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Gyro Physics / Vengeance R2 AVI?
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Aug 09, 2006 2:57 am    Post subject: Gyro Physics / Vengeance R2 AVI? Reply with quote

I saw an AVI of cubes floating in water in one of the Quake Expo booths. I've opened all 108 of them and can't find it.

Does anyone know where that is? It was a booth where someone was using Venegeance R2 as the basis of a game, I believe.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Aug 09, 2006 3:24 am    Post subject: Reply with quote

One of these? http://qexpo.quakedev.com/booth.php?id=106
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Baker



Joined: 14 Mar 2006
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PostPosted: Wed Aug 09, 2006 4:03 am    Post subject: Reply with quote

Hehe, yeah!

I didn't check that booth because that was based on Telejano. Very Happy

Thx!
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Wed Aug 09, 2006 4:10 am    Post subject: Reply with quote

The Silverwings project is based off of Telejano, they were promoting it along with their new project that uses Vr2 and Gyro
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Wed Aug 09, 2006 4:22 am    Post subject: Reply with quote

I must add I am itching for a released mod with Gyro incorporated into it well... I demand a simple mod with Frikbots and Gyro incorporated into all of the weapons and corpses etc. Along with cool random shit!
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Aug 09, 2006 4:50 am    Post subject: Reply with quote

Sometime I'd like to learn what all is possible for a DarkPlaces dedicated server to run and maybe setup a couple for testing.

I'd like some wacky and fun stuff to be up on permanent dedicated servers, even if only DarkPlaces clients could connect to them.

And I admit to being incredibly unfamiliar with what some engines can do, like Vengeance R2 and QMB (other than what I see in screenshots like the reflective water, scripted particles, etc.)

Speak of the paragraph above, does anyone know if there is any way to query a DarkPlaces server with QStat.org ... I've tried an DarkPlaces servers don't seem to take the normal Quake query.
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Wed Aug 09, 2006 5:00 am    Post subject: Reply with quote

Baker wrote:
Speak of the paragraph above, does anyone know if there is any way to query a DarkPlaces server with QStat.org ... I've tried an DarkPlaces servers don't seem to take the normal Quake query.


They respond to Quake 3 format queries instead, iirc Confused
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Aug 09, 2006 5:07 am    Post subject: Reply with quote

FrikaC wrote:
Baker wrote:
Speak of the paragraph above, does anyone know if there is any way to query a DarkPlaces server with QStat.org ... I've tried an DarkPlaces servers don't seem to take the normal Quake query.


They respond to Quake 3 format queries instead, iirc Confused


Interesting, heh. I never would have guess that.
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Quake Matt



Joined: 05 Jun 2005
Posts: 129

PostPosted: Wed Aug 09, 2006 11:37 am    Post subject: Reply with quote

Looks like I missed this mod! I'll have to check the videos out when I get home. Everytime someone mentions Gyro, I feel a little embarrased because of the bugs I've found in the 2.0 version...

Screenshots look good, though. Is that the SoF shotgun?
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Wed Aug 09, 2006 12:07 pm    Post subject: Reply with quote

Hehehe.. I tried to do something alike the Matt code for Telejano. It already support a lot of func_* stuff builtin on the engine, to able to play HL2 maps (fund_ladder, etc..). I tried to code func_pushable the way is implemented by Matt. And failed, I am not good on math's and the BSP models are horrible ('0 0 0' coord based, etc) .

The full list of entity builin on Telejano is:

light_fluorospark,misc_model, static_brush, misc_staticsmoke, play_ambient, item_mdl, light_environment env_glow func_illusionary func_wall misc_fan2 light_glare, light_drama hostage_entity func_water env_sound func_ladder, func_healer, func_ammo, func_rotate func_forcefield func_pushable func_weakwall func_floormirror func_floor misc_fan decor_lasertoplayer misc_spark func_conveyor func_vehicle1 func_floathing

Telejano 7.0 ( 17 - feb - 2003)
Theres even a demo map somewhere, that also include clientside modding.

Telejano support everything that you can think off, but Is broken. Please use DarkPlaces.

----

Darkplaces has his own masterserver: DPMASTER.
Some Quake3 games use it because is very good and flexible.
To join a game you simple click on search games, will call the master.

----

Humm...
DarkPlaces support avelocity on Bmodels!, so mapping fans can be really lame easy with the correct tools!


Last edited by Tei on Fri Aug 11, 2006 10:11 am; edited 1 time in total
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Quake Matt



Joined: 05 Jun 2005
Posts: 129

PostPosted: Thu Aug 10, 2006 8:28 pm    Post subject: Reply with quote

Quote:
I demand a simple mod with Frikbots and Gyro incorporated into all of the weapons and corpses etc.

Nothing particularly fancy, but here you go! Most of the weapons use Gyro, including the shotguns using the new cylindrical falloff. I couldn't get corpses to look right, so monsters turn into a Gyro object only during their death sequence.

If anyone's really desperate for it, the current 2.1 source code is in here too. I'm just waiting to finish the new documentation before it's out 'officially'.

Edit: Reuploaded after turning debugging info off! I've got to say though, those videos look great - I'd like to know how you make the boxes to stack so well!
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Thu Aug 10, 2006 9:45 pm    Post subject: Reply with quote

I enjoyed seeing bodies fly a bit more in dm, but its a shame corpses dont respond. Or items.

I did enjoy launching a grenade and then firing nails at it and watching them get flung back by the explosion. However it didnt seem to work on trap shooters =\ I spent a lot of time in The Underearth around the rotating spike shooter and never seemed to affect those nails.
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Quake Matt



Joined: 05 Jun 2005
Posts: 129

PostPosted: Thu Aug 10, 2006 10:44 pm    Post subject: Reply with quote

Yeah, because so many things share the spike shooting function, such as wizzids and death knights, I had to limit it to players only. As I said, it's nothing particularly fancy - just the basics for now. Once I'm done with the readme (and my upcoming holiday!) I'll try to make something more interesting!
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Fri Aug 11, 2006 9:07 am    Post subject: Reply with quote

...I was hoping Error would make his Gyro2 mod by Expo's end... still looking foward to that, but till then "fancy" or not I'm going to jam on this... Thanks Matt! Very Happy
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Wed Aug 16, 2006 3:28 pm    Post subject: Reply with quote

I made some small physics vids using Gyro 2.0 with my quakeworld mod. There's basic gyro physics in there but with box collisions and some other things i added. You can check em out here:
http://qexpo.quakedev.com/uploaded/87/phys_vids.zip
There are some pics on my qexpo booth here too:
http://qexpo.quakedev.com/booth.php?id=87
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