• The Garry's Mod VPhysics Replacement Project
    757 replies, posted
Sorry for the resolution of the video if you were able to see my chat messages in game i was explaining a few things mainly that I'm showing things that have already been talked about mostly, the map is bw_cityscape3 you can find it on the workshop (i made it) Here is another video I made showing a few different WAC, TDM, and NeuroTec vehicles :) I can do other specific ones on request, I do want to do one of every toolgun sometime.. [video=youtube;34NNEP4IbNs]http://www.youtube.com/watch?v=34NNEP4IbNs[/video]
[QUOTE=Grayman;44108269]Can I see the dupe file?[/QUOTE] Sure thing, just had an idea, give me two seconds. I remember there was an issue where i need to change the lengths of the hydraulics before they updated and worked. Ill get back to you >2minutes Edit Nooope, that just made it a thousand times worse. PM'ing dupes edit Makespherical was messing up the elastics. Even though it works, it causes massive freakin lag. Editing again Any lua physics object gets intense when it has a high velocity, causing the game to lag like crap
Sorry to interrupt, but I am just curious... Does this raise/eliminate the max angular velocity and stuff so player-built vehicles can go faster without the wheels having a seizure from the wheels spinning at high RPMs?
[QUOTE=Gamer666;44108930]Sorry to interrupt, but I am just curious... Does this raise/eliminate the max angular velocity and stuff so player-built vehicles can go faster without the wheels having a seizure from the wheels spinning at high RPMs?[/QUOTE] That was "fixed" with makespherical, basically made a perfect sphere mesh around props. Kinda broken with this.
[QUOTE=Gamer666;44108930]Sorry to interrupt, but I am just curious... Does this raise/eliminate the max angular velocity and stuff so player-built vehicles can go faster without the wheels having a seizure from the wheels spinning at high RPMs?[/QUOTE] Nope! In order to fix that, the wheels need to be perfectly spherical. I've already exposed spherical shapes in the collision interface, but they need to be adopted by lua authors and possibly studiomdl before they'll bring any benefit. Also this isn't related to having a high angular velocity. It's being caused by a non-perfect sphere coming into contact with the ground at a high speed, which causes it to bounce off the ground.
[QUOTE=ricky23;44108958]That was "fixed" with makespherical, basically made a perfect sphere mesh around props. Kinda broken with this.[/QUOTE] I use Make Spherical on my wheels, but I mean at high speeds like 100-200 mph my wheels just start wobbling, it can be raised with a max angular velocity command in the server.cfg but it's still pretty low, because there is a number limit for that command. I have been on some servers where they managed to raise the limit but I am trying to do that for my server too.
Is it possible to do cylindrical as well? Wheels wouldn't wobble because of angular limits. That's either poor construction, vphysics sucking, or they changed the tickrate on some servers to make vphysic more or less sucky. Tickrate comes at 66 AFAIK, most servers run 33 for decreased CPU and network usage, but 100 isn't uncommon for serious servers.
Cylinders are possible, as well as cones and spheres. In fact, whatever collision shape bullet offers should be implementable. And at the moment there are no angular/linear velocity limits. May add them on later because they're part of some crucial performance enhancers (that limit the physics engine to keep FPS solid). However, I will make an easy way to disable them for those who don't want the limits.
[QUOTE=ricky23;44109081]Is it possible to do cylindrical as well? Wheels wouldn't wobble because of angular limits. That's either poor construction, vphysics sucking, or they changed the tickrate on some servers to make vphysic more or less sucky. Tickrate comes at 66 AFAIK, most servers run 33 for decreased CPU and network usage, but 100 isn't uncommon for serious servers.[/QUOTE] No, it is not possible to do cylindrical as well, but I use make spherical on my wheels so that they don't go through the ground at high RPMs, then I attach them to the chassis with rigid ropes and advanced ballsockets so they act as suspension. And yes I know for a fact it is from max angular velocity limits because if I put "lua_run local tbl = physenv.GetPerformanceSettings() tbl.MaxAngularVelocity = X physenv.SetPerformanceSettings(tbl)" and "lua_run local tbl = physenv.GetPerformanceSettings() tbl.MaxVelocity = X physenv.SetPerformanceSettings(tbl)" in my server.cfg that allows the wheels to spin at a higher RPM without the wheels wobbling side to side and sometimes spazzing. I use ACF to power my vehicles and same with all the other people that make vehicles like this and they have the same issue as me.
[QUOTE=Gamer666;44109303]No, it is not possible to do cylindrical as well, but I use make spherical on my wheels so that they don't go through the ground at high RPMs, then I attach them to the chassis with rigid ropes and advanced ballsockets so they act as suspension. And yes I know for a fact it is from max angular velocity limits because if I put "lua_run local tbl = physenv.GetPerformanceSettings() tbl.MaxAngularVelocity = X physenv.SetPerformanceSettings(tbl)" and "lua_run local tbl = physenv.GetPerformanceSettings() tbl.MaxVelocity = X physenv.SetPerformanceSettings(tbl)" in my server.cfg that allows the wheels to spin at a higher RPM without the wheels wobbling side to side and sometimes spazzing. I use ACF to power my vehicles and same with all the other people that make vehicles like this and they have the same issue as me.[/QUOTE] No. Angular velocity limits wouldn't make the wheels wobble, they just won't go any faster. I have cars that go 140 and work great, but vphysics is shit so things look like they wobble. Build your cars better and learn how to use ballsockets properly
[QUOTE=ricky23;44112657]Build your cars better and learn how to use ballsockets properly[/QUOTE] With a comment like this there's no question you're looking for a fight. People, please don't let this thread devolve into stupid fighting. It's not good and mostly pushes away people watching this thread for updates.
As fighty as the comment is, ricky23 is correct. I used to build wired helicopters with hydraulic collective control, and the only thing that made the rotor wobble was if you hit the regular velocity limit for the blades. The hub maxing out would just stop acceleration.
[QUOTE=LimEJET;44114759]As fighty as the comment is, ricky23 is correct. I used to build wired helicopters with hydraulic collective control, and the only thing that made the rotor wobble was if you hit the regular velocity limit for the blades. The hub maxing out would just stop acceleration.[/QUOTE] but wheels are usually a single prop, so this wouldn't happen, like grayman said, its a non perfect surface trying to run along a flat surface, causing the wheel to bounce up and down
[QUOTE=viperfan7;44115585]but wheels are usually a single prop, so this wouldn't happen, like grayman said, its a non perfect surface trying to run along a flat surface, causing the wheel to bounce up and down[/QUOTE] Sure, but not because of hitting the angular momentum limit.
[QUOTE=ricky23;44112657]No. Angular velocity limits wouldn't make the wheels wobble, they just won't go any faster. I have cars that go 140 and work great, but vphysics is shit so things look like they wobble. Build your cars better and learn how to use ballsockets properly[/QUOTE] I use Precision Alignment advanced ballsockets (I switch around the -0.1 and 0.1s), I usually use about 20-50 of them on each wheel for better strength and for a little less wobble at high speeds. But I have noticed that the smaller wheels start to wobble sooner than the bigger ones and the smaller ones also go slower than the bigger ones. I know for a fact that I am building them right because I have been building chassies on Garry's Mod for about 3 and a half years. If you want you can come join my server and watch me build a chassis and tell me what I am doing wrong but I bet you don't even know how to build a chassis properly... I can even show you what the wheels do at high speeds/RPMs if you want... And btw I got cars that go up to 140 and work great too, but when it starts wobbling for about size 40 wheels is about 165-200
[QUOTE=Grayman;44114062]With a comment like this there's no question you're looking for a fight. People, please don't let this thread devolve into stupid fighting. It's not good and mostly pushes away people watching this thread for updates.[/QUOTE] Sorry grayman and others. [QUOTE=Gamer666;44117480]I use Precision Alignment advanced ballsockets (I switch around the -0.1 and 0.1s), I usually use about 20-50 of them on each wheel for better strength and for a little less wobble at high speeds. But I have noticed that the smaller wheels start to wobble sooner than the bigger ones and the smaller ones also go slower than the bigger ones. I know for a fact that I am building them right because I have been building chassies on Garry's Mod for about 3 and a half years. If you want you can come join my server and watch me build a chassis and tell me what I am doing wrong but I bet you don't even know how to build a chassis properly... I can even show you what the wheels do at high speeds/RPMs if you want... And btw I got cars that go up to 140 and work great too, but when it starts wobbling for about size 40 wheels is about 165-200[/QUOTE] Sorry about last night. Anyways, there are four things i have to say about that. Use -0.01 and 0.01, probably just a placebo, but eh. Thats a LOT of ballsockets, i normally have one to the chassis and one to the setangle steering e2 i made. That many could possibly fight against eachother? I have never trusted PA, its just not my style. Have you tried running this physics engine yet? Its quite impressive.
[QUOTE=ricky23;44117636]Sorry grayman and others. Sorry about last night. Anyways, there are four things i have to say about that. Use -0.01 and 0.01, probably just a placebo, but eh. Thats a LOT of ballsockets, i normally have one to the chassis and one to the setangle steering e2 i made. That many could possibly fight against eachother? I have never trusted PA, its just not my style. Have you tried running this physics engine yet? Its quite impressive.[/QUOTE] I used to those settings for normal advanced ballsocket tool, but now in PA the lowest you can go is -0.1 and 0.1 for some reason, but it is more stronger than normal adv ballsockets and it is a lot faster to do a bunch of them with PA because it takes 1 click to do once you got the hitPos's set. And I use a setAng steering slave too, which is attached to my entity plate. Me and my friends that build cars have gotten to the point that we have made them so fast that we have reached the physics engine limit. I know like 1 or 2 servers that have raised it but I'm trying to raise it on my server too. I will check this out but I was about to download it yesterday but it said something like its still not ready to be used for general use and it is in more of a development stage. But I will try it out if I could figure out how to install it. Do I put it in addons or do I put it in the source engine folder or something? And it's alright about last night... I just get mad when people just want to argue with me.
[QUOTE=Gamer666;44117786]I used to those settings for normal advanced ballsocket tool, but now in PA the lowest you can go is -0.1 and 0.1 for some reason, but it is more stronger than normal adv ballsockets and it is a lot faster to do a bunch of them with PA because it takes 1 click to do once you got the hitPos's set. And I use a setAng steering slave too, which is attached to my entity plate. Me and my friends that build cars have gotten to the point that we have made them so fast that we have reached the physics engine limit. I know like 1 or 2 servers that have raised it but I'm trying to raise it on my server too. I will check this out but I was about to download it yesterday but it said something like its still not ready to be used for general use and it is in more of a development stage. But I will try it out if I could figure out how to install it. Do I put it in addons or do I put it in the source engine folder or something? And it's alright about last night... I just get mad when people just want to argue with me.[/QUOTE] vphysics.dll in /gmodds/bin if running dedicated server. the gmsv_vphysics_win32.dll goes in /gmodds/garrysmod/lua/bin if normal client, the gmodds is just replaced with garrysmod its semi-eh for a server, i would suggest doing some messing around in singleplayer before opening it up to people. Also, grayman, is there a reason why the automated builds have stopped building? I see you put in some changes to the springs, but np updated build is available.
[QUOTE=ricky23;44117878] Also, grayman, is there a reason why the automated builds have stopped building? I see you put in some changes to the springs, but np updated build is available.[/QUOTE] Should be working now. Minor hiccup.
[QUOTE=Grayman;44119595]Should be working now. Minor hiccup.[/QUOTE] Youre the man edit Are the friction callbacks just for sounds or does it mean that physical properties are working?
[QUOTE=ricky23;44119601] Are the friction callbacks just for sounds or does it mean that physical properties are working?[/QUOTE] Means nothing at the moment. Just committed some code I haven't committed earlier, but the callback isn't hooked up in vphysics.
Is there anything at the moment that exists but just needs someone to write a toolgun for it? Such as a gear constraint?
[QUOTE=ricky23;44130917]Is there anything at the moment that exists but just needs someone to write a toolgun for it? Such as a gear constraint?[/QUOTE] The gear constraint and some new collision shapes after I expose them via the lua module.
[QUOTE=Grayman;44131681]The gear constraint and some new collision shapes after I expose them via the lua module.[/QUOTE] Ill see if i can get someone.
[QUOTE=ricky23;44131858]Ill see if i can get someone.[/QUOTE] Don't worry about it, they're not even accessible yet.
Really want to install this, have been busy with school unfortunately. I would love to help test things out. I'll try creating tank tracks (like i mentioned before) with video to show what I had meant. Maybe bullet will be more capable than old havok. Are there any significant differences with object on object, and object on world, collisions that anyone has noticed? (aside from ramming things through the floor with physgun) [editline]5th March 2014[/editline] i've been lurking here during my Visual Basic for Applications programming class, lol
If you have lots of objects welded together, some can get pushed into the ground. Other than that, collision is pretty darn dependable. Objects hitting objects have never glitched out for me
What about wheels? I'm having a huge amount of trouble with them. It's almost like they snag as they roll. I'll post video as soon as it uploads. (That's without make spherical, need to try that still)
[QUOTE=Skyfire12;44149164]What about wheels? I'm having a huge amount of trouble with them. It's almost like they snag as they roll. I'll post video as soon as it uploads. (That's without make spherical, need to try that still)[/QUOTE] Yeah, they certainly do. This was "fixed" before by preventing inverse contact points from being created, but it stopped working or something new came up.
[QUOTE=Skyfire12;44149164]What about wheels? I'm having a huge amount of trouble with them. It's almost like they snag as they roll. I'll post video as soon as it uploads. (That's without make spherical, need to try that still)[/QUOTE] make sphereical is weird, it makes a sphere, but you cant change the size of it, it gets kinda laggy when you move it fast, and the way it rolls or something with friction is weird. If you throw it, it will just slide on the ground, but if you spin it and drop it, it will roll.
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