ODE implemented in Darkplaces

Developer discussion of experimental fixes, changes, and improvements.

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Tue Oct 20, 2009 11:01 pm

  • I seen this in SVN and had to share it here. The ODE physics engine was officially implemented in Darkplaces today and appears to be nicely working :D Looks very good and is far less laggy than Twig from what I heard. It's still experimental and disabled by default, but apart from the bouncing and lag everything seem to be good. Nexuiz is finally going to have its long dreamed physics engine now :)

    If anyone wants to test this, you can easily do so by doing the following:

    1 - Download this archive (alt link) and unpack it in the main Nexuiz folder (choose to overwrite if asked). Should work with both 2.5.2 and SVN.

    2 - Start Nexuiz via the executable included in that archive.

    3 - Go to Settings -> Input and at the bottom of the key mapping list select an empty userbind and click Edit. Under 'Command when pressed' write +button8 and for 'Command when released' use -button8, then bind the new mapping to any key you wish.

    4 - Open the console and set 'sv_cheats 1' then 'map pb_phystest1' (without the ''s).

    5 - Enjoy :) Use the new key binding to pick up physical objects and drag them around.

    Youtube link

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    MirceaKitsune
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Wed Oct 21, 2009 1:48 am

  • Wow, that is great! :)
    http://www.odf-online.org/ Home to Flight Back, D321GO!, and other Descent related projects, all open source!
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    Darcshadow7
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Wed Oct 21, 2009 3:14 am

  • Awesome stuff.

    I am really looking forward to seeing all the new features that will build off of this.
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Wed Oct 21, 2009 4:31 am

Wed Oct 21, 2009 4:25 pm

  • in lack of words other than excellent work devs and WOW!! :D
    [Want to develop? Look HERE]. Image Image Gif sauce.
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Wed Oct 21, 2009 5:14 pm

  • :o :O :( )
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Wed Oct 21, 2009 8:23 pm

  • Code: Select all
         ____
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    : |         |
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        \_____/


    PB Domino D-Day crashing a server near you very soon!
    Now with new shiny avatar.
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Thu Oct 22, 2009 12:41 am

  • Code: Select all
        FISH               /////// 
       <><                (o )(o )
    --====-------------^^^--------^^^------------



    :D
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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    Yoda almighty
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Thu Oct 22, 2009 12:38 pm

  • Wow its great...and works with each model
    but can you make that shots, jumppads and forcefields (trigger_impulse) can move them.
    also players should be able to push the models and if a model hit a player the force could be the damage? (player got hit from 1 by 100mph/kmh or whatever and get 50% (50hp) damage)

    would be cool and i know that its just testing and so an but i just want to give you some suggestions ;)

    lg,
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Thu Oct 22, 2009 12:59 pm

Thu Oct 22, 2009 1:14 pm

  • WAYNE! ...i also tried to make a new map with func wall but they are floating through the map
    (with these platforms) but it doesnt work...

    Download the .map
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    Sven
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Thu Oct 22, 2009 1:31 pm

  • You currently cannot stand on ODE objects. Known issue, no idea how to solve.
    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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Thu Oct 22, 2009 1:41 pm

  • oh but the objects was thrown away before i land on it.
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Thu Oct 22, 2009 2:00 pm

  • another thing may be that the objects need to be models, or have an origin brush inside them. Otherwise stuff like on my video happens :P
    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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Thu Oct 22, 2009 8:22 pm

  • It is too cool to be true to include ODE in nexuiz. Awesome and fantastic. I hope this will come official and enabled by default when all problem resolved. Also a lot of new maps are needed.
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Thu Oct 22, 2009 11:19 pm

  • O h m y g o d... I'm speechless. A huge thank you to devs for this VERY important feature!But I've two questions:
    1is it possible to run it under Linux?
    2 I've seen in your video, FruitieX, that you've soft shadows enabled, how can I set them?
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    toneddu2000
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Thu Oct 22, 2009 11:38 pm

  • toneddu2000 wrote:O h m y g o d... I'm speechless. A huge thank you to devs for this VERY important feature!But I've two questions:
    1is it possible to run it under Linux?
    2 I've seen in your video, FruitieX, that you've soft shadows enabled, how can I set them?


    Linux? I think ODE is a cross-platform lib. If we have source of patched darkplace. We can use it.
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Fri Oct 23, 2009 9:14 am

  • Just grab the code from SVN and compile against a recent ODE (it compiles with older versions too, but doesn't work).
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    parasti
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Fri Oct 23, 2009 11:44 am

  • toneddu2000 wrote:O h m y g o d... I'm speechless. A huge thank you to devs for this VERY important feature!But I've two questions:
    1is it possible to run it under Linux?
    2 I've seen in your video, FruitieX, that you've soft shadows enabled, how can I set them?


    1. As far as I know any feature in Nexuiz that works in Windows also works under Linux and the other way around. As for ODE itself it is cross-platform... I know another project that uses it and is commonly ran and developed under Linux.

    And 2. They can be enabled from the Effects menu under Realtime World Lightning. They're only implemented in SVN currently, and don't work for r_shadows just dynamic lightning based shadows.

    And a huge thanks to the devs indeed... this is totally awesome :D
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    MirceaKitsune
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Fri Oct 23, 2009 12:29 pm

Fri Oct 23, 2009 1:44 pm

Fri Oct 23, 2009 2:55 pm

  • are there other movetypes then 32 ? (mean the realistic ones)
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    Sven
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Fri Oct 23, 2009 5:10 pm

  • :mrgreen:
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Fri Oct 23, 2009 6:02 pm

  • Sven wrote:are there other movetypes then 32 ? (mean the realistic ones)


    Nope.

    4 valid solid types (4 = trimesh, 32 = box, 33 = sphere, 34 = capsule - in all cases these are automatically sized and offset to match the bounds of the entity)
    1 valid movetype (32 = physics)

    No constraints implemented yet.

    P.S. sphere must have the same width/height/depth, and capsule must have two sides equal and one longer :)
    LordHavoc
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Fri Oct 23, 2009 11:16 pm

  • @LordHavoc: ok


    divVerent wrote:http://www.youtube.com/watch?v=oJwcRyf5XZM


    how can i make those slowly physics platform without realistic physict and they are like doors, how?

    but its awesome and who made this music?
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    Sven
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Sat Oct 24, 2009 4:50 am

  • LordHavoc wrote:No constraints implemented yet.


    What are you planning on doing with constraints in the future?

    Map 'brushes', ragdolls, dynamic walk cycles, all of the above? :twisted:
    Flying Steel
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Sat Oct 24, 2009 10:56 am

  • MirceaKitsune wrote:1. As far as I know any feature in Nexuiz that works in Windows also works under Linux and the other way around. As for ODE itself it is cross-platform... I know another project that uses it and is commonly ran and developed under Linux.

    Thx!I'll try it immediately! But, sorry for the noob question, I've to point to the ode path in the darkplaces make file?
    MirceaKitsune wrote:And 2. They can be enabled from the Effects menu under Realtime World Lightning. They're only implemented in SVN currently, and don't work for r_shadows just dynamic lightning based shadows.

    ok, thanks!
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    toneddu2000
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Sat Oct 24, 2009 11:13 am

  • toneddu2000 wrote:Thx!I'll try it immediately! But, sorry for the noob question, I've to point to the ode path in the darkplaces make file?


    All I know is that you need to enable the ODE flag at compile time, since it's disabled by default currently. That is DP_ODE_STATIC_LIBDIR=/usr/lib

    Since I use Windows, my mingw + msys build cmd is: make DP_MAKE_TARGET=mingw DP_ODE_STATIC_LIBDIR=/usr/lib CC="gcc -I/d/Tools/MinGW/include/darkplaces" cl-nexuiz
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    MirceaKitsune
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Sun Oct 25, 2009 11:49 am

  • Thanks a lot MirceaKitsune! I copied your makefile.inc command, and modified a bit, it works also on linux! I used:
    Code: Select all
    make DP_MAKE_TARGET=linux DP_ODE_STATIC_LIBDIR=/usr/local/lib cl-nexuiz


    Than I installed libode from synaptics (version 0.9)and Nexuiz crashed with a huge list of XYZ error and a "segmentation fault" at the end.
    Then I downloaded the most updated version from ode.org (version 0.11.1), i compiled and installed on /usr/local/lib, I pointed at this path in the above command and once compiled, it works! :D

    Now, the only problem is that, physics works, so you can take objects and throw them down, but, objects rotate along their Z axis as they would be "possessed"! They makes little rotations in a second, then they stop, then they start again and so on!
    My O.S is ubuntu 8.04 and it's a bit old. And my processor is an Athlox XP (very old)and a geforce 8800 gts
    There's someone who knows the problem?

    PS:I'll try to make a video of what I described!
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    toneddu2000
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Wed Oct 28, 2009 1:34 pm

  • Anyway, too curious not to ask: Now that there's a physics engine, are ragdoll physics possible to implement? Also are there any plans for wheeled vehicles after the Spiderbot? I always dreamed to see something like UT2k4s Scorpion in Nexuiz :)
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    MirceaKitsune
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