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Unlimited Ragdolls v.3 #183545
02/12/08 18:34
02/12/08 18:34
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Posts: 3,023
The Netherlands
it's this time of year again, i finally have taken the time to finish up my ragdoll script as good as possible...

now, before an confusion starts, this isn't the source-code release yet!
I'm throwing at you a final demo, i am in the state of converting this to lite-c and after that it is gonna be made available for free to everyone! (hurray, finally).



for those that cant wait any longer, have fun with the brand new demo (and ugly test level compiled for this... completely made out of a single model ).

Download Ragdoll_full_demo.rar from this link

I hope you have as much fun playing as i had developing and testing!

known issues:
- ragdoll bone update function seems ro randomly flip around (gimbal lock maybe?)
- *note, this is no issue, just a reminder* when spawning more then 5 ragdolls, the first one is removed, though the actor still remains on the world (passable), this may make it seem to fly mid-air!
- arms rotate in a strange way sometimes, i didnt really setup the arm hinges correct, will be fixed in final UC!

from here, all i can say, LEAVE FEEDBACK and let me know what to improve

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Unlimited Ragdolls v.3 [Re: Helghast] #183546
02/12/08 18:59
02/12/08 18:59
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
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ulf  Offline
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Posts: 1,012
germany, dresden
hey, nice work really! i noticed problems when ragdolls lay at the ground after falling down, they don't lay there... but they just seem to twitch around very fast. it looks very strage. i guess this is an ode issue? can this be fixed? otherwise its looking very unrealistic. the falling down part of the script seem to have the same problems but not so noticable anyway.
very nice work, if you improve it it's gonna be fantastic!

Re: Unlimited Ragdolls v.3 [Re: ulf] #183547
02/12/08 19:34
02/12/08 19:34
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
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flits  Offline
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Joined: Jul 2007
Posts: 959
nl
looks a litle bit of horror



but i like it


"empty"
Re: Unlimited Ragdolls v.3 [Re: flits] #183548
02/12/08 20:07
02/12/08 20:07
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
generally i like it, but it would be cooler for your demo if the spawning wouldnt take part inside the walls.

i am very curious on how it's usability

Re: Unlimited Ragdolls v.3 [Re: flits] #183549
02/12/08 20:12
02/12/08 20:12
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Posts: 1,619
Germany
hm that what i could see is good, but could you plz make it so, that it spawns some quants in front of you instead _IN_ the wall in front of you?^^

Re: Unlimited Ragdolls v.3 [Re: Helghast] #183550
02/12/08 20:27
02/12/08 20:27
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Quote:

now, before an confusion starts, this isn't the source-code release yet!
I'm throwing at you a final demo, i am in the state of converting this to lite-c and after that it is gonna be made available for free to everyone! (hurray, finally).




Will you release the source-code of the version in c-script, too? I don't use lite-c at the moment.

Maybe, others get ideas how to solve the issues, when they can have a look at the code. Maybe, someone will find a way to rebuild it with Newton's physic?


All in all, it looks good and usable for instance in a fps, IMO!

It is like always with special effects, one shouldn't show it too long, only a few seconds, then switch it off! When the model found its position, the physics should be removed and the model set to passable.

Re: Unlimited Ragdolls v.3 [Re: Pappenheimer] #183551
02/12/08 20:27
02/12/08 20:27
Joined: Mar 2007
Posts: 1,852
A
alpha_strike Offline
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alpha_strike  Offline
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A

Joined: Mar 2007
Posts: 1,852
Really cool and great work!
I have also experimented with the physic engine and I know that scripting dead bodies must be a hard part.
But ello is so damn right. Even if it is "just" demo - just complete it with a few room traces and place the doll not in walls. Respect!

Re: Unlimited Ragdolls v.3 [Re: Pappenheimer] #183552
02/12/08 20:32
02/12/08 20:32
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Posts: 8,177
Netherlands
Quote:

Will you release the source-code of the version in c-script, too? I don't use lite-c at the moment.




I'd love an updated c-script version too, if only so I can see what you did to fix the old problem.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Unlimited Ragdolls v.3 [Re: PHeMoX] #183553
02/12/08 21:25
02/12/08 21:25
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I think the twitching/flipping around appeared with the second demo wich you posted in your last ragdoll thread!
The difference between the first demo and the second seems to be the moree complex shapes of the body parts. They should probably be as simple and rectangled as possible!

Re: Unlimited Ragdolls v.3 [Re: Pappenheimer] #183554
02/12/08 21:41
02/12/08 21:41
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Posts: 3,023
The Netherlands
yes, i forgot to explain XD

i use Joozey's script to spawn an entity at the position you click, this means if it's inside a wall, your screwed
it was just a simple hack, and in no way is ment to be used in any final game like this!

also, the problem with the twitching isnt about the complexity of a model, i could even use paper plane models there
it's just an issue with the bones rotating script, i think it's an error in the engine (or maybe even gimbal lock, i am gonna mail JCL about this).

and ofcourse there will be a c-script version, but ALSO a lite-c version

anyway, thanks so far for the feedback, keep em comin!

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
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