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Module: BMOD - Extended Physics Module


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ILZM
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Old 12-30-2012 , 07:32   Re: Module: BMOD - Extended Physics Module
Reply With Quote #101

Found optimal bmod_stepcfg(24, 1.0/1000) o.O, because the highnest speed i think about 1000 u/s.
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ILZM
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Old 12-30-2012 , 13:16   Re: Module: BMOD - Extended Physics Module
Reply With Quote #102

How did you damage entities? Traceline and TakeDamage don't affect to them.
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Backup
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Old 12-30-2012 , 13:49   Re: Module: BMOD - Extended Physics Module
Reply With Quote #103

like this?
http://forums.alliedmods.net/showpos...7&postcount=33
(i used bind and last bullet hit for tracing, but it shouldn't be hard to rewrite it)
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Destro-
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Old 12-31-2012 , 20:11   Re: Module: BMOD - Extended Physics Module
Reply With Quote #104

damping is supported?
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Backup
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Old 01-01-2013 , 07:52   Re: Module: BMOD - Extended Physics Module
Reply With Quote #105

It seems like it, yes. Frankly I don't exactly know what is in this module anymore. It is a long time from my last works on this.
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ILZM
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Old 01-01-2013 , 12:18   Re: Module: BMOD - Extended Physics Module
Reply With Quote #106

I have some questions, can you answer me
1. How to detect rolling?
2. What the priority of pEnt1 and pEnt2 in bmod_forward_contact(pEnt1, pEnt2, Float:flDist)(I mean if one ent is wall then what the variable it will be pEnt1 or pEnt2)?
3. Is bmod_forward_contact being called 2 times when it touchs 2 walls?
4. Will you amend BMOD collision with some brush ents? Just because some standart maps have them.
5. Why does cylinder ent never stop even with bmod_world_set_float(BMOD_FL_friction, ***)?
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Backup
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Old 01-01-2013 , 12:55   Re: Module: BMOD - Extended Physics Module
Reply With Quote #107

Quote:
Originally Posted by ILZM View Post
1. How to detect rolling?
I'd try it with info from bmod_forward_contact and avelocity. It won't be perfect, there will be many false-positives. You can also try comparing avelocity against velocity. In 2D it's not that hard, in 3D its fucking nightmare, and you'll get many false-negatives.
Quote:
Originally Posted by ILZM View Post
2. What the priority of pEnt1 and pEnt2 in bmod_forward_contact
Do not assume anything and do a proper check. Just compare them and swich them if they are in wrong order.
Quote:
Originally Posted by ILZM View Post
3. Is bmod_forward_contact being called 2 times when it touchs 2 walls?
It's called every frame if it touches anything.
Quote:
Originally Posted by ILZM View Post
4. Will you amend BMOD collision with some brush ents?
Maybe some day, but probably no. I do not plan releasing newer versions.
(because i got really pissed by constraints)
Quote:
Originally Posted by ILZM View Post
5. Why does cylinder ent never stop even with bmod_world_set_float(BMOD_FL_friction, ***)?
Because it is world's friction against other objects. It is that friction that would cause world to slow down if you would like to move it.
Just set friction for each object.
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ILZM
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Old 01-01-2013 , 13:03   Re: Module: BMOD - Extended Physics Module
Reply With Quote #108

Code:
Maybe some day, but probably no. I do not plan releasing newer versions.
(because i got really pissed by constraints)
Damn.
I saw bmod ent interaction with player in one of your vids, so how did you do it?
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Backup
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Old 01-02-2013 , 18:36   Re: Module: BMOD - Extended Physics Module
Reply With Quote #109

That was on localhost so i could do it without any prediction. On real server you need prediction on both server and client side. And that client side is problem, you can't predict collision with an object which is either box or compiled model.
If anyone find a solution how to predict collision with object of dynamic shape, let me know and I'll implement player collision.
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joropito
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Old 01-02-2013 , 19:14   Re: Module: BMOD - Extended Physics Module
Reply With Quote #110

Quote:
Originally Posted by Backup View Post
That was on localhost so i could do it without any prediction. On real server you need prediction on both server and client side. And that client side is problem, you can't predict collision with an object which is either box or compiled model.
If anyone find a solution how to predict collision with object of dynamic shape, let me know and I'll implement player collision.
You can use false entities as players.

Just hide the player, put an entity in place of it. Also put the player's view in cameras with it's replacement entity.

In that way you don't have prediction anymore... at least not visible prediction...
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