ODE implemented in Darkplaces

Developer discussion of experimental fixes, changes, and improvements.

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Postby LordHavoc » Mon Nov 16, 2009 12:33 am

toneddu2000 wrote:Thanks LordHavoc, but where I should use SOLID_BSP mode? In netradiant, creating an object and setting this value to it, or in Blender using the property button to add a SOLID_BSP value, or ingame in Nexuiz?


In QuakeC code in Nexuiz.

However I do not know how the physics objects are set up on the Nexuiz side, I only implemented it in the engine, I think div0 is responsible for the QuakeC code for it.

It seems likely that he made the solid type configurable in the entity in netradiant.
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Postby FruitieX » Mon Nov 16, 2009 5:13 am

SOLID_BSP is 4 iirc, the other physics modes are 32 or higher.
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Postby toneddu2000 » Tue Nov 17, 2009 6:52 pm

LordHavoc wrote:In QuakeC code in Nexuiz.

That was what I want to know!Thanks!
LordHavoc wrote:However I do not know how the physics objects are set up on the Nexuiz side, I only implemented it in the engine, I think div0 is responsible for the QuakeC code for it.

It seems likely that he made the solid type configurable in the entity in netradiant.

Ok, so, let's see if I understood well: If I, for istance,
1 first I create a car1.qc in data/qcsrc/vehicles and put car.qc in progs.src
2 I write at the end of the qc file void spawnfunc_vehicle_car1()
3 After compiling I open NetRadiant and create a spawnfunc car 1 object and I give it a SOLID_BSP attribute with ?? value . Now, instead of ?? what value should I put?
Is this the correct way of create a wheel?

FruitieX wrote:SOLID_BSP is 4 iirc, the other physics modes are 32 or higher.

Sorry, but I didn't understand what iirc stands for.. and where physics mode are avalaible (netradiant values ?)!
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Postby LordHavoc » Tue Nov 17, 2009 7:02 pm

toneddu2000 wrote:
LordHavoc wrote:In QuakeC code in Nexuiz.

That was what I want to know!Thanks!
LordHavoc wrote:However I do not know how the physics objects are set up on the Nexuiz side, I only implemented it in the engine, I think div0 is responsible for the QuakeC code for it.

It seems likely that he made the solid type configurable in the entity in netradiant.

Ok, so, let's see if I understood well: If I, for istance,
1 first I create a car1.qc in data/qcsrc/vehicles and put car.qc in progs.src
2 I write at the end of the qc file void spawnfunc_vehicle_car1()
3 After compiling I open NetRadiant and create a spawnfunc car 1 object and I give it a SOLID_BSP attribute with ?? value . Now, instead of ?? what value should I put?
Is this the correct way of create a wheel?


You would be creating an entity whose classname is set to: vehicle_car1

The spawnfunc_ prefix is only used in the code.

However you also did not put enough code in there to be useful for anything, and I do not have enough time to explain what you need to put in there.

At the bare minimum for a physics object you need this line in your spawn function:
setmodel(self, self.model);

Then in radiant you need to add these fields to the entity:
"model" "models/car1/wheel.md3"
"movetype" "32"
"solid" "4"
"mass" "1"

However this will only make a wheel object, you need more code to make a car, as I said above.

toneddu2000 wrote:
FruitieX wrote:SOLID_BSP is 4 iirc, the other physics modes are 32 or higher.

Sorry, but I didn't understand what iirc stands for.. and where physics mode are avalaible (netradiant values ?)!


iirc = IIRC = If I Recall Correctly
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Postby toneddu2000 » Tue Nov 17, 2009 9:50 pm

Thanks LordHavoc, as always your reply was providential! :D
LordHavoc wrote:The spawnfunc_ prefix is only used in the code.
However you also did not put enough code in there to be useful for anything, and I do not have enough time to explain what you need to put in there.

No, no, of course, I understood that! I only meant to say that If I created an ENTIRE code for a car (which explains which movements it has to do, where it should steer, and so on) , it ended with that string!
LordHavoc wrote:At the bare minimum for a physics object you need this line in your spawn function:
setmodel(self, self.model);

Then in radiant you need to add these fields to the entity:
"model" "models/car1/wheel.md3"
"movetype" "32"
"solid" "4"
"mass" "1"

Ok,thanks I'll try it as soon as I can!

LordHavoc wrote:iirc = IIRC = If I Recall Correctly

OMG, it was so simple! I thought it was a Net Radiant variable! :oops:
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Postby MirceaKitsune » Tue Nov 24, 2009 12:57 am

I'm wondering what the status of ODE is now. Is it out of experimental state and enabled by default? Can it be safely used on maps as well?
<Taoki> ... So maybe the new colored bars under the sbar weapons could indicate ammo level rather than accuracy stats.
<Morphed> great now there is a place to show current phase of moon on hud
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Postby Rad Ished » Tue Nov 24, 2009 1:11 am

not to be too demanding but when can we have this puh-lalse:
http://www.techeblog.com/index.php/tech ... estruction
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Postby Mizu Kitsune » Tue Nov 24, 2009 4:30 pm

having worked with bullet and ode, id have to say bullet would be better in my opinion for nexuiz. but i'd really like to see DMM, or Digital Molecular Matter, implemented.
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Postby tZork » Mon Dec 07, 2009 5:43 pm

Why would bullet be better Mizu Kitsune? And for obvious reasons, forget abt DDM in dp.


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