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Module: BMOD - Extended Physics Module


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joropito
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Old 02-28-2012 , 12:17   Re: Module: BMOD - Extended Physics Module
Reply With Quote #61

Quote:
Originally Posted by urban_ninja View Post
Yeah but I don't see any bmod function to copy an entity to the bmod world without creating an entirely new entity with bmod_object_add().
Just take an existing entity and do a bmod_object_add() with that entity.
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Backup
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Old 02-28-2012 , 12:57   Re: Module: BMOD - Extended Physics Module
Reply With Quote #62

Seems like email subscription was broken for a while, because i didn't get any notifications. I thought this topic was dead, but you're having nice discussions here. Anyway i'm glad that most questions were answered.
About lags - you can try to define different BMOD_FPS (60 atm) and BMOD_MAX_STEPS (10 atm) and recompile source code. I'm going to replace these static definitions with cvars or natives in next version.
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mabaclu
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Old 02-28-2012 , 16:23   Re: Module: BMOD - Extended Physics Module
Reply With Quote #63

Questions:
1- What's BMOD_MAX_STEPS?
2- Is it possible to make players act like boxes and collide with objects?
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Backup
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Old 02-29-2012 , 08:19   Re: Module: BMOD - Extended Physics Module
Reply With Quote #64

Quote:
Originally Posted by mabaclu View Post
What's BMOD_MAX_STEPS?
That's maxSubSteps parametr for bullet's stepSimulation function (wiki).
Quote:
Originally Posted by mabaclu View Post
Is it possible to make players act like boxes and collide with objects?
One-way collision is easy. Proper collision (player collides with objects) is complicated when you want to keep GoldSrc movement physics. It also acts weird because collision is performed only on server side - on client side it acts like a box of trigger_push.
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urban_ninja
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Old 02-29-2012 , 22:30   Re: Module: BMOD - Extended Physics Module
Reply With Quote #65

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Originally Posted by joropito View Post
Just take an existing entity and do a bmod_object_add() with that entity.
I thought bmod_object_add() adds entities to both worlds. Just to make sure I'm understanding you correctly. bmod_object_add() only adds to the bmod world and not the half-life world?
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Last edited by urban_ninja; 02-29-2012 at 23:30.
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ot_207
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Old 03-01-2012 , 04:29   Re: Module: BMOD - Extended Physics Module
Reply With Quote #66

Quote:
Originally Posted by Backup View Post
Seems like email subscription was broken for a while, because i didn't get any notifications. I thought this topic was dead, but you're having nice discussions here. Anyway i'm glad that most questions were answered.
About lags - you can try to define different BMOD_FPS (60 atm) and BMOD_MAX_STEPS (10 atm) and recompile source code. I'm going to replace these static definitions with cvars or natives in next version.

That would be awesome. This is why I requested access to all the functions the bullet engine offers. This will end up being one hell of a module.
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joropito
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Old 03-01-2012 , 08:40   Re: Module: BMOD - Extended Physics Module
Reply With Quote #67

Quote:
Originally Posted by urban_ninja View Post
I thought bmod_object_add() adds entities to both worlds. Just to make sure I'm understanding you correctly. bmod_object_add() only adds to the bmod world and not the half-life world?
As you can see in the provided example by Backup, the entity es first created in engine and the added to bullet world

Quote:
new entity = create_entity("func_wall")
...
bmod_object_add(entity,BMOD_sphere,10.0,size)
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brian201049
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Old 03-03-2012 , 12:16   Re: Module: BMOD - Extended Physics Module
Reply With Quote #68

I have an idea!

Use this module with corpse.

First, block the corpse message.

Then, Use hamsandwich to hook the player death and create a entity and set the model to the dead player model's dying sequence and use BMOD to make the corpse physically.

Finally, hook something to make the corpse will create some blood sprites when someone shoot it.

Possible or not?

Last edited by brian201049; 03-03-2012 at 12:19.
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bogdyuttzu
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Old 03-03-2012 , 12:39   Re: Module: BMOD - Extended Physics Module
Reply With Quote #69

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Originally Posted by bogdyuttzu View Post
Can you make something like floats on water?
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Backup
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Old 03-03-2012 , 16:18   Re: Module: BMOD - Extended Physics Module
Reply With Quote #70

Quote:
Originally Posted by brian201049 View Post
Use this module with corpse.
...
Possible or not?
Impossible atm, no hinges/joints natives implemented yet - you can't make the ragdoll.
Also you would have to split player model to separete body parts - torso, legs, arms, head and other stuff - because you can't move the model's bones.
Quote:
Originally Posted by bogdyuttzu View Post
Can you make something like floats on water?
You could do check if entity is inside water and than apply force or change gravity. There is still trouble with viscosity, because i forgot to add damping to list of variables. I could possibly add functions for creating water inside bullet world, so you would just set buoyancy and viscosity and it would handle the forces for you, but i'm too lazy to do it.
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Last edited by Backup; 03-03-2012 at 16:20.
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