• The Garry's Mod VPhysics Replacement Project
    757 replies, posted
[QUOTE=Grayman;45888485]Manwhore syndrome is not fixed. It's an issue that's conveniently with all male ragdolls, their legs have internal collisions that are only solved when open. Looks like I'm only gonna be able to fix this by making ragdoll constraints weaker, yay. [editline]Edited:[/editline] By the way, you can downscale the videos then embed them in vid tags. Please do downscale them because FP does not do that.[/QUOTE] It IS fixed. I spawned in 10 or 15 male ragdolls and none of then had the same problem as before.
[QUOTE=ricky23;45889282]It IS fixed. I spawned in 10 or 15 male ragdolls and none of then had the same problem as before.[/QUOTE] Try the ones such as Barney or Kleiner. They definitely were not fixed when I checked them in my latest development build this morning.
[QUOTE=Grayman;45890596]Try the ones such as Barney or Kleiner. They definitely were not fixed when I checked them in my latest development build this morning.[/QUOTE] I did breen kleiner combine people father gregori, random male civilians, l4d2 models and gman all worked fine. I didn't try barney.
[QUOTE=ricky23;45890958]I did breen kleiner combine people father gregori, random male civilians, l4d2 models and gman all worked fine. I didn't try barney.[/QUOTE] Okay, that's weird. You're absolutely sure you're not running valve's vphysics either?
[QUOTE=Grayman;45891972]Okay, that's weird. You're absolutely sure you're not running valve's vphysics either?[/QUOTE] 100 percent, it was in the same session that the video i posted was from. Ok i figured out whats going on, and its tied to what i just said. So for some reason, parented things cause a lot of lag. almost like its not parented. SO, i turned substeps to 1, fixing the lag and effectively weakening the ragdoll constraints and making them work properly or something weird like that. Also im having a bit of trouble creating sliders, they keep being rotated like 90 degrees out To put this in perspective, im attempting to make a motor, v8, the pistons at 45 degrees to the world when flat. And the pistons just slide 90 degrees from what they should. ill post a video in a second. Cant seem to embed video from puush, drive or dropbox so heres the link to the wtf sliders. They were supposed to go all the way across the engine to the other side, but instead its i accidently double clicked or something so both ends of the slider are in the same spot. I think i got it. Both ends of the slider are in the same spot, but each end is attached to the appropriate object. [vid]http://dl.dropboxusercontent.com/u/96179710/videos/test.mp4[/vid] Something odd that i noticed that happens when this happens, they WHIP 90 degrees extremely fast, then proceed to slide wrong Video of turning 90 degrees 1/8th speed. I know its kinda big, but i left it full resolution so you can see exactly what is happening. [vid]http://puu.sh/blSD0/cc66ed8f5a.mp4[/vid]
Double post here, i found that 99 percent of the time, the sliders are created weird either through duplication or when you shoot them yourself. After shooting about 10 or 15 repastes, i got a fully working one that i got running, and holy crap did it work good. [VID]http://dl.dropboxusercontent.com/u/96179710/videos/Quad%20%2821%29-1.mp4[/VID]
I finally tested this out and it's pretty sharp, much better than vphysics in many areas.
Cool, awesome job. When will it be 100% finished? hopefully its withing 2014 :D
[QUOTE=gamerpaddy;45896751]Cool, awesome job. When will it be 100% finished? hopefully its withing 2014 :D[/QUOTE] It may or may not coincide with the release of Half-Life 3...
Gabe, is that you?
Any idea what is going on here? Speaking about the unstability. Wheels are Spherical [VID]http://dl.dropboxusercontent.com/u/96179710/videos/Quad%20%2823%29-1.mp4[/VID]
[QUOTE=ricky23;45902301]Any idea what is going on here? Speaking about the unstability. Wheels are Spherical [VID]http://dl.dropboxusercontent.com/u/96179710/videos/Quad%20%2823%29-1.mp4[/VID][/QUOTE] It appears to be violently vibrating. On a serious note if those wheels are spheres then I don't know why it's doing that.
[QUOTE=Grayman;45903097]It appears to be violently vibrating. On a serious note if those wheels are spheres then I don't know why it's doing that.[/QUOTE] It seems like it happens on the edges of triangles. Also did you read that I said spring damping is borked? I also made what i thought was a cool logo, thoughts anyone? [IMG_thumb]http://dl.dropboxusercontent.com/u/96179710/pictures/Bullet.png[/IMG_thumb]
[QUOTE=ricky23;45864907]Whats the crap to make a thumbnail of the image so its not full size[/QUOTE] It's [noparse][t]YourImageOrMediaURL[/t][/noparse]
[QUOTE=ricky23;45903978]It seems like it happens on the edges of triangles. Also did you read that I said spring damping is borked? I also made what i thought was a cool logo, thoughts anyone? [IMG_thumb]http://dl.dropboxusercontent.com/u/96179710/pictures/Bullet.png[/IMG_thumb][/QUOTE] It should include the logos of the two projects... You shouldn't have to read any text in a logo. Good try though.
Don't mean to steal the thunder from Ricky or anything, but I had a go at a logo: [img]http://puu.sh/bnZKz/1486ce151a.png[/img] Yeah, took about 20 minutes to pretty much smash the logos of both Source Engine and Bullet Physics together, so feel free to use it how ever you like, as I'm not nearly invested in it enough to care :v:
I really want to try implementing some of the things added in this to Privateer. I'm mainly just thinking about having the addition of letting players make bigger boats to walk around on while it's moving.
I'm glad this is still going. Keep it up mate, you're doing good.
Uhoh... Are we about to have a competition for the best logo? [QUOTE=MrWhite;45907174]Don't mean to steal the thunder from Ricky or anything, but I had a go at a logo: [img]http://puu.sh/bnZKz/1486ce151a.png[/img] Yeah, took about 20 minutes to pretty much smash the logos of both Source Engine and Bullet Physics together, so feel free to use it how ever you like, as I'm not nearly invested in it enough to care :v:[/QUOTE] I guess a bit of feedback: I kind of don't like the bullet logo being flipped vertically. Looks pretty good though.
Pros of this VPhysics replacement: - Collisionjoints properly rotate more precisely on their constraints; e.i. the wing flaps on some of my aircraft ragdolls and wheels on some of my vehicle ragdolls would go over their constraint limit. - Cars such as TDM's feel more controllable to drive and don't try to "cling" onto the floor. They also drift better than before. - Models that usually fall some part way into the floor don't fall through anymore. Cons: - This chugs my computer's processing down to between 10 and 20 fps. Anyway you can optimize the coding so that it doesn't require much power to process the physics?
[QUOTE=CSLeader;45913477]Cons: - This chugs my computer's processing down to between 10 and 20 fps. Anyway you can optimize the coding so that it doesn't require much power to process the physics?[/QUOTE] If he adjusts the lunar wane shafts to redirect the power from the magneto reluctants to the panometric fam, he might reduce side-fumbling. Perhaps more soinasodual repleneration can be of use if he can get the nofer trunnions in line with the farescent skor motions. This is just speculation though. (no)
[QUOTE=Grayman;45907985]Uhoh... Are we about to have a competition for the best logo? I guess a bit of feedback: I kind of don't like the bullet logo being flipped vertically. Looks pretty good though.[/QUOTE] I guess I don't know what you mean by being "flipped vertically". I grabbed the logo straight from the Wikipedia page: [t]http://puu.sh/bpiSn/4506eee542.png[/t] [editline]edit[/editline] It's the same story on the official webpage at bulletphysics.org [t]http://puu.sh/bpiZy/ff541e3883.jpg[/t]
[QUOTE=MrWhite;45915326]I guess I don't know what you mean by being "flipped vertically". I grabbed the logo straight from the Wikipedia page: snip [editline]edit[/editline] It's the same story on the official webpage at bulletphysics.org snip[/QUOTE] Oh really? Whoops, guess it's been a while since I've looked at the logo. But yeah, I don't know, it feels like it should be flipped in your logo because you have the source logo on the right side. [QUOTE=CSLeader;45913477]Pros of this VPhysics replacement: - Collisionjoints properly rotate more precisely on their constraints; e.i. the wing flaps on some of my aircraft ragdolls and wheels on some of my vehicle ragdolls would go over their constraint limit. - Cars such as TDM's feel more controllable to drive and don't try to "cling" onto the floor. They also drift better than before. - Models that usually fall some part way into the floor don't fall through anymore. Cons: - This chugs my computer's processing down to between 10 and 20 fps. Anyway you can optimize the coding so that it doesn't require much power to process the physics?[/QUOTE] What are you doing when it slows down like that?
[QUOTE=Grayman;45917259] What are you doing when it slows down like that?[/QUOTE] Nothing really; I just saw a comparison in performance between the default GMod VPhysics and then your GMod VPhysics. I'll try again to see what the problem could be.
[QUOTE=CSLeader;45918611]Nothing really; I just saw a comparison in performance between the default GMod VPhysics and then your GMod VPhysics. I'll try again to see what the problem could be.[/QUOTE] Might be physics props that are already spawned in the map doing it. Also if props are constrained to the world they tend to really freak out. Try a map without any props in it.
Will this fix the jittery movement when walking/running on props?
Is it possible to run this on servers and if so, how does it appear to users that are using standard vphysics?
[QUOTE=Teddi Orange;45928451]Is it possible to run this on servers and if so, how does it appear to users that are using standard vphysics?[/QUOTE] This was answered a while back but I'll just answer it again because it was a long time ago: Yeah, it's possible to run this on servers. It'll be the same as if you ran valve vphysics because there isn't any clientside prediction of physics at all (except for player vs prop collisions, but collisions only not movement)
[QUOTE=caldog6;45926890]Will this fix the jittery movement when walking/running on props?[/QUOTE] That's due to a lack of clientside predictions and like Grayman said: [Quote]It'll be the same as if you ran valve vphysics because there isn't any clientside prediction of physics at all (except for player vs prop collisions, but collisions only not movement)[/Quote] If you freeze props in place I believe it stops the jittery movement, otherwise there's nothing you can do.
Decided to throw it on a server and it's unbelievably fun with this :v: The only problem is as of far, everything seems a bit floaty like gravity is rather low and cars seem to have intense friction applied to them. Am I missing something like convars? (I searched this time and couldn't find anything)
Sorry, you need to Log In to post a reply to this thread.