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InsideQC Forums • View topic - RaQdoll

RaQdoll

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RaQdoll

Postby Error » Fri Aug 22, 2014 8:05 pm

Been slowly modding in my spare time, which doesn't happen too incredibly often. Working on ragdolls in Quake.
No extensions needed. Just multiple models and good ole Quake physics action. Wish I had a good video of it in action. Can anyone suggest a good program to video this?

Image
Realtime limb "draping"

Image
Pile-Up action

:D

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Re: RaQdoll

Postby leileilol » Fri Aug 22, 2014 8:52 pm

Darkpalces does have built-in video capture functions IIRC AFAIK
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Re: RaQdoll

Postby Error » Fri Aug 22, 2014 8:56 pm

uncompressed, the videos get HUGE

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Re: RaQdoll

Postby Error » Fri Aug 22, 2014 9:52 pm

Disclaimer: These aren't high quality ragdolls. I will never claim they are. The effect is quite nice though. Best option I could come up with without switching model formats and tossing a shit ton of extensions on the mod.

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Re: RaQdoll

Postby Spirit » Fri Aug 22, 2014 10:01 pm

DP can record straight to compressed Theora video I think. Will look awful though. reQuiem has incredibly easy video capture (haven't tested it on Windows myself). Just make sure VSync is off and it will be only limited by your harddisk speed. Here is a slightly out of date but hopefully working beta: http://chunk.io/f/d0bf59d08b5c4d8692ad30df8b7e9bb6

Just record a demo, then "capturedemo demoname" and it will write an uncompressed AVI. Yes, those get big. Just compress them later on. If you are on Linux, just use ffmpeg+x264: "ffmpeg -i movie.avi -acodec libmp3lame -ab 192k -vcodec libx264 -preset slow -crf 20 movie.mkv"

It also has a builtin spawn command so you could easily populate the map ;)
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: RaQdoll

Postby frag.machine » Sat Aug 23, 2014 4:43 am

Nice... Do you intend to extend this to monsters, too ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: RaQdoll

Postby gnounc » Sat Aug 23, 2014 12:40 pm

*gasp* HE LIVES!
my
gnounc's
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Re: RaQdoll

Postby Error » Mon Aug 25, 2014 12:40 am

Yes, easily done for monsters. That's after I get it how I want it. I will release this when completed.

Quick QC question:
What would be the best way to have an entity "circle" another entity while being affected by gravity and velocity? It should be a straight line on a set distance. Tracelines aren't working too well for me. All my entities are movetype_bounce currently.

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Re: RaQdoll

Postby r00k » Mon Aug 25, 2014 9:16 am

Maybe you can do something fancy with MOVETYPE_FOLLOW?
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Re: RaQdoll

Postby toneddu2000 » Mon Aug 25, 2014 3:11 pm

Great addition Error! I can't wait to see more! What kind of models are? IQM?
I use Kazam Screencaster on Ubuntu and it records DP very well
Keep up the good worK!
- my first commercial game, made with FTEQW game engine
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Re: RaQdoll

Postby Error » Mon Aug 25, 2014 6:34 pm

The model format is mdl. I don't want to use movetype_follow. It won't work any better than the way I'm already doing this. I'm trying to find a good way for an entity to orbit another entity in a fixed distance while being affecting by velocity and gravity.

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Re: RaQdoll

Postby frag.machine » Tue Aug 26, 2014 12:54 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: RaQdoll

Postby Spiney » Thu Aug 28, 2014 3:39 pm

You can do ragdolls with MDL?

mind = blown
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Re: RaQdoll

Postby Error » Sun Aug 31, 2014 4:07 pm

2 videos. Not the best of quality. Weird high framerate.

RaQdolls in action:

RaQdoll stick physics test:

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Re: RaQdoll

Postby toneddu2000 » Sun Aug 31, 2014 4:16 pm

RaQdolls: very very cool, but when they touch the ground I'd expect more bouncing (like stick phys)

RaQdoll stick physics: supercool, really. Maybe a LIIITTLE quicker and it's perfect

congrats dude! :D
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