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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Oct 27, 2008 7:07 pm Post subject: |

the point being it takes an hour to walk 2 miles around here, and that i walked five and there are a lot of bussines's but none are hiring... _________________ QuakeDB - Quake ModDB Group

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Oct 28, 2008 4:24 pm Post subject: |

Good work on the article, Tomaz.

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Tue Oct 28, 2008 4:29 pm Post subject: |

FrikaC: Wrong guy. Very similar names, admittedly. _________________ Look out for Twigboy

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Oct 28, 2008 4:52 pm Post subject: |

Why thank you Susan.

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Oct 28, 2008 5:05 pm Post subject: |

I admit, for a moment I briefly thought it was Tomaz as well =)

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Wed Oct 29, 2008 2:06 am Post subject: |

Urre wrote:
Mauve: I have many ideas for joint limits, but I can admit they're tough. The best idea I've had so far, is limiting by the use of planes which are attached to particles. I can see it working! Also, 90 entities is nothing for DP

I was trying to create a new type of "stick" to act as joint limits, but i just couldn't get it even remotely working. My grasp of the underlying code just wasn't good enough.
_________________
Apathy Now!

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Thu Nov 27, 2008 12:06 am Post subject: |

It lives! See here, and weep. Weep the tears of happiness! Huge thanks to tZork from the Nexuiz community for taking his evening off and helping me debug! Turned out to be the ol'

Code:
self.angles_x = self.angles_x*-1;

Quite embarrassing really. LordHavoc looked at me and went all
Looks like an interesting future for physics in DP based mods!
Release will come soonish
_________________
Look out for Twigboy

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Thu Nov 27, 2008 12:59 am Post subject: |

omg awsome! this will look real good in my ww2 mod im working on atm image explosions going off and rubble, bodies, and props flying everywhere! its gunna be great! _________________ QuakeDB - Quake ModDB Group

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Nov 27, 2008 1:01 am Post subject: |

Urre wrote:
It lives! See here, and weep. Weep the tears of happiness! Huge thanks to tZork from the Nexuiz community for taking his evening off and helping me debug! Turned out to be the ol'

Code:
self.angles_x = self.angles_x*-1;

Quite embarrassing really. LordHavoc looked at me and went all
Looks like an interesting future for physics in DP based mods!
Release will come soonish

Purely awesome work.
Just wondering; does this work in vanilla Quake? If not, can it be incorporated into the engine code with little hassle?

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Thu Nov 27, 2008 1:33 am Post subject: |

DarkPlaces only, but you could make it engineside for sure. Without hassle? No. _________________ Look out for Twigboy

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Thu Nov 27, 2008 1:41 am Post subject: |

downsiders a pretty good coder, hes making a custom engine for the halo : solitude mod out of kuroks engine, hes also doing most of the qc coding i think as long as it has to do with coding and not content creation he shouldnt have a problem making an engine that can support anything that DP does.
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QuakeDB - Quake ModDB Group

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Nov 27, 2008 2:31 am Post subject: |

ceriux wrote:
downsiders a pretty good coder, hes making a custom engine for the halo : solitude mod out of kuroks engine, hes also doing most of the qc coding i think as long as it has to do with coding and not content creation he shouldnt have a problem making an engine that can support anything that DP does.

Really doubtful that I could have added all the features that Darkplaces does.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Thu Nov 27, 2008 2:45 am Post subject: |

idk for being 14 your very skilled dont doubt yourself your a very talented individual . (im sure you could probably implement the ones needed. probably just the dpextensions. and a couple small engine features.) _________________ QuakeDB - Quake ModDB Group

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Thu Nov 27, 2008 5:58 am Post subject: |

kickASS! Quake has many many box like box things that need to behave to the likes of boxes. Can't wait to see this on gibs/weapons etc. _________________ Unit reporting! http://www.bendarling.net/

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Thu Nov 27, 2008 6:52 am Post subject: |

But that's the beauty, it's not just boxes! It could be... Kittens! _________________ Look out for Twigboy

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