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Re: Unlimited Ragdolls v.3 [Re: Pappenheimer] #183555
02/12/08 21:45
02/12/08 21:45
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
User
cartoon_baboon  Offline
User

Joined: Feb 2006
Posts: 616
Netherlands
Well most of the problems with the demo and the code have been pointed out already - I just wanted to say that it looks pretty neat! Watching the guys slide down the stairs is especially amusing with their heads going bouncety bounce

This will definitely add to the experience of a fps or other action game.

Re: Unlimited Ragdolls v.3 [Re: cartoon_baboon] #183556
02/12/08 22:25
02/12/08 22:25
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Really cool, having a lot of fun with this

Re: Unlimited Ragdolls v.3 [Re: Nems] #183557
02/12/08 23:32
02/12/08 23:32
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
Serious User
BlueBeast  Offline
Serious User

Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
To help avoid spawning in walls, all you have to do is make sure you're looking downward, and click on a horiziontal surface.

As long as you're aiming at a floor of a step, (and with enough space away from a wall) youll be fine

- Jason


Gamestudio Pro 6.4
Pentium 4 3.0 GHz 800MHz BUS
AtiRadeon 9800 pro 256Mb 21" Monitor
1 Gig DDR RAM
36 Gig RAPTOR SATA+ 120 Gig SATA
SB Audigy 2 w/ 450 watt Logitech Z680 5.1

www.nordicepitaph.com
Re: Unlimited Ragdolls v.3 [Re: BlueBeast] #183558
02/13/08 04:54
02/13/08 04:54
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
as far as the stopping that ragdolls from having any physics when there is more than one, you could just constantly check collisions, and only do the physics if there is a collision of some sort, it would also save some cpu usage for when physics aren't needed.

Re: Unlimited Ragdolls v.3 [Re: lostclimate] #183559
02/13/08 07:54
02/13/08 07:54
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

as far as the stopping that ragdolls from having any physics when there is more than one, you could just constantly check collisions, and only do the physics if there is a collision of some sort, it would also save some cpu usage for when physics aren't needed.




Yes, this was the idea at the beginning to build in, but because i wanted this to come out ASAP, i decided to ditch that.
however when thinking about it, it's rather easy to implement, and due to the high amount of requests on that, i might just before the final release this weekend whack it in.

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Unlimited Ragdolls v.3 [Re: Helghast] #183560
02/22/08 06:36
02/22/08 06:36
Joined: Feb 2006
Posts: 76
Mi
H
Havoc22 Offline
Junior Member
Havoc22  Offline
Junior Member
H

Joined: Feb 2006
Posts: 76
Mi
Will we be seeing this this weekend?

Re: Unlimited Ragdolls v.3 [Re: Havoc22] #183561
02/22/08 08:18
02/22/08 08:18
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

Will we be seeing this this weekend?




ghehehehee, conversion takes longer then expected XD i really suck at lite-c.
yes, c-script will be released this weekend, lite-c has to wait a little longer (maybe others will even finish it before i do, lol).

sorry about the delay, have been sick for a couple days XD

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Unlimited Ragdolls v.3 [Re: Helghast] #183562
02/22/08 21:00
02/22/08 21:00
Joined: Feb 2006
Posts: 76
Mi
H
Havoc22 Offline
Junior Member
Havoc22  Offline
Junior Member
H

Joined: Feb 2006
Posts: 76
Mi
Woohoo! I haven't upgraded to a7 yet, so I'm just looking forward to the c-script version myself. I hope you've been feeling better by the way.

Re: Unlimited Ragdolls v.3 [Re: Helghast] #183563
02/22/08 21:59
02/22/08 21:59
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
User
Trooper119  Offline
User

Joined: Apr 2004
Posts: 516
USA
Really looks professional very nice job. The only thing I noticed that may want to rethink is that instead of stopping the physics of a unit after so many spawns, instead you might want to measure the movement of the model, and if it doesn't move much in x amount of time, then you can cease the model, especially considering if a model is still using physics and the only thing moving is his head going back and forth while he lays on the ground, there isn't any real point to it.

Quite frankly this is just a minor point compared to what you have done AMAZING job. Keep it up.


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: Unlimited Ragdolls v.3 [Re: Trooper119] #183564
02/22/08 23:45
02/22/08 23:45
Joined: Oct 2002
Posts: 361
Germany Cologne
hack-panther Offline
Senior Member
hack-panther  Offline
Senior Member

Joined: Oct 2002
Posts: 361
Germany Cologne
That`s cool...

I love it... Great work...

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