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Re: CCT PhysX 1.0 [Re: Kartoffel] #457961
02/09/16 18:53
02/09/16 18:53
Joined: May 2009
Posts: 5,274
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3run Online OP
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Originally Posted By: Kartoffel
cool stuff 3run, works really well! :]
Thank you. I'm glad you like it!

Best regards!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Re: CCT PhysX 1.0 [Re: Kartoffel] #457984
02/10/16 20:32
02/10/16 20:32
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Nice! Great to follow your "trials and tribulations". Good stuff.

Re: CCT PhysX 1.0 [Re: Steempipe] #457986
02/10/16 21:38
02/10/16 21:38
Joined: May 2009
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Originally Posted By: Steempipe
Nice! Great to follow your "trials and tribulations". Good stuff.
Thank you. I tried to explain as much as I could, so forum users won't just use it as it is, but will understand how things work (workarounds).

Best regards!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Re: CCT PhysX 1.0 [Re: 3run] #457989
02/10/16 22:28
02/10/16 22:28
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Posts: 1,097
Maryland, USA
Originally Posted By: 3run
Originally Posted By: Steempipe
Nice! Great to follow your "trials and tribulations". Good stuff.
Thank you. I tried to explain as much as I could, so forum users won't just use it as it is, but will understand how things work (workarounds).

Best regards!


You've done great! I got it working "out of the box" with no issues, and it's way over my head. Keep on!

Re: CCT PhysX 1.0 [Re: 3run] #480178
05/24/20 18:58
05/24/20 18:58
Joined: May 2009
Posts: 5,274
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3run Online OP
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New version available! Check the first post!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Re: CCT PhysX 1.0 [Re: 3run] #480187
05/25/20 09:29
05/25/20 09:29
Joined: May 2009
Posts: 5,274
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3run Online OP
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UPDATE! Fixed problem with not being able to run on different PCs (.dll wasn't picking up). Now it should work (tested here on several machines).

Edit: added
Quote
-kinematic platforms (following the path) and elevators (moving to target position and back)!
-executable

Last edited by 3run; 05/25/20 12:50.

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Re: CCT PhysX 1.0 [Re: 3run] #480191
05/25/20 17:20
05/25/20 17:20
Joined: Oct 2010
Posts: 73
0110111
C
CodeMaster Offline
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CodeMaster  Offline
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C

Joined: Oct 2010
Posts: 73
0110111
Cool, thank you!

Re: CCT PhysX 2.0 [Re: 3run] #480244
05/27/20 19:02
05/27/20 19:02
Joined: May 2009
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CodeMaster@ you are welcome smile

There is an update, found, and fixed bug in pXent_updateCharacterExtents.
Quote
- pX_setunit was affecting cct size, pos and stepHeight in pXent_updateCharacterExtents. So with each step change, you had to tweak some values to get same results. Now it's working correctly.
- fixed origin offset (when going to stand/crawl), now no values to tweak, it just should work!
- updated executable


Best regards!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Re: CCT PhysX 2.0 [Re: 3run] #480262
05/28/20 23:21
05/28/20 23:21
Joined: May 2009
Posts: 5,274
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3run Online OP
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UPDATE!
Quote
-added collision masks for collisions between cct and rigid bodies (GROUP_NON_COLLIDABLE, GROUP_COLLIDABLE_NON_PUSHABLE, GROUP_COLLIDABLE_PUSHABLE)
-added workaround for sliding slope bug with normal.z jerking! (in order to make slope slidable set it's FLAG8 in WED and its slope angle should exceed slope limit)
-increases skinwidth for cct to 1 quant
-updated executable



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Re: CCT PhysX 2.0 [Re: 3run] #480314
05/31/20 10:25
05/31/20 10:25
Joined: May 2009
Posts: 5,274
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3run Online OP
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UPDATE!
Quote
-added pXent_setCharacterSettings to change cct settings (skinwidth, stepoffset, slopelimit)
-added static friction and restitution parameters for all static bodies created on physX_level_load call
-tweaked pushing, so cct now can't push heavy rigid bodies with GROUP_COLLIDABLE_PUSHABLE group


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