Raised This Month: $51 Target: $400
 12% 

Module: BMOD - Extended Physics Module


Post New Thread Reply   
 
Thread Tools Display Modes
Backup
Senior Member
Join Date: Jul 2010
Location: Česká Republika
Old 05-16-2013 , 14:58   Re: Module: BMOD - Extended Physics Module
Reply With Quote #121

Quote:
Originally Posted by ILZM View Post
Hello.
What about new version? I still wait
Some questions:
1. What is the bug, when a bmod entity in equilibrium state changes angle by 90 by itself?? You already saw that in your vids.
2. Any support for brush entities?
3. Will you add player collision? I think bullet physics already have implementation.
Please, please make it, i hope for you!
I don't plan a new version in near future.
1. I think it has to do something with conversion between quaternion and euler angles and i belive gimbal lock is invoved in this.
2. You can use brushes' models, but you have specify your own collision box.
3. No. It is impossible, we can't do client-side prediciton. (Possible only on listenserver, if you'd host dedicated server at localhost and connect to it, you would already feel the delay of collision)
__________________
Sorry for my english.
Backup is offline
vip-colgate
Junior Member
Join Date: Jan 2010
Location: Game World
Old 05-17-2013 , 14:05   Re: Module: BMOD - Extended Physics Module
Reply With Quote #122

Bullet Physics in HL1 Engine :d
amazing!
vip-colgate is offline
ILZM
Junior Member
Join Date: Dec 2012
Location: Kazakhstan
Old 05-18-2013 , 01:50   Re: Module: BMOD - Extended Physics Module
Reply With Quote #123

It is more better to have lagging bounding box for player, than nothing. Grenades goes through player.
How to add brush entities in bullet world and make them static?
ILZM is offline
Old 08-03-2013, 05:52
LordOfNothing
This message has been deleted by ConnorMcLeod. Reason: troll, or posting random confusing code, or posting for posts count
r0ck
Senior Member
Join Date: Jun 2011
Location: India
Old 06-21-2014 , 01:44   Re: Module: BMOD - Extended Physics Module
Reply With Quote #124

My counter strike is crashing with this module and even with all plugins off .... any news that this works on new cs ?

EDIT: My bad its only crashing on my test map ( A LOT OF OTHER MAPS ) ....
__________________
Preparing to release my plugins..

Last edited by r0ck; 06-21-2014 at 02:16.
r0ck is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 07-27-2014 , 05:05   Re: Module: BMOD - Extended Physics Module
Reply With Quote #125

@Backup
Can you at least push func_wall's triangles on map start?
.Dare Devil. is offline
Backup
Senior Member
Join Date: Jul 2010
Location: Česká Republika
Old 07-29-2014 , 06:10   Re: Module: BMOD - Extended Physics Module
Reply With Quote #126

I've been working on this past two days, rewrote pretty much everything, expect a lot of changes. This new version will have significantly different API, support for brush entity collision, using mdl file as collision box, static meshes (they can copy entitys movement, so you can achieve one way player collision with this) and so on. Now back to coding, it should be usable soon, but there is still work to do.

oh, and if there is anyone with expirience with translating roration matrix into HL euler angles, I would use his help on that gimbal lock bug.

EDIT: screenshots to tease you
Attached Images
File Type: jpg bac_dalnice20000.jpg (95.4 KB, 386 views)
File Type: jpg cs_assault0002.jpg (96.8 KB, 416 views)
__________________
Sorry for my english.

Last edited by Backup; 07-29-2014 at 18:31. Reason: scrshts
Backup is offline
Backup
Senior Member
Join Date: Jul 2010
Location: Česká Republika
Old 07-31-2014 , 10:55   Re: Module: BMOD - Extended Physics Module
Reply With Quote #127

OK, pushed to master. I don't have any helloWorld plugin right now, only documentation you can have is bmod.inc. There is no linux binary yet and there might be lot of server-freezing bugs or not working features.

I'd be glad if you took a look at that .inc file and told me, what do you think about that new API.
I'll try to provide some helloworld and linux binary asap.

Edit: I've rewritten that bouncy-balls helloworld plugin for the new api:
Code:
#include <amxmodx>
#include <amxmisc>
#include <bmod>
#include <engine>

new worldObj

public plugin_init() {
    register_concmd("bmod_test","_bmod_test")
    //create static bmod object from worldspawn
    worldObj = bmod_obj_from_ent(0)
    //set world friction and restitution
    bmod_obj_call(worldObj, "setFriction", 1.0)
    bmod_obj_call(worldObj, "setRestitution", 1.0)
}

public _bmod_test(id){
    //create a new entity
    new entity = create_entity("func_wall")
    entity_set_model(entity,"models/fyzsph.mdl")
    //set entity origin 128 units above player
    new Float:origin[3]
    entity_get_vector(id,EV_VEC_origin,origin)
    origin[2]+=128
    entity_set_origin(entity,origin)
    //set some movetype and nextthink, so entity movement is smoother (because of velocity and avelocity)
    entity_set_float(entity,EV_FL_nextthink,86400.0)
    entity_set_int(entity,EV_INT_movetype,8)
    //create new bmod object
    new object = bmod_obj_new("BMOD/sphere/24", 1.0)
    //hook entity with bmod object
    bmod_obj_assign_ent(object, entity)
    bmod_obj_update_pos(object)
    
    //set object friction and restitution
    bmod_obj_call(object, "setFriction", 2.0)
    bmod_obj_call(object, "setRestitution", 0.88)
}

public client_connect(plr){
    //create collision box for a player
    new obj = bmod_obj_new("BMOD/box/16/16/36")
    bmod_obj_assign_ent(obj, plr)
    bmod_obj_set_kinematic(obj, true)
}

public client_disconnect(plr){
    bmod_obj_delete(bmod_obj_by_ent(plr))
}

public plugin_precache(){
    precache_model("models/fyzsph.mdl")
}
EDIT2:
Here's a video that shows the possibilities of the new api (brush entity collision and fake water buoyancy):
https://www.youtube.com/watch?v=pAocm7bZszs
__________________
Sorry for my english.

Last edited by Backup; 08-03-2014 at 13:34. Reason: video \o/
Backup is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 08-08-2014 , 16:07   Re: Module: BMOD - Extended Physics Module
Reply With Quote #128

it's like the dream come true.
.Dare Devil. is offline
Backup
Senior Member
Join Date: Jul 2010
Location: Česká Republika
Old 08-09-2014 , 15:51   Re: Module: BMOD - Extended Physics Module
Reply With Quote #129

Finally somehow compilled for linux. It needs bullet shared libraries to run, but better than nothing. If someone is willing to recompile it, go for it. I almost died from anger overflow.

I updated the front page (first post) and attached the script that has been used in that previous video.
__________________
Sorry for my english.
Backup is offline
yokomo
Surprise Ascot!
Join Date: May 2010
Location: Malaysia
Old 08-09-2014 , 17:51   Re: Module: BMOD - Extended Physics Module
Reply With Quote #130

Module functions is great but it's too advance for me to code a simple plugin with this module lol, it would be great if someone can add this physic to SoccerJam's ball, so it would be more realistic.
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
yokomo is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 00:15.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode