Vehicles

Developer discussion of experimental fixes, changes, and improvements.

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Wed Nov 19, 2008 10:12 am

  • What I knew was that no correct physics engine meant that the collision models could not rotate, cut the model can still be rotated just with more complex code as far as I knew. But if everyone is sure that wouldn't work then I can't disagree since I don't know the code that well especially the physics part to.

    Only place where I can disagree however is saying "No one cares to implement physics cuz it would be a waste of time and ruin everything", because that's not true. Many people are deeply wishing for that and still trying to implement them in, and it's possible that sometime in the future they will be implemented. Last week only someone mentioned they wanted to go and work on it again. So then I guess we just need to wait until physics are in. I for one am sure that sooner or later they will, though it may probably be a year or two but Nexuiz goes waaay further then that so there will be a lot of time :)

    On another note, one thing that -can- be implemented currently are static turrets and stationary big guns you can sit in and operate, which can be placed in CTF or ONS or Assault games like the UT2004 ones. That does kinda qualify like a vehicle and is possible as it requires no physics, so maybe that's a possible start...
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    MirceaKitsune
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Wed Nov 19, 2008 6:13 pm

  • [-z-], I just finished reading that post... that explains a lot. From what I read though it's still not far from possible to implement it and half of it is already up and working, the only problem being that rotation thing which got the project stuck. Sadly I can't help because I don't know such advanced code... I tried to work with complex things but could never understand them and succeed in doing anything sadly. I just feel it's possible though... I'm guessing it has to be pretty hard though if so many devs couldn't crack down that single issue.

    Maybe we could try and port it to Nexuiz and keep it around as a beta (make a non-default cvar if to enable the experimental physics or not). Then from time to time a bit of stuff could be tried on it and sooner or later it may be found and work. Just what I think... wish could help more too. What will be will be I guess... it makes me sad to see that had to be given up so early though.
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    MirceaKitsune
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Wed Nov 19, 2008 8:05 pm

  • Thank you guys that you give me some more job to take out the trash...

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    I on't really care who started it, who was faulty, who had misconceptions or unproven facts, the next time somebody starts an argue like this, the participiants will get banned.

    That was the last chance.

    Next, ye old Gods of NExuiz will ...

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    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Wed Nov 19, 2008 8:20 pm

  • Haha, that was funny. It was getting a little hot in here considering we're all about the same thing ultimately.

    It looks like we have two camps; Nexuiz devs who think it can't be done well using existing code and non-devs (like myself) who are impossibly optimistic that it can be hacked together with worthwhile, if not perfect, results. I know that I personally made an RPG of far higher technical and graphical sophistication than Final Fantasy VI using QuickBASIC 4.5 and FastGraph Lite way back in the day, so despite my lack of experience in C, C++, or QuakeC, I tend to lean toward the "anything can be hacked together with any tool" crowd.

    The bottom line may be that the optimists need to look at the source code and see if it's documented enough to be modified without having to mind-meld with all the Nexuiz devs for a few years. I'm going to take a look at it as soon as I have the time and see if it's remotely decipherable. Maybe all the non-dev optimists need to create a wiki page somewhere to collect their observations about how things can be changed to accommodate simple vehicles. If none exist I can create a subdomain and put up MediaWiki or the like. I'm planning on doing that anyway for general OSS game development and assets, so why not start with this mod as an entry point.
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Wed Nov 19, 2008 9:37 pm

Sat Nov 22, 2008 5:43 pm

  • Was updating the SVN today and fortunately, I'm seeing in the subrevisions that some early alphas or betas for vehicles are being implemented. I heard it's something very experimental and unrealistic at this point but some simulation of some vehicles is being worked on at the moment. Didn't get the chance to test it yet since I don't clearly know how that works like and can be tried but it's certainly a great sign :D
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    MirceaKitsune
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Sat Nov 22, 2008 8:10 pm

  • Nope, these aren't vehicles, but just vehicle player physics (so race game mode can feel like an arcade racing game). Go on "Race over the lazy dog" and play "yourewinner" to try it out.

    However, part of that code might be useful if someone were to implement vehicles).
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sat Nov 22, 2008 9:16 pm

  • Well someone on IRC showed me this video a few hours ago which is somehow the start of a vehicle system at least. Of course this is nothing in any way like what I think we'd want to have officially, but it contains the things most would want for a start. One for example is a vehicle that orients correctly over the terrain wherever you go with it. Just take the one in that vid, put some correct acceleration and top speed, disable collision sounds and jumping, put up a bigger collision hull (even if it's a non-rotating square box) and you get a pretty realistic vehicle. So a few modifications to that and well I think we might be on the right track :)
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    MirceaKitsune
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Sat Nov 22, 2008 9:31 pm

  • Lol. It's PB car. :DDD Incredible, best ever! HQ on the first page please.
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Sun Nov 23, 2008 7:56 pm

  • The vehicle physics are cvars, and the bugs that the physics emulate can be turned off for more realistic arcade-like car physics.

    However, this is REPLACING the player model by a vehicle. Support for making enter/leavable vehicles is not coded, and is actually the larger part.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sun Nov 23, 2008 8:30 pm

  • The only bugs (features) are bunnyhopping (jump +forward, no friction frame) and ramp jump (preserving upwards velocity while jumping), aren't they? (not including explosion push). Was "fallbunny" thing fixed or is it still available and considered trick? Same question for hook to the ground - lower/less damage thing?
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Sun Nov 23, 2008 9:16 pm

  • They all are features.

    The "g_bugrigs" mode is a parody of Big Rigs: Over The Road Racing, intended to be used on terrain maps only (e.g. ons-reborn and, of course, yourewinner). The bugs that can be enabled/disabled are:

    Planar movement: you can climb up mountains easily, because you actually move on a plane and it just is shown as if you were moving on the terrain.

    Reverse speeding: reverse has no top speed, but goes faster and faster.

    Reverse spinning: when in reverse, steering goes too fast.

    Reverse stopping: when in reverse and releasing the reverse key, you immediately stop.

    Big Rigs is famous for these bugs.

    Another optional bug:

    Air steering: the car can be steered while in air, and you can even brake or accelerate (bug from some Need For Speed games)
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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