done. Mostly simple stuff like floating objects and explosion blasts, but you can try typing impulse 101 or 102 to see something a little more exciting! The 101-bound HoverBombs (or BlimpBombs, whatever floats your boat) are controlled almost entirely by Gyro, although I'm not sure how useful they'd be in a real game!

Next version should be coming sooner or later, so feedback is welcome!
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Thu Jun 30, 2005 6:35 am    Post subject: Reply with quote

I dunno how I missed this post, but Im definitely gonna dl this and give it a go... Im not really a coder, but this sounds awesome, and I love to see such things that are modular like this, being released to the community for development. Thanks!
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Thu Jun 30, 2005 9:42 pm    Post subject: Reply with quote

This would be cool for mods with alot of water...
Where bombs could float to the waterline.. Wink
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pud



Joined: 17 Jun 2005
Posts: 5

PostPosted: Thu Jun 30, 2005 10:56 pm    Post subject: Reply with quote

would this work in quakeworld?
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Quake Matt



Joined: 05 Jun 2005
Posts: 129

PostPosted: Thu Jun 30, 2005 11:27 pm    Post subject: Reply with quote

I don't really know - I've never coded for QuakeWorld. I guess it can't be too dissimilar, though, and since it only takes a couple of minutes to get something up and running, you could always try it and find out!
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pud



Joined: 17 Jun 2005
Posts: 5

PostPosted: Fri Jul 01, 2005 12:49 am    Post subject: Reply with quote

no compile errors or warnings when I add it to my qw mod source. THANKS!
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Quake Matt



Joined: 05 Jun 2005
Posts: 129

PostPosted: Sun Jul 03, 2005 1:04 am    Post subject: Reply with quote

Does it run properly in-game, though? Don't know how QW works, so the physics code might go bonkers!
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sun Jul 03, 2005 12:15 pm    Post subject: Reply with quote

So long as you don't do self.nextthink = time; ...
That's a cardinal sin in QW, generally resulting in infinate loops in many engines. Setting nextthink too low will cause an entity to catch up any missing thinks. Which is always wierd. Smile the newmis global entity names an entity to have a think after the current entity, so avoid using that too.
So long as you don't require a string entity thinking order (which is bad in nq too due to order of spawning), there's no difference.
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Sun Jul 03, 2005 3:10 pm    Post subject: Reply with quote

Pretty neat little package, I can't wait to see the next version! Very Happy
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Quake Matt



Joined: 05 Jun 2005
Posts: 129

PostPosted: Sun Jul 03, 2005 3:30 pm    Post subject: Reply with quote

Ah, that's good to hear - it should work nicely in QW then. Maybe a little bit of whackyness when it gets laggy, but that's better than nothing!
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Quake Matt



Joined: 05 Jun 2005
Posts: 129

PostPosted: Fri Jul 29, 2005 5:17 pm    Post subject: Reply with quote

Okay, I've got a new version up:

http://www.quakedev.com/forums/index.php?topic=421.0

Sorry to just link to a different forum, but otherwise I'd just be repeating everything I said there! Anyway, it's only a beta version, so it's not massively important yet - I'd just like to find out from anyone using it whether or not the upgrade works.

Oh, and thanks for all the interest! I'd never had gotten past 1.0 without it!
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