[QUOTE=TheMrFailz;43556411]It's kind of.. Well it's pretty funny that Source's biggest issue is physics considering it was meant to be a physics engine.[/QUOTE]
a big feature of source is yes, its physics. But that was 10 years ago, and the physics engine has been left behind and simply is not as accurate or as optimized as other engines, mainly since its stuck to one cpu core
Just fixed motion controllers. If anyone was trying out rollermines or scanners, [url=https://dl.dropboxusercontent.com/u/5619434/Development/muyphysics.zip]check again[/url] because they should be working.
I have yet to replicate this in a more controlled environment (I'll see if I can create a test case when I get a chance) but when nailing props in ZS it seems to cause some sort of glitch which results in the physics system lagging out uncontrollably, now this kind of glitch on it's own isn't that remarkable, but what makes it curious is that after the nail constraint is removed the lag continues.
To give some background information nailing in zombie survival uses an entity as the nail which penetrates both the prop and the world acting like a pin. The entities themselves are actually both frozen and welded together with constraints.
It's a rather curious issue that could be a sign of a larger problem, not really sure. Like I said I'll see if I can come up with a test case for you that doesn't involve using the ZS gamemode.
[QUOTE=thelastpenguin;43571070]I have yet to replicate this in a more controlled environment (I'll see if I can create a test case when I get a chance) but when nailing props in ZS it seems to cause some sort of glitch which results in the physics system lagging out uncontrollably, now this kind of glitch on it's own isn't that remarkable, but what makes it curious is that after the nail constraint is removed the lag continues.
To give some background information nailing in zombie survival uses an entity as the nail which penetrates both the prop and the world acting like a pin. The entities themselves are actually both frozen and welded together with constraints.
It's a rather curious issue that could be a sign of a larger problem, not really sure. Like I said I'll see if I can come up with a test case for you that doesn't involve using the ZS gamemode.[/QUOTE]
Might be a result of the whole world waking up and being simulated. Whoops.
Okay, I just fixed that issue. [url=https://dl.dropboxusercontent.com/u/5619434/Development/muyphysics.zip]Download link[/url] updates itself.
And speaking of downloads, does anyone know if an amazon EC2 instance is worth it to do automatic builds? Maybe plus a glacier instance for storage?
I threw this is a mod build of mine on the 2013 engine, I was surprised by its functionality.
Where's Garry when we need him to see things.
[QUOTE=pilot;43577588]Where's Garry when we need him to see things.[/QUOTE]
working on rusts non existent physics.
Woo, the latest updates made most WAC helicopters start working (AH-1Z doesn't work, decides to turn over as soon as it gets any speed)
[video=youtube;Mte5ksQ4q6A]http://www.youtube.com/watch?v=Mte5ksQ4q6A[/video]
Atleast it's good for me because I like WAC helicopters.
wait, did you seriously weld something to a moving part of a model?
or is the tail rotor a separate model
[QUOTE=viperfan7;43577730]wait, did you seriously weld something to a moving part of a model?[/QUOTE]
The tail rotor is a separate model.
[QUOTE=Grayman;43577706]Woo, the latest updates made most WAC helicopters start working (AH-1Z doesn't work, decides to turn over as soon as it gets any speed)
[video=youtube;Mte5ksQ4q6A]http://www.youtube.com/watch?v=Mte5ksQ4q6A[/video]
Atleast it's good for me because I like WAC helicopters.[/QUOTE]
Awesome :D
So just to check, to install it you put gmsv_vphysics_win32.dll in garrysmod/garrysmod/lua/bin/ and vphysics.dll in garrysmod/bin?
[QUOTE=MattJeanes;43581843]So just to check, to install it you put gmsv_vphysics_win32.dll in garrysmod/garrysmod/lua/bin/ and vphysics.dll in garrysmod/bin?[/QUOTE]
Yes, and make sure you backup the existing vphysics.dll in garrysmod/bin in case you want to uninstall.
I'm sorry if I sound like a complete beginner here, but. Exactly how are you guys editing the files to do what you want them to do?
[QUOTE=pilot;43582217]I'm sorry if I sound like a complete beginner here, but. Exactly how are you guys editing the files to do what you want them to do?[/QUOTE]
What do you mean?
[QUOTE=Grayman;43582258]What do you mean?[/QUOTE]
How are people editing the effects of physics. Like, making their own builds.
[QUOTE=pilot;43582424]How are people editing the effects of physics. Like, making their own builds.[/QUOTE]
By completely replacing the physics engine. Did you read the OP?
[QUOTE=Grayman;43582476]By completely replacing the physics engine. Did you read the OP?[/QUOTE]
I understand it replaces the physics engine, but can you edit its effects?
- snip, didn't know that -
[QUOTE=cartman300;43583169]Source SDK has sources for the physics engines, you just rewrite whatever you need or replace whatever you need. I don't get what's so hard to understand.[/QUOTE]
The SDK doesn't have any source code for vphysics, and neither does the licensee branch for that matter. Valve's vphysics is closed source to everyone.
[QUOTE=Grayman;43583272]The SDK doesn't have any source code for vphysics, and neither does the licensee branch for that matter. [B]Valve's vphysics is closed source to everyone.[/B][/QUOTE]
What are you talking about? I've got the entire code for it here:
[CODE]
function physics
physics:Baddatedphysics
doingsomecrappydatedphysicshere
Breakingthelaws:(Of physics)
Youdotheloooopetyloopandpull(Andyourshoesaren'ttied)
else
royallyfuckupasmuchaspossible
end
end
[/CODE]
[QUOTE=Grayman;43583272]The SDK doesn't have any source code for vphysics, and neither does the licensee branch for that matter. Valve's vphysics is closed source to everyone.[/QUOTE]
Yeah, I'm slightly not understanding this replacement, that's why I'm asking all these weird questions. Any place I can learn what this actually does, and what it can be used for in the future?
[QUOTE=pilot;43584686]Yeah, I'm slightly not understanding this replacement, that's why I'm asking all these weird questions. Any place I can learn what this actually does, and what it can be used for in the future?[/QUOTE]
Basically it's being created to address the many shortcomings of valve's vphysics, such as crashes, performance issues, lack of features, etc. Since even the engine licensees do not have access to the vphysics source, they can't do this themselves.
So in the future, it should be an acceptable substitute for valve's vphysics that will fix many of the issues that come with their vphysics. In addition, vphysics will have new features.
Anyways, I'm here trying to figure out why the uh-60 blackhawk spams the console with the following: [CODE]CSoundEmitterSystemBase::GetParametersForSound: sound <name> has no wave or rndwave key![/CODE]
I think it's an underlying issue with the physics surfaceprops but I can't see the problem. SoundEmitterSystemBase is separated from the physics surfaceprops, and it's also closed source.
Anyone think they know anything?
[QUOTE=Grayman;43584815]Basically it's being created to address the many shortcomings of valve's vphysics, such as crashes, performance issues, lack of features, etc. Since even the engine licensees do not have access to the vphysics source, they can't do this themselves.
So in the future, it should be an acceptable substitute for valve's vphysics that will fix many of the issues that come with their vphysics. In addition, vphysics will have new features.
Anyways, I'm here trying to figure out why the uh-60 blackhawk spams the console with the following: [CODE]CSoundEmitterSystemBase::GetParametersForSound: sound <name> has no wave or rndwave key![/CODE]
I think it's an underlying issue with the physics surfaceprops but I can't see the problem. SoundEmitterSystemBase is separated from the physics surfaceprops, and it's also closed source.
Anyone think they know anything?[/QUOTE]
Aah, I see. My thought was that this would be used for making more custom vphysics things, due to Valve making their physics system really inaccessible to anyone.
[QUOTE=pilot;43587791]Aah, I see. My thought was that this would be used for making more custom vphysics things, due to Valve making their physics system really inaccessible to anyone.[/QUOTE]
It will be used for more physics customization. More features, stuff like that.
[QUOTE=Grayman;43600476]Implemented ropes
[video=youtube;u5NXBpBlo0k]http://www.youtube.com/watch?v=u5NXBpBlo0k[/video][/QUOTE]
Would it be possible to make ropes collide with world geometry and what not? I know Source's already existent ropes can collide with the world but I've only seen them do it if they're set to in hammer. Making them in GMOD will always result in them phasing through props/the world.
& = Rope end point
o = barrel
\ / = rope
- = Spacing. (Ignore)
---__
&-/o\--&
\_/--\_/
(Side view. Rope hanging from two points but being held up in the middle by a barrel.)
(Looks a lot better in the post editor)
[QUOTE=TheMrFailz;43604577]Would it be possible to make ropes collide with world geometry and what not? I know Source's already existent ropes can collide with the world but I've only seen them do it if they're set to in hammer. Making them in GMOD will always result in them phasing through props/the world.
& = Rope end point
o = barrel
\ / = rope
- = Spacing. (Ignore)
---__
&-/o\--&
\_/--\_/
(Side view. Rope hanging from two points but being held up in the middle by a barrel.)
(Looks a lot better in the post editor)[/QUOTE]
Yes. In the future when I implement softbody ropes. However, they might require some setup in the engine so even after I implement them we may have to wait on Garry to get them setup.
I swear, Garry has no idea how much good you're doing for the future of Gmod.. This is incredible.
Sorry, you need to Log In to post a reply to this thread.