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InsideQC Forums • View topic - [FTEQW][WIP]FTE Ragdoll

[FTEQW][WIP]FTE Ragdoll

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[FTEQW][WIP]FTE Ragdoll

Postby toneddu2000 » Thu Aug 15, 2019 4:11 pm

Hy guys, just a simple project I had on my virtual shelf for too long. I just had 2 days of free time and I , MIT license for code, CC0 for assets (mainly junk). With this setup you could now test ragdolls in FTEQW and take a look at assets source and source code to use it in your projects. I dunno if I'll ever have time to fix the problems but this is my opinion: ragdolls in FTE are quite poor/buggy. If you want just to have fun, go get it, otherwise, if your game DEPENDS on ragdoll physics, just use Unity or Unreal: you won't go too far with FTE.

Image

Controls:
Right mouse to toggle cursor placement on/off. Left click to spawn ragdoll at gizmo location
Space key to swap between scenes and OK to launch chosen scene
Tab to display bone names
A key to toggle animation-driven ragdolls (ragdoll animation will start at the end of animation)
Q key to quit

Known bugs:
1) Dismemberment seems not to work. It doesn't allow to choose a different bone in the hierarchy
2) Scene collider MUST be set to SOLID_BSP which doesn't work well with traceline MOVE_HITMODEL so scene has been split in planes and colliders.
3) After 10 ragdolls spawned, system performance are too low
4) Animation driven ragdolls doesn't copy last frame position/rotation, giving unrealistic animations
5) ODE seems to work only on Windows

Important files:
src folder - where all the ragdolls logic takes places, especially ragdoll.c
models/ragtest2.blend 3d model with animations (Blender file)
models/ragtest2.iqm.doll doll file used by engine to read 3d model bones and perform ragdoll animations. Hopefully my comments will help you

Note that, to use 100% of FTE skeletal features, , otherwise bones hierarchy will be exported not as in Blender. Blender 2.79 only
- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTEQW][WIP]FTE Ragdoll

Postby toneddu2000 » Fri Aug 16, 2019 12:27 pm

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTEQW][WIP]FTE Ragdoll

Postby Spike » Fri Aug 16, 2019 9:09 pm

.
Spike
 
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Re: [FTEQW][WIP]FTE Ragdoll

Postby toneddu2000 » Sat Aug 17, 2019 11:04 am

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTEQW][WIP]FTE Ragdoll

Postby JasonX » Wed Aug 21, 2019 7:19 pm

That is amazing :shock:

Congrats!
JasonX
 
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

Re: [FTEQW][WIP]FTE Ragdoll

Postby toneddu2000 » Wed Aug 21, 2019 7:43 pm

Thanks JasonX, have you tried It? I'd really like to hear community comments about It.
Unfortunately ODE remains a lot buggy..
- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTEQW][WIP]FTE Ragdoll

Postby toneddu2000 » Fri Aug 23, 2019 1:50 pm

Thanks a lot Spike, v5524 fixed completely the "view inclination" bug and now engine doesn't even need
cl_threadedphysics and cl_loopbackprotocol cvars to be set to make it work! Great!

Thanks for all the efforts you put in FTE
- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy


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