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Re: Unlimited Ragdolls in A6 [Re: Helghast] #55973
09/24/05 22:06
09/24/05 22:06
Joined: Aug 2005
Posts: 574
I
Ithicus Offline
Developer
Ithicus  Offline
Developer
I

Joined: Aug 2005
Posts: 574
HAHAHAHA! I could play with this for hours! The only thing, is when the entities fall from the sky, the always land with thier backs arched and the very tops of their heads on the ground. Its doesnt really look right. ALso, when you unhinge the body parts, they move erraticaly when they are clicked, but I assume thats just the nature of how it works.

LOL someone make a virtual bouncer game.

Im interested in purchasing this, along with Larry_laffers AI, and Rhuarcs AI, and SphereEngine, and...dammit!

Onward and Upward
McLaren

Re: Unlimited Ragdolls in A6 [Re: Helghast] #55974
09/24/05 22:08
09/24/05 22:08
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
You've done a great job here - way to go! Try setting ph_iterations = 5; See if that takes away the stack overflow problem. I know in some tests I did by using ph_iterations I was allowed ALOT more entities before I ran into trouble. It also depends what your doing... I know having ph_iterations set when using a vehicle was much slower than the ordinary physics solver.


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Re: Unlimited Ragdolls in A6 [Re: William] #55975
09/25/05 00:16
09/25/05 00:16
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
Great work although I wouldn't buy it.


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Re: Unlimited Ragdolls in A6 [Re: mk_1] #55976
09/25/05 01:55
09/25/05 01:55
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
well, I'm no programmer......


I think it's great. Has a ton of uses since most FPS games use ragdolls these days!

I know the Number of dolls has limitations, but (and I'm guessing) Doesn't the number of the model's polygons also have a part in the limitations? I think that you should set a 'standard' for your testing. Such as use a model with x amount of polys.

The random stacking of the ragdolls and their various angles should make great averages of visible polys.

Keep working on it, I'll ned ragdolls eventually

Jason


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Re: Unlimited Ragdolls in A6 [Re: BlueBeast] #55977
09/25/05 02:20
09/25/05 02:20
Joined: Sep 2005
Posts: 38
ImmortalRoXoR Offline
Newbie
ImmortalRoXoR  Offline
Newbie

Joined: Sep 2005
Posts: 38
Well... that was fun! lol I loved it. Would be cool if there were some objects like blocks or a funnel type thing to fall into or levetating block thats moving around for them to fall onto/off of. One thing that would be cool is if you can click and drag them around and toss around or smash into the walls or something and they bounce off in pieces if they toss it fast enough. It works great for me, about the same dolls before lag, awesome job


A6 Commercial Edition V6.6
Re: Unlimited Ragdolls in A6 [Re: ImmortalRoXoR] #55978
09/25/05 02:39
09/25/05 02:39
Joined: Jul 2002
Posts: 446
Switzerland
Mr Wurm Offline
Senior Member
Mr Wurm  Offline
Senior Member

Joined: Jul 2002
Posts: 446
Switzerland
42 Dolls and the Engine Crashes. Apart from that, I like it. (Had a lot of vicious fun pushing them slowli over the edge *evilbloodthirstygrin*

How about combining this with a blood script to make a Entity Death pack. (Just an idea though..)


- Mr Wurm

Re: Unlimited Ragdolls in A6 [Re: Mr Wurm] #55979
09/25/05 08:34
09/25/05 08:34
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
as i said before, i would love to make such test, but i terribly suck at level designing...

though havoc once had a great test...
just a level, whihch was a big slide, and all objecvts to smash in, then also be able to fly around in there.

gonna try and work on that, also i set the ph_iterations on, but on my system here it doesnt matter if it's on or off i can spawn like 70 of them, and still no error.

anyway, for the next update i'll leave it on and see what it does.
right now, i am setting up better hinge limits.

also i just made the animated to ragdoll code, more in the next update.

regards,


Formerly known as dennis_fantasy
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Re: Unlimited Ragdolls in A6 [Re: AndrewSwallow] #55980
09/25/05 09:46
09/25/05 09:46
Joined: Mar 2005
Posts: 527
Netherlands
RJDL Offline
Developer
RJDL  Offline
Developer

Joined: Mar 2005
Posts: 527
Netherlands
cool!

Re: Unlimited Ragdolls in A6 [Re: RJDL] #55981
09/25/05 10:56
09/25/05 10:56
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Well, I think it would be very interesting to show some reactions to explosions, projectiles, or body blows. By incorporating the intensity and proximity to an explosion, or the force of a kick, into a demo would go a long way in my book.

Pushing a ragdoll around is fun, but reacting to events that we may use in a game might show it off even better, and make it a viable product.

Re: Unlimited Ragdolls in A6 [Re: Helghast] #55982
09/25/05 10:58
09/25/05 10:58
Joined: Mar 2003
Posts: 556
The Netherlands
scary_man Offline
Developer
scary_man  Offline
Developer

Joined: Mar 2003
Posts: 556
The Netherlands
Is this the model I think it is?
great Ragdoll


Modeller =D
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