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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sun Nov 02, 2008 2:35 am Post subject: Sagdoll 1.42 |
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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. _________________ Apathy Now!
Last edited by MauveBib on Mon Nov 03, 2008 2:20 am; edited 2 times in total |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sun Nov 02, 2008 2:16 pm Post subject: |
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Cool shite mate _________________ Look out for Twigboy |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Sun Nov 02, 2008 4:08 pm Post subject: |
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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? _________________ http://www.planetcocot.net/ |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sun Nov 02, 2008 7:42 pm Post subject: |
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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? _________________ Apathy Now! |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sun Nov 02, 2008 8:25 pm Post subject: |
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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. _________________ Apathy Now! |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sun Nov 02, 2008 9:15 pm Post subject: |
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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. _________________ Apathy Now! |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Sun Nov 02, 2008 10:02 pm Post subject: |
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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. _________________ http://www.planetcocot.net/ |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sun Nov 02, 2008 10:32 pm Post subject: |
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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. _________________ Apathy Now!
Last edited by MauveBib on Mon Nov 03, 2008 2:19 am; edited 1 time in total |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Sun Nov 02, 2008 11:12 pm Post subject: |
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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. _________________ http://www.planetcocot.net/ |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sun Nov 02, 2008 11:19 pm Post subject: |
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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. _________________ Apathy Now! |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Mon Nov 03, 2008 12:53 am Post subject: |
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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 _________________ Apathy Now! |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Mon Nov 03, 2008 1:39 am Post subject: |
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Yes, it works perfectly, now! Awesome!
Thanks for fixing this. You were quick on the ball!  _________________ http://www.planetcocot.net/ |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Mon Nov 03, 2008 3:33 am Post subject: |
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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. |
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