[QUOTE=carmaster;18797145]See dystopia. In cyber mode the gravity point changes. Is the same but changing the wall with the new possition in the sphere. It would need excelent PC to work coz are a lot of math calcs[/QUOTE]
not necessarily if it was told to only pay attention to rotation in x, y, or z out to a max of 3 decimals(such as n.00n). Does Dystopia use a method in which once inside a given planet's gravity field, the player model is affixed (rotated and their direction of gravity made tangent) to some sort of radius from the center of said planet and their (0,0,0) rotation (ie, their rotation considered as standing straight up as if standing out in the middle of flatgrass) is set to the rotation of the radius "line"? again i may be talking out of my a** and feel free to correct me if i am but it seems like such a method would not be too complicated to do. it never hurts to ask though, i guess, and im determined as crap for these pesky problems to be solved
how does portal rotate the player when they "barrel roll"?
[editline]04:28PM[/editline]
[QUOTE=esalaka;18814743]Optimisation. The player wouldn't probably notice even if there were only a few hundreds of pre-calculated vectors :)[/QUOTE]
or to similarily maybe match the player's rotation to the rotation of the face of the sphere which they're above
[QUOTE=Ragglefraggle;19131162]
how does portal rotate the player when they "barrel roll"?
[/QUOTE]
I think it just flips them over when it realizes they came out upside down.
[QUOTE=Neo Kabuto;19474449]I think it just flips them over when it realizes they came out upside down.[/QUOTE]
but how do they get rotated upside down/sideways/etc after coming out the portal in the first place is more what i meant.
unless the rotation problem's been solved, cuz i downloaded a version ofthe gamemode from a link posted by hiddenmyst and all that works is gravity >.>"
Eh, how about you make a trace downwards, get the hit vector, get it's normal, then use some trigonometry to decide which way the player should be oriented?
I mean, that should actually work. I don't have the math with me right now, but that's how you do it in physics.
[QUOTE=Big Bang;19544640]Eh, how about you make a trace downwards, get the hit vector, get it's normal, then use some trigonometry to decide which way the player should be oriented?
I mean, that should actually work. I don't have the math with me right now, but that's how you do it in physics.[/QUOTE]
That's similar to the idea I had too, and i worked out a lot of the trig and a method for friction, tho its less worked out than angles. im confounded how to get angles for non sphere planets (like a cylinder or torus.)
Convert Cartesian coordinates to polar coordinates (whose origin is the planet's center) once inside the planets gravity field, and the angles from those coordinates (b/c the polar coords would be "angle, angle, distance") dictate the "gravity" direction and rotates a box which the player is parented to (essentially affixing the player to a radius) and the box is invisible, has friction on its bottom but only its bottom has any collision. so it could be a plane but same idea. The player can turn around and look around relative to the box, and when they "walk", "jump", "run", etc., the box applies the appropriate force in the right direction for each action. = D
[QUOTE=Big Bang;19544640]Eh, how about you make a trace downwards, get the hit vector, get it's normal, then use some trigonometry to decide which way the player should be oriented?
I mean, that should actually work. I don't have the math with me right now, but that's how you do it in physics.[/QUOTE]
That would work, but the gravity won't change then. Changing the gravity direction of a player is a bitch.
[QUOTE=Dlaor;19578358]That would work, but the gravity won't change then. Changing the gravity direction of a player is a bitch.[/QUOTE]
That's not the hard part. The hard part is changing the move angles of the player so he moves relative to his new surface.
its sad to see this 1 just die off...... >_>...
Didn't this get canned because of some bug with source and spheres
[QUOTE=Jimmg;19587881]Didn't this get canned because of some bug with source and spheres[/QUOTE]
We got around that, but it's been candled already :(
This cannot happen!
I'll bump this thread every day until I see progress :'---[
[QUOTE=PacX;19588176]This cannot happen!
I'll bump this thread every day until I see progress :'---[[/QUOTE]
It's advisable that you don't do that. Mods won't like it.
This had so much potential, even after3 years this is still an unfinished masterpiece.
It's almost sad how much has been lost.
Come on everyone, make a crying smiley with me.
:'(
Someone needs to just make a new similar project instead of keeping on bumping this one. I'm sure someone else knows how to do it (jinto maybe? :v:)
I summon Jinto :V
Also, you guys talking about sizes, couldn't you just scale everything down super small? :X
[QUOTE=Jimmg;19607598]Also, you guys talking about sizes, couldn't you just scale everything down super small? :X[/QUOTE]
you could... but the lua required to do that... yeah... it wouldn't be worth it in the end...
and duped contraptions bought in from another server wouldn't work either
[QUOTE=111111111111;19608401]you could... but the lua required to do that... yeah... it wouldn't be worth it in the end...
and duped contraptions bought in from another server wouldn't work either[/QUOTE]
Not just lua, you'd need to recompile EVERY SINGLE MODEL to be smaller. You can use SetModelScale but that only scales the appearance; the collision model and hitboxes remain the same.
[QUOTE=Dlaor;19578358]That would work, but the gravity won't change then. Changing the gravity direction of a player is a bitch.[/QUOTE]
The way I see it, the only possible way to do that is to remove gravity on the player ( Be it by actually setting it off on it's physics object, or just setting the movetype. ), and then just apply velocity on the player directed at the planet's core, this is probably not all that efficient, but it could actually work, you're simply disabling the standard player physics, leave the player to move wherever he pleases, and apply force depending on his location.
The rest would however be calculating view and rotating the model and such, which I believe require some getarounds.
[QUOTE=Spacetech;19582169]That's not the hard part. The hard part is changing the move angles of the player so he moves relative to his new surface.[/QUOTE]
hmm.. well like, when the player's in a pod, they move and rotate with it so im wondering if the player could be parented to an entity that gets rotated instead of rotating the player directly. meh, we need someone real good at lua.
[QUOTE=Ragglefraggle;19652943]hmm.. well like, when the player's in a pod, they move and rotate with it so im wondering if the player could be parented to an entity that gets rotated instead of rotating the player directly. meh, we need someone real good at lua.[/QUOTE]
Not really. It's really not all that complicated, assuming that the player model cannot be rotated, simply don't render the player model, create a model that can be animated, like an NPC, and make a function hooked to SetPlayerAnimation to animate that one model properly. And override calcview to make the view correspond to the model
I can do it myself, but I doubt I have the time.
[QUOTE=Dlaor;19608811]Not just lua, you'd need to recompile EVERY SINGLE MODEL to be smaller. You can use SetModelScale but that only scales the appearance; the collision model and hitboxes remain the same.[/QUOTE]
it worked for the jumppad
[QUOTE=Big Bang;19663076]Not really. It's really not all that complicated, assuming that the player model cannot be rotated, simply don't render the player model, create a model that can be animated, like an NPC, and make a function hooked to SetPlayerAnimation to animate that one model properly. And override calcview to make the view correspond to the model
I can do it myself, but I doubt I have the time.[/QUOTE]
well the player's view angles are changed when you look around like up/down/left/right and portal rotates the player and their view angle somehow
might be the way you described but idk >.>"
[QUOTE=Ragglefraggle;19668155]well the player's view angles are changed when you look around like up/down/left/right and portal rotates the player and their view angle somehow
might be the way you described but idk >.>"[/QUOTE]
It's a clientside hook, Calcview. It's simple math to get the right rotation for it.
Meh, gonna give it a go, see how it goes.
[QUOTE=Big Bang;19668458]It's a clientside hook, Calcview. It's simple math to get the right rotation for it.
Meh, gonna give it a go, see how it goes.[/QUOTE]
= D
Could someone upload a recent version of this? All the links are down.
[QUOTE=_Undefined;19708438]Could someone upload a recent version of this? All the links are down.[/QUOTE]
I'll see if I can find the latest version I have.
EDIT: I'm not sure how long it'll be up, but here you go: [URL=http://jump.fm/ECVXA]Ulysses Universe[/URL]. I'm fairly sure it crashes gmod, though.
Ok, it crashes Gmod. So wouldnt that mean we need some coders to work on it?
Sorry about the bump.
[QUOTE=Pirate Jesus;20307530]Ok, it crashes Gmod. So wouldnt that mean we need some coders to work on it?
Sorry about the bump.[/QUOTE]
It would be easier to redo the entire project i think. The old one is down for a reason.
[QUOTE=Big Bang;19668458]It's a clientside hook, Calcview. It's simple math to get the right rotation for it.
Meh, gonna give it a go, see how it goes.[/QUOTE]
any luck?
Sorry, you need to Log In to post a reply to this thread.