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InsideQC Forums • View topic - FTE and ODE?

FTE and ODE?

Discuss CSQC related programming.

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FTE and ODE?

Postby drm_wayne » Thu Apr 13, 2017 7:11 am

Im trying to get this to work based on this tutorial, but theres one problem:



fte doesnt have that physics cvars... any idea what im doing wrong? the ode_double.dll is in the folder...
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Re: FTE and ODE?

Postby Max_Salivan » Thu Apr 13, 2017 7:57 am

Spike moved ode into plugin,you can download it here:http://triptohell.info/moodles/win32/
and type plug_load ode in console
Sorry for my english :)
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Re: FTE and ODE?

Postby drm_wayne » Thu Apr 13, 2017 9:38 pm

still doesnt work... im really tired of all those undocumented features...
I see my current game already dying because of that...
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Re: FTE and ODE?

Postby Julius » Sat Apr 15, 2017 10:25 am

Did you have a look at this:
viewtopic.php?f=17&t=5686

But I agree, we need a user created FTEQW wiki to start collecting all this kind of information.
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Re: FTE and ODE?

Postby Spike » Sun Apr 16, 2017 3:08 am

as mentioned, I moved ODE to a plugin a while back. the primary reason was because I was working on bullet at the time (which I still never gave support for joints), and plugins can be unloaded. It existed as a built-in plugin for a while (that is, treated as a plugin despite not being a separate file), but eventually I kicked it out of the engine and into its own DLL, which allows it to statically link against the ODE library thereby avoiding the need to find a usable+compatible version of ODE.

recently I wanted to rework a few things like not loading random dlls simply because they were found in the quake directory with a suitable filename (some other engines might still have bugs that allow creating such files, even outside of any correct gamedir), so the plug_loaddefault 1 setting now loads only plugins that were selected via the menu_downloads menu. Set it to 2 to restore the previous behaviour.

plug_unload ode will take effect immediately by disabling the rigid body physics stuff, but plug_load ode will only affect physics after a map restart (savegame+loadgame should also count here) although any new cvars should be created promptly if you didn't already set them somehow anyway.
you can tell which plugins are loaded with the plug_list command

the physics_ode_enable cvar was redundant when you can just enable/disable the plugin itself instead (and the engine couldn't enforce its 0 value without lots of hacks) (and of course checking for physics_ode_enable if you're using bullet was weird).

I think I just saw a copypaste bug (from r_meshpitch support) that will probably prevent the ode plugin from working properly. it should still give some results, just not the ones you want.
.
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Re: FTE and ODE?

Postby Julius » Sun Apr 16, 2017 8:20 am

So does anyone have a well working FTEQW implementation of ragdolls and basic rigid body physics that they are willing to share? I saw a video of Ragdolls in FTEQW a while back, but I can't recall it being linked to some sample code.

P.s.: @Spike, any plans to get back to implementing bullet, or has that been abandoned?
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Re: FTE and ODE?

Postby Nahuel » Sun Apr 16, 2017 6:35 pm

please spike we need a new extension

.float ragdoll

self.ragdoll = TRUE;

:razz: :razz: :razz: :razz: :razz: :razz: :razz: :razz:
:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
hi, I am nahuel, I love quake and qc.
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Re: FTE and ODE?

Postby Julius » Mon Apr 17, 2017 9:28 am

This freely licensed model from Sauerbraten should come in the compatible .iqm format and has all the skeletal information for ragdoll physics. Could be a good test model.
https://opengameart.org/content/ironsnout-x10k
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Re: FTE and ODE?

Postby drm_wayne » Tue Apr 18, 2017 12:04 pm

I gave up on this, this is all undocumented and im not going to waste time just for that...
I had plans to make grenades and a few mapprops with proper physics, but i dont have motivation
for alot of trial and error....
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Re: FTE and ODE?

Postby Spike » Tue Apr 18, 2017 6:41 pm

.
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Re: FTE and ODE?

Postby drm_wayne » Wed Apr 19, 2017 6:31 pm

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Re: FTE and ODE?

Postby toneddu2000 » Wed Apr 19, 2017 9:22 pm

- my first commercial game, made with FTEQW game engine
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Re: FTE and ODE?

Postby drm_wayne » Sat Apr 22, 2017 9:22 am

Well spikes examplecode works fine, but for some reason the player cant collide with the objects, but fuck it, at least it works for grenades ;)
Im currently focusing on getting my viewmodels to work, sadly i cant set attachments to my muzzleflash and shell ejecting, muzzlelfash spawns always at work origin...
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