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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Fri Jan 22, 2010 11:04 am Post subject: [idea] Toy: Explosives Sandbox. |
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Here is my idea for a sandbox.
- Take a phisic simulator for Quake1 that can handle entitys with "box" shape. (wig?)
- Create a map with the shape a big (enormeous) empty box.
- Make the player able to spawn entities with the model a big car (use qracer models?) , with these models activated in the phicis engine.
- Make the player have a weapon "radio explosion"... place 'explosives' and a radio to detonate these explosions.
- Use has much eyecandy as available on the explosions itself
- Move has much code has possible from the phicis engine, to the engine itself, trough builtins. (get a function in QuakeC that seems timeconsuming, rewrite it in c, and create a builtin with his name)
TADA!!.. explosive sandbox.
Much like this:
massive
http://www.youtube.com/watch?v=S-Yq_tfKsJE
eyecandy
http://www.youtube.com/watch?v=l_gAaQIDUtc
toy
http://www.youtube.com/watch?v=pzc0usi7f38
but mostly this:
http://www.youtube.com/watch?v=AvnaFEO3Fs8&feature=related
Last edited by Teiman on Sat Jan 23, 2010 12:11 pm; edited 1 time in total |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Fri Jan 22, 2010 11:44 pm Post subject: |
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I have made this "physics-object" for Twig. Is a car (the model is riped from FrikaC "bigmap"). Is a bit rough, since I am very newbie to editing this thing with twig, but seems to work ok for my needs
http://zerror.com/mods/twig_car.zip |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sat Jan 23, 2010 2:35 am Post subject: |
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A car mod with Twig physics would be interesting  _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sat Jan 23, 2010 7:17 am Post subject: |
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"Hey! Move outta the way!" |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Sat Jan 23, 2010 8:44 am Post subject: |
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I am not trying to make a vehicles game, cause having a ambition that size is beyond my skills.
Heres a screenshots.
I have modified the ground texture and sky texture of the testmap of Wig.
Surprising enough, this test map of wig is step 2 on my plan ("Create a map with the shape a big (enormeous) empty box. ").
Here is the profiling. Is a bit misterious to me.
Code: |
^7server Profile:
^7[CallCount] [Statement] [BuiltinCt] [StmtTotal] [BltnTotal] [self]
^7 159021 331142160 9233144 331142160 9233144 100.00% Phys_Constraints
^7 544084 186962412 143294482 186962412 143294482 100.00% Phys_CheckStatus
^7 703105 129785555 175209985 129785555 175209985 100.00% Phys_CheckOnGround
^7 159021 97614328 55099825 100042622 55106865 98.43% Phys_Move
^7 318042 55246098 80145292 55246098 80145292 100.00% Phys_Acceleration
^7 544084 75999736 7710822 1006784623 476311334 5.64% Phys_ObjectThink
^7 683860 78472110 3238603 78472110 3238603 100.00% Phys_CheckRestState
^7 1397877 22366032 0 22366032 0 100.00% Matrix_Multiply
^7 159021 17332946 1917578 17332946 1917578 100.00% Phys_Deceleration
^7 14487945 ----------------------- builtin ----------------------- tracebox
^7 13383146 ----------------------- builtin ----------------------- vlen
^7 139776 6569472 419328 9364992 419328 71.43% Matrix_CalculateObjectMatrix
^7 5273886 ----------------------- builtin ----------------------- setorigin
^7 279838 2798380 0 2798380 0 100.00% crossproduct
^7 341040 2627664 15963 2627664 15963 100.00% Phys_Force
^7 2285723 ----------------------- builtin ----------------------- min
^7 2133829 ----------------------- builtin ----------------------- normalize
^7 1484044 ----------------------- builtin ----------------------- max
^7 1397877 ----------------------- builtin ----------------------- vectoangles2
^7 1292666 ----------------------- builtin ----------------------- pointcontents
^7 9535 656296 295835 1203005 396932 59.51% PlayerPreThink
^7 4616 214894 110784 214894 110784 100.00% Phys_ObjectAddStick
^7 9535 238375 57210 238375 57210 100.00% Clamp
^7 1174 123270 29350 123270 29350 100.00% Phys_SpawnParticle
^7 149315 ----------------------- builtin ----------------------- cvar
^7 9535 133716 0 479178 108480 22.75% PlayerPostThink
^7 139776 ----------------------- builtin ----------------------- ceil
^7 143 91609 1603 435586 142611 16.12% Phys_ObjectCreate
^7 9539 66775 9539 146253 36139 41.84% StartFrame
^7 13 57704 17656 79340 26584 71.15% Object_Load
^7 30 61320 5625 69960 35235 63.64% GrenadeExplode
^7 30 8640 29610 8640 29610 100.00% Phys_ObjectRemove
^7 9539 9539 0 9539 0 100.00% EndFrame
^7 143 14665 429 450251 143040 2.54% ThrowObject
^7 143 10296 3861 10296 3861 100.00% Phys_SpawnStatic
^7 113 7119 2938 7119 2938 100.00% Phys_SpawnHitmodel
^7 10031 ----------------------- builtin ----------------------- argv
^7 6341 ----------------------- builtin ----------------------- spawn
^7 143 2860 3003 2860 3003 100.00% Phys_ObjectSpawn
^7 13 4314 0 21636 8928 14.11% Phys_SpawnSticks
^7 2605 ----------------------- builtin ----------------------- setmodel
^7 2200 ----------------------- builtin ----------------------- stof
^7 8 1576 168 1576 168 100.00% Phys_ObjectRemoveStick
^7 113 1582 0 345462 108480 0.35% ImpulseCommands
^7 1419 ----------------------- builtin ----------------------- remove
^7 1318 ----------------------- builtin ----------------------- setsize
^7 1174 ----------------------- builtin ----------------------- randomvec
^7 1099 ----------------------- builtin ----------------------- tokenize
^7 1096 ----------------------- builtin ----------------------- fgets
^7 1 607 215 607 215 100.00% Phys_ObjectAddDynamicParticle
^7 1 410 21 1986 189 19.82% Phys_ObjectRemoveParticle
^7 143 143 0 143 0 100.00% SUB_Null
^7 286 ----------------------- builtin ----------------------- bprint
^7 269 ----------------------- builtin ----------------------- strlen
^7 269 ----------------------- builtin ----------------------- substring
^7 266 ----------------------- builtin ----------------------- makevectors
^7 263 ----------------------- builtin ----------------------- precache_model
^7 181 ----------------------- builtin ----------------------- strzone
^7 1 133 16 79473 26600 0.14% Object_RunAllObjects
^7 1 49 6 49 6 100.00% PutClientInServer
^7 3 36 9 36 9 100.00% SV_ParseClientCommand
^7 1 21 10 21 10 100.00% precaches
^7 30 ----------------------- builtin ----------------------- findradius
^7 30 ----------------------- builtin ----------------------- effect
^7 30 ----------------------- builtin ----------------------- te_explosion
^7 13 ----------------------- builtin ----------------------- search_getfilename
^7 13 ----------------------- builtin ----------------------- fopen
^7 13 ----------------------- builtin ----------------------- fclose
^7 1 5 0 5 0 100.00% Object_FlushObjects
^7 4 ----------------------- builtin ----------------------- traceline
^7 4 ----------------------- builtin ----------------------- te_gunshot
^7 3 ----------------------- builtin ----------------------- precache_sound
^7 3 ----------------------- builtin ----------------------- clientcommand
^7 1 2 0 23 10 6.06% worldspawn
^7 1 1 0 1 0 100.00% SetNewParms
^7 1 1 0 1 0 100.00% info_player_start
^7 1 1 0 1 0 100.00% ClientConnect
^7 1 ----------------------- builtin ----------------------- find
^7 1 ----------------------- builtin ----------------------- search_begin
^7 1 ----------------------- builtin ----------------------- search_end
^7 1 ----------------------- builtin ----------------------- search_getsize
^7
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Matrix_Multiply seems to be a good candidate to remade as a builtin. And all the Phys_, but these are probably harder to remade.
Code: |
void(vector m1forward, vector m1left, vector m1up, vector m2forward, vector m2left, vector m2up) Matrix_Multiply =
{
matrix_forward = m1forward_x * m2forward + m1forward_y * m2left + m1forward_z * m2up;
matrix_left = m1left_x * m2forward + m1left_y * m2left + m1left_z * m2up;
matrix_up = m1up_x * m2forward + m1up_y * m2left + m1up_z * m2up;
};
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Another screenshot:
humm... it only use one core of the CPU. |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Sat Jan 23, 2010 10:35 pm Post subject: |
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I made it!.
Well.. is much crappier than intended. Mostly I suck at QC. But It works.
Standalone (include it alls):
http://zerror.com/mods/nuketest1standalone.zip
Mod (needs Quake, and one of the latest versions of DP):
http://zerror.com/mods/nuketest1mod.zip
Uses all the same keys as Twig (is built on it).
What you need to know is right mouse button drop a nuke, and again explode it. "E" drop a car.
What I have learn:
- DP style is consistent. The mod look cool on all lighting styles/ particle styles.
- A "wave" seems a good trick for explosions, since only a few items are "push" on every frame.
- Limiting what entitys are afected by phisics is good.
- The phisics affects more of what I intended.
- Some new DP features.
On what I have failed:
- Make a good interface to place cars.
- Probably the nuke is still a too heavy hit on lowend machines. Mine is highend.
- I have not modified DarkPlaces to able a nicier looking explosion.

Last edited by Teiman on Sun Jan 24, 2010 8:53 am; edited 1 time in total |
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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Sat Jan 23, 2010 11:43 pm Post subject: |
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Those screenshots are awesome fun. |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Sun Jan 24, 2010 1:50 pm Post subject: |
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Those screens are simply great! I really need to play with your mod. Can't wait to get home and see what I can blow up. Yee-ha! _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Sun Jan 24, 2010 2:16 pm Post subject: |
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Excellent, I've always wanted to blow up cars with nuclear bombs! _________________ zbang! |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Sun Jan 24, 2010 2:20 pm Post subject: |
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It really needs some sounds to be good. Make the sound "impact" the player with a delay. And maybe different cars colors, and other sounds, like carcrash sounds. Also, I made this using entitys and sould be redone with particles.
hehehe.. thanks guys  |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sun Jan 24, 2010 9:54 pm Post subject: |
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Cool
Kind of ironic seeing a car in an old version of Twig, seeing as vehicle physics is the feature I've worked on for the next version, and it's already working, just needs a lot of polish and shiny, I think morphed from the Nexuiz community posted some youtube videos of it in action even. Admittedly, I haven't worked on it for a good while now. Maybe I should?  _________________ Look out for Twigboy |
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