Just noticed this today. This looks absolutely amazing. One of gmods greatest drawbacks has always been the crappy physics. That problem is about to become history though. Absolutely amazing. And the gear constraint looks awesome too! :D Great job
So hows the project coming along?
[QUOTE=viperfan7;44772586]So hows the project coming along?[/QUOTE]
Pretty slowly lately, I'm loaded down with AP tests and other end of the year stuff at the moment.
Right now I'm looking into some internal edge collision stuff, which is what's causing objects sliding along other convex meshes or concave displacements to bounce upwards and such.
[url=https://github.com/DrChat/Gmod-vphysics/issues/34]Here's the github issue.[/url]
[QUOTE=Grayman;44774572]Pretty slowly lately, I'm loaded down with AP tests and other end of the year stuff at the moment.
Right now I'm looking into some internal edge collision stuff, which is what's causing objects sliding along other convex meshes or concave displacements to bounce upwards and such.
[url=https://github.com/DrChat/Gmod-vphysics/issues/34]Here's the github issue.[/url][/QUOTE]
So thats what that problem was caused by
[QUOTE=viperfan7;44778124]So thats what that problem was caused by[/QUOTE]
Well, that and inverted contact points (which I've already fixed).
So where does Garry stand with all this? If this project could greatly improve the performance and potential of the game, would he be willing to push it out as an official update?
[QUOTE=ted234521;44786107]So where does Garry stand with all this? If this project could greatly improve the performance and potential of the game, would he be willing to push it out as an official update?[/QUOTE]
Well, that's a long-term goal of this project, and Garry has stated that he wanted to do this in the past.
As of now though, the project isn't ready to replace valve's VPhysics. It could be packaged with Garry's Mod as an opt-in only kind of feature, but that hasn't happened yet.
[QUOTE=Grayman;44774572]
Right now I'm looking into some internal edge collision stuff, which is what's causing objects sliding along other convex meshes or concave displacements to bounce upwards and such.
[url=https://github.com/DrChat/Gmod-vphysics/issues/34]Here's the github issue.[/url][/QUOTE]
Good news! This is fixed and it looks like the weirdness has stopped. This fix is applied towards displacements only (compound meshes still do this unfortunately, much more difficult issue).
Any news so far?
[QUOTE=viperfan7;44941728]Any news so far?[/QUOTE]
I really do appreciate the interest, but unfortunately there's no news right now for the project. I've still been dealing with end-of-year stuff for school, like just recently graduating from high school. Woo me!
I'll also go ahead and state that I'll gradually start working on vphysics again, but this won't be a full-time thing anymore. I really need money, so I'll be prioritizing getting paid over working on this (donations aren't cutting it).
Now, that doesn't mean I'll stop working on vphysics, but this is no longer my top priority.
[QUOTE=Grayman;44970987]I really do appreciate the interest, but unfortunately there's no news right now for the project. I've still been dealing with end-of-year stuff for school, like just recently graduating from high school. Woo me!
I'll also go ahead and state that I'll gradually start working on vphysics again, but this won't be a full-time thing anymore. I really need money, so I'll be prioritizing getting paid over working on this (donations aren't cutting it).
Now, that doesn't mean I'll stop working on vphysics, but this is no longer my top priority.[/QUOTE]
Congrats, what you go into school for?
[QUOTE=viperfan7;44994019]Congrats, what you go into school for?[/QUOTE]
You'll have to rephrase the question.
I guess he asked what did you study?
[QUOTE=viperfan7;44994019]Congrats, what you go into school for?[/QUOTE]
[QUOTE]like just recently graduating from high school[/QUOTE]
????
Well, I'm going in to college to study computer science (even though I know too much about the topic already). There isn't really a specific subject I studied in high school.
Anyways, VPhysics related news: Thrusters are working! Woo!
Turns out someone (probably me) made a typo when writing code for the motion controller with vectors in local space. Called WorldToLocal rather than LocalToWorld. Whoops.
[QUOTE=Grayman;45012234]Well, I'm going in to college to study computer science (even though I know too much about the topic already). There isn't really a specific subject I studied in high school.
Anyways, VPhysics related news: Thrusters are working! Woo!
Turns out someone (probably me) made a typo when writing code for the motion controller with vectors in local space. Called WorldToLocal rather than LocalToWorld. Whoops.[/QUOTE]
You'll find you'll learn a lot still. Algorithm analysis, shaders, linear algaebra, functional programming (you probably don't know Haskell because it's [I]nothing[/I] like an imperative language), concurrency maths, security (the maths behind RSA for example).
Good luck in college. Computer science is awesome, even moreso if you already know a lot about the subject. People who are involved in projects like you are now commonly have a permanent advantage over those who don't. This means that you actually learn more in the same lectures than other people do because you can link it to things you've learned in practice.
I'm steering way off topic here, but good on you for going to college.
Can you make sure to minimize spaz as you work on this? Like, can you make sliders usable? Please?
[QUOTE=Ott;45298855]Can you make sure to minimize spaz as you work on this? Like, can you make sliders usable? Please?[/QUOTE]
Man, I hate how we use "spaz" as if it's an official term. Anyways, are you seeing this in my sliders right now?
Also, by the way I'm still alive. Working on fixing the 6DOF constraint at the moment (which means ragdolls will no longer have restless knee syndrome!)
[QUOTE=Grayman;45321967]Man, I hate how we use "spaz" as if it's an official term. Anyways, are you seeing this in my sliders right now?
Also, by the way I'm still alive. Working on fixing the 6DOF constraint at the moment (which means ragdolls will no longer have restless knee syndrome!)[/QUOTE]
I wasn't referring to your current sliders, no. I'll download this again and test it more.
i've attempted to install this on my TF2 server, just to see how it would run - it fixed the slow doors from the server's 250 tickrate and made demoman grenades a lot bouncier... but all item pickups and the payload failed to work!
awesome work you folks are doing here though - hopefully it can be expanded to other games too once finished!
[QUOTE=Darkomni;45326351]i've attempted to install this on my TF2 server, just to see how it would run - it fixed the slow doors from the server's 250 tickrate and made demoman grenades a lot bouncier... but all item pickups and the payload failed to work!
awesome work you folks are doing here though - hopefully it can be expanded to other games too once finished![/QUOTE]
Definitely, it's intended to run on source engine in general. Weird that item pickups are failing though, I may test that myself sometime later. Might be something to do with triggers, seeing as the payload also fails to work.
I'm seeing some inconsistencies with player physics between client and non-vphysics replacement server- The client's eye level is a little higher than the server's when walking on props, which results in prediction errors.
Fixed the 6DOF constraint so it uses quaternions now. Should fix knee kick syndrome on ragdolls. Woo!
Lovely thing I got caught up on was using the wrong format for the matrix storing the calculated rotation axes. It stored them by column, I accessed them by row. Whoops.
[editline]Edited:[/editline]
Here, have a video:
[vid]http://puu.sh/a7oO6/b8d887bd2c.webm[/vid]
It is working in Team Fortress 2 perfectly, but this dll file is causing some bugs: False Gibs if you kill someone with the rocket Launcher or with the sticky bomb Launcher, if you kill someone with the eye lander taunt, the game will crash instantly. If you kill someone with the eyelander, hit mans heatmaker or with other weapon that can decipate, there will appear no head but it is not crashing
And I you walk against any prop or an no draw the player is lagging a little bit
Could you fix this please, or tell me how i can fix that? This would be really nice from you!
[QUOTE=danielkeuhl;45401276]It is working in Team Fortress 2 perfectly, but this dll file is causing some bugs: False Gibs if you kill someone with the rocket Launcher or with the sticky bomb Launcher, if you kill someone with the eye lander taunt, the game will crash instantly. If you kill someone with the eyelander, hit mans heatmaker or with other weapon that can decipate, there will appear no head but it is not crashing
And I you walk against any prop or an no draw the player is lagging a little bit
Could you fix this please, or tell me how i can fix that? This would be really nice from you![/QUOTE]
Unfortunately, I'm not able to reproduce the eyelander taunt kill crash. Can you give me some more details on how you made it crash?
Those other issues are weird, I'm not too sure why they're happening and unfortunately I don't know much behind the logic in TF2.
Okay, if you make the Eyelander's taunt, all is working perfectly to the point where the dead body is standing, but in the moment when he touches the floor, the game will crash without any error message.
And I think, that the player stucks in some props is an issue of the prop interacting and pushing faction in this .dll. The TF2 engine doesn't allow you to push props, but the .dll will push them and then you stuck in them slightly.
Thanks for your attention to this problems
[QUOTE=danielkeuhl;45405280]Okay, if you make the Eyelander's taunt, all is working perfectly to the point where the dead body is standing, but in the moment when he touches the floor, the game will crash without any error message.
And I think, that the player stucks in some props is an issue of the prop interacting and pushing faction in this .dll. The TF2 engine doesn't allow you to push props, but the .dll will push them and then you stuck in them slightly.
Thanks for your attention to this problems[/QUOTE]
When you kill a player with the eyelander taunt, their body will play a falling animation. As soon as the animation ends (the body hits the ground), their body will turn into a physics ragdoll.
However, I can't reproduce the crash. Give me some details about how you're making it crash, such as what map you're playing on, if you're killing a player or a bot, are you running a dedicated server or listen server, etc.
Or hell, better yet, upload a minidump of the crash. If I'm lucky it'll be crashing in vphysics and I can fix it.
Players getting stuck in props is an issue with the physics collision interface. I probably allow too much penetration for objects (lol penis joke) and the game does zero-length box traces to determine if the player is stuck in any objects.
To the crash: I have tried it in offline mode, on a dedicated server and on an hosted server, it is crashing on every on this servers, but this must be an issue of the falling animation.i have tried it on ctf_sawmill, koth_sawmill, sd_doomsday, ctf_2fort and ctf_doublecross so we can say, it is not an issue of the maps. And it will crash on bots and on players. I will upload a mini dump tomorrow mate
Thank you
Ehm yes, first, sorry for doubleposting second, i have make an mistake... an older build of you mod has it let crash after the eyelander taunt, but with the newest, it is working fine, sorry for my mistake. But the only thing what is now a little bit annoying, are the flase gibs and the prop glitching.
i hope you can fix that
thank you
[QUOTE=danielkeuhl;45415763]Ehm yes, first, sorry for doubleposting second, i have make an mistake... an older build of you mod has it let crash after the eyelander taunt, but with the newest, it is working fine, sorry for my mistake. But the only thing what is now a little bit annoying, are the flase gibs and the prop glitching.
i hope you can fix that
thank you[/QUOTE]
I just committed a change that might fix the getting stuck in props. Can you download the latest build and report back to see if the problem has improved at all?
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