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Module: BMOD - Extended Physics Module


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Exolent[jNr]
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Join Date: Feb 2007
Location: Tennessee
Old 04-03-2012 , 15:43   Re: Module: BMOD - Extended Physics Module
Reply With Quote #81

Quote:
Originally Posted by Backup View Post
Today I was working whole afternoon on constraints and this is what i got:
http://www.youtube.com/watch?v=t1X2rAz_Pek
That was entertaining, lol.
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mabaclu
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Join Date: Jun 2010
Location: Portugal
Old 04-04-2012 , 03:01   Re: Module: BMOD - Extended Physics Module
Reply With Quote #82

Well, at least it started falling normally, before it hit the floor.
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dasha
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Join Date: Apr 2012
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Old 05-23-2012 , 02:57   Re: Module: BMOD - Extended Physics Module
Reply With Quote #83

WoW! Awesome! GJ and Thanks!
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hzqst
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Join Date: Jul 2008
Old 05-25-2012 , 08:04   Re: Module: BMOD - Extended Physics Module
Reply With Quote #84

...How to set the angles of a hooked entity?
PHP Code:
bmod_object_add(entityBMOD_cylinder50.0, {8.00.032.0})
set_pev(entitypev_anglesvecAngle
Then nothing happens
If I set angles before the hook, the collision box will be incorrect(does it create the collision box by angles?)
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Backup
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Location: Česká Republika
Old 05-27-2012 , 07:24   Re: Module: BMOD - Extended Physics Module
Reply With Quote #85

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Originally Posted by hzqst View Post
How to set the angles of a hooked entity?
Unhooking (bmod_object_remove) the entity, rotating it and hooking it again should work.
Quote:
Originally Posted by hzqst View Post
Does it create the collision box by angles?
Well, i think it should. At last in latest version, which i didn't published in the first post, so you have to manually download binary and include file from github.
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Hyper Nova
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Join Date: May 2012
Old 05-28-2012 , 15:37   Re: Module: BMOD - Extended Physics Module
Reply With Quote #86

Hello Backup!
Is there anyhope that someday there will come update what support player and ohter entities collides bmod objects?
Reading your source code of module, first it seems easy to me but after 4-8 try it is hard.
I dont understand goldsource bsp and stuff as well yet, you are my only hope.

Last edited by Hyper Nova; 05-28-2012 at 15:38.
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Backup
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Location: Česká Republika
Old 05-28-2012 , 16:32   Re: Module: BMOD - Extended Physics Module
Reply With Quote #87

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Originally Posted by Hyper Nova View Post
Is there anyhope that someday there will come update what support player and ohter entities collides bmod objects?
I don't feel very optimistic about player collision, there is no way how to implement the actual feeling of pushable entity at client side. It looked pretty good on my older videos, but that's just because i was running it on localhost, so there was perfect sync between server and client. When i deployed it on server, it was hell, especially for people with higher ping.

Other map entities shouldn't be so hard to add into simulation. I think i'll just create another type of "object" - static - which could be used for func_walls, func_doors, and pretty much all brush entities.
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Old 06-06-2012, 04:55
rhinseir11
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hzqst
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Join Date: Jul 2008
Old 06-17-2012 , 11:26   Re: Module: BMOD - Extended Physics Module
Reply With Quote #88

Here are the bugs:
1.When "bmod_forward_contact" is called rather too frequently, the entity which calls this forward will no longer call . and it(the entity) will sink a bit into the ground. This mostly happens when an object hit the ground and stay on it.
2.Sometimes the object will go through the wall or any other BSP Solid

Last edited by hzqst; 06-17-2012 at 11:26.
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Backup
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Old 06-17-2012 , 12:07   Re: Module: BMOD - Extended Physics Module
Reply With Quote #89

Quote:
Originally Posted by hzqst View Post
When "bmod_forward_contact" is called rather too frequently, the entity which calls this forward will no longer call . and it(the entity) will sink a bit into the ground. This mostly happens when an object hit the ground and stay on it.
Well, that could be caused by object auto-disabling when they do not move. Do you actually need callback of an entity, which doesn't move?
Quote:
Originally Posted by hzqst View Post
Sometimes the object will go through the wall or any other BSP Solid
Collision with map entities is not implemented (yet).
If objects are small or travel at high speed, you have to set better precision to avoid flying trough walls.
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hzqst
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Old 06-18-2012 , 05:51   Re: Module: BMOD - Extended Physics Module
Reply With Quote #90

Quote:
Originally Posted by Backup View Post
Well, that could be caused by object auto-disabling when they do not move. Do you actually need callback of an entity, which doesn't move?
No. But when the object is auto-disabled, It loses its object collision

Quote:
Originally Posted by Backup View Post
Collision with map entities is not implemented (yet).
If objects are small or travel at high speed, you have to set better precision to avoid flying trough walls.
So what I am supposed to do is something like "bmod_stepcfg(10, 1/120)"?

Last edited by hzqst; 06-18-2012 at 07:19.
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