What is the "stick physics" about? Will it be inco

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Postby Sepelio » Wed Oct 29, 2008 10:37 pm

Perhaps they could be put into use if ever there is a 'singleplayer' campaign style mode. Would be neat.
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Postby Asraniel » Thu Oct 30, 2008 6:05 am

yeah, i would put it in for non essential stuff, single player only, or perhaps client side, non important stuff only (like i don't know, you shoot into a brick wall, and there are pieces of bricks falling to the ground, stuff you can just do localy or disable).

That way the code can mature over time, and perhaps a solution for the network problem can be found. Just not using it will just make the code useless in some time, when the nexuiz codebase is too far away from what it is today, and the physics code has to be rewritten.

Yes i know, don't talk about stuff like that if you don't do it yourself, even worse, i'm a coder (even though i have 0 experience with quake c and the whole quake code), but i'm in the middle of my diploma thesis, and somehow involved into kde, so there is no time left. But i can try to make good suggestions :-)
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Postby Alien » Thu Oct 30, 2008 7:19 am

You see, if the wall is broken, your visibility is increased so you can shoot at previously not seen opponent, while he can't see you because your actions are not transmitted. This stuff could be used for such things as falling bodies, falling down through the portal (like in portal from hl2) , gibs and affect character animations (ut tournament style, strafing/jumping left-right affects your animation angle).
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Postby divVerent » Thu Oct 30, 2008 7:46 am

Asraniel wrote:yeah, i would put it in for non essential stuff, single player only, or perhaps client side, non important stuff only (like i don't know, you shoot into a brick wall, and there are pieces of bricks falling to the ground, stuff you can just do localy or disable).

That way the code can mature over time, and perhaps a solution for the network problem can be found. Just not using it will just make the code useless in some time, when the nexuiz codebase is too far away from what it is today, and the physics code has to be rewritten.


It is likely to already require a full rewrite to add it to Nexuiz, as Nexuiz is quite far from Id Software's Quake code base, which Urre wrote his code for.
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Postby Asraniel » Thu Oct 30, 2008 11:31 pm

Alien wrote:You see, if the wall is broken, your visibility is increased so you can shoot at previously not seen opponent, while he can't see you because your actions are not transmitted. This stuff could be used for such things as falling bodies, falling down through the portal (like in portal from hl2) , gibs and affect character animations (ut tournament style, strafing/jumping left-right affects your animation angle).


Hehe, yes i know that actually, my example was a VERY bad one. I actually only wanted falling bricks, not a destroyed wall. Totaly unrealistic, since there would be bricks falling out of a wall, without having any impact on the wall itself, but that's not the point anyway.

@divVerent: didn't know that. thats sad.
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