a quick question about nexuiz' engine

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Tue Jul 25, 2006 12:29 am

  • I read the post about placing monsters, and it said it was not based on quake 1 code. Though, I thought it was using dark places engine which is quake 1 based? Is it a modified version of the dark places engine? If so, what was changed?
    And one final question, will nexuiz support ragdoll/stick physics?
    Trayer
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  • Trayer wrote:I read the post about placing monsters, and it said it was not based on quake 1 code. Though, I thought it was using dark places engine which is quake 1 based? Is it a modified version of the dark places engine? If so, what was changed?

    The engine is q1 based, yes (we're using plain darkplaces, without any inofficial modifications). But the gamecode isn't based on q1 and monsters are not part of the engine itself, they are controlled by the gamecode that is written in QuakeC and interpreted by the engine.

    And one final question, will nexuiz support ragdoll/stick physics?

    Iirc MauveBib was working on a ragdoll implementation in QuakeC (not for Nexuiz afaik), but it's really bandwidth intesnsive since it's totally serverside and not really fast from what i heard. So unless we get a way to do it clientside, there won't be ragdoll physics...
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    KadaverJack
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Tue Jul 25, 2006 12:50 am

  • I think I understand. So, It's dark places but with a different QuakeC Compiled file (progs.dat). On the dark places main site http://www.icculus.org/twilight/darkplaces/ it mentions
    "Note: I'd welcome a critique of the highly experimental Ragdoll stick physics code in gore.qc from an experienced physics programmer, I'd like to find out how to fix the many problems with the stick physics"

    I was just wondering what this means if anyone knows?
    Trayer
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Tue Jul 25, 2006 8:47 am

  • From the same page:
    Dark Places is a Quake modification I have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and I began developing a custom OpenGL-only engine for it and other mods, which supports Windows WGL and Linux GLX, and has greatly improved graphics and image quality.

    It can not easily be described, as it is simply an improved Quake, not a total conversion (yet, anyway).

    So DPmod seems to feature some stick physics..
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    esteel
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Tue Jul 25, 2006 9:00 am

  • what are stick physics ?
    [NSB] ppwer !
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    obi_wan
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Tue Jul 25, 2006 4:19 pm

Tue Jul 25, 2006 8:38 pm

  • Here's the wikipedia entry for ragdoll physics: http://en.wikipedia.org/wiki/RagDoll
    I can't find any mention of stick physics on the site though. Though, I'm fairly sure stick physics are simplified ragdoll as esteel said.Another question: How come the game doesn't have look up/down animations? The people always appear to be looking forward. Would this be hard to implement?
    Trayer
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Tue Jul 25, 2006 9:18 pm

  • Yes its currently hard to do..
    The models are not segmented currently as in quake3 and bone control for the animation is not easily possible right now
    We try to create a new team of modellers but with less success then hoped for.. Its however planned to do new and possibly segmented models as soon as we can get some people to work on it.
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    esteel
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Wed Jul 26, 2006 1:46 am

  • That's very interesting, as I was hoping to make my own quake mod using dark places. Though, how would bone control be possible as it is all Frame by Frame based animations in quake (1)? Modification of the engine itself?. Also, How are stick physics implemented in the game if the models have no bones?
    (Sorry for all the questions which are difficult to answer)
    -Trayer
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Wed Jul 26, 2006 9:23 am

Tue Aug 22, 2006 6:36 pm

  • Ack. Sorry to resurrect this aging topic.

    Anyway, where is this mysterious gore.c? I don't see it in dpmod's qc folder.
    JediKnight
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Tue Aug 22, 2006 6:47 pm

  • JediKnight wrote:Ack. Sorry to resurrect this aging topic.

    Anyway, where is this mysterious gore.c? I don't see it in dpmod's qc folder.


    I think all the physics stuff for gibs and bullets etc. is now in decors.qc

    There you can find a stick-physics implementation in QC.
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    SavageX
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