Author Topic: Adding Physics into Tremulous  (Read 34746 times)

Zero Ame

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Adding Physics into Tremulous
« on: January 28, 2009, 10:27:32 pm »
Ok so as a former JKA player, I know of this mod a guy was working on to add physics into JKA. For anyone who doesnt know, JKA used the Q3 engine, same as Tremulous.

Well, this guy got pretty far with making it into a mod, heres 2 videos on it.

Sphere w/ physics
physics stress test

Its a very awesome idea, opening MANY options for that game. SO.. I was hoping that maybe sometime in the future versions of Tremulous, Physics be added into the game. Would make some wicked awesome maps able to be made.

Please note that this mod for JKA made physics possible for both models and brushes in maps.


My next suggestion is another mod this same guy was working on. Take a look.

func_vehicle

Making it so we could make like bumper cars and stuff, pretty fun idea.


your face

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Re: Adding Physics into Tremulous
« Reply #1 on: January 28, 2009, 11:49:57 pm »
It's already sort of in the process. >_>
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n.o.s.brain

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Re: Adding Physics into Tremulous
« Reply #2 on: January 29, 2009, 12:07:17 am »
hmmm i don't know of any current efforts to put physics into trem... but a worthy endeavor for whoever wants.

Kaleo

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Re: Adding Physics into Tremulous
« Reply #3 on: January 29, 2009, 12:31:56 am »
Your best option (which probably would be your worst as well), would wait for Havok to go open source.

However, you would have to then wait for some community developer to fix it up, and find a way to get it into idTech3. That would take about a year.
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Zero Ame

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Re: Adding Physics into Tremulous
« Reply #4 on: January 29, 2009, 04:42:10 am »
What part of that being in the same game engine as the one trem uses dont you understand? Q3 Engine will support physics Kaleo, there doesnt need to be any waiting.

Kaleo

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Re: Adding Physics into Tremulous
« Reply #5 on: January 29, 2009, 06:28:46 am »
Q3 Engine will support physics Kaleo

It barely supports physics. You could get basic physics in, like bouncing objects, but you'll be spending a long time getting anything like ragdoll implemented. What I'm saying is that it probably isn't worth that much effort. By the time its worthy for major release, idTech4 will probably be in the public domain.
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Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

kevlarman

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Re: Adding Physics into Tremulous
« Reply #6 on: January 29, 2009, 06:32:29 am »
Q3 Engine will support physics Kaleo

It barely supports physics. You could get basic physics in, like bouncing objects, but you'll be spending a long time getting anything like ragdoll implemented. What I'm saying is that it probably isn't worth that much effort. By the time its worthy for major release, idTech4 will probably be in the public domain.
unless you're suggesting that it will take ~100 years, you should look up what public domain actually means
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Kaleo

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Re: Adding Physics into Tremulous
« Reply #7 on: January 29, 2009, 06:45:40 am »
Fine, then replace "in the public domain" with "open source". I'm sure you understood what I meant and are just nitpicking.
Quote from: Stannum
Thou canst not kill that which doth not live,
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I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Plague Bringer

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Re: Adding Physics into Tremulous
« Reply #8 on: January 29, 2009, 04:02:45 pm »
And I'm sure this is an unnecessary conversation. Let's see just what physics can do in Q3, eh?

(Kaleo, wouldn't it be easier to go to souce? Make a Half Life mod.)
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Re: Adding Physics into Tremulous
« Reply #9 on: January 29, 2009, 09:49:46 pm »
i'd much enjoy even simple physics, as well as the ability to bust shit up (beat brushes and other objects into smaller objects). it'd make me move my current sekrit project back from Source to ioq3.

Kaleo

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Re: Adding Physics into Tremulous
« Reply #10 on: January 30, 2009, 12:26:08 am »
Speaking of busting up, any word on breakables in 1.2?

In fact, wasn't someone working on third-party implementation of breakables?
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

your face

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Re: Adding Physics into Tremulous
« Reply #11 on: January 30, 2009, 01:13:53 am »
sshhhhh
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mooseberry

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Re: Adding Physics into Tremulous
« Reply #12 on: January 30, 2009, 01:36:08 am »
Yeah, they are, it's going good, but a little slowly and they a--

*silenced*
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Kromeh

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Re: Adding Physics into Tremulous
« Reply #13 on: January 30, 2009, 01:48:33 am »
Urban Terror has breakables.  Same engine.  They were fun to play with... Worm maps...

Zero Ame

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Re: Adding Physics into Tremulous
« Reply #14 on: January 30, 2009, 05:27:01 am »
and again, JKA has breakables, fun stuff, they have a limit of only 255 'func_destructable' brushes/entities per map.

cactusfrog

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Re: Adding Physics into Tremulous
« Reply #15 on: February 04, 2009, 07:43:28 am »
and again, JKA has breakables, fun stuff, they have a limit of only 255 'func_destructable' brushes/entities per map.
thats better then trem we currently have 0  :(

Taiyo.uk

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Re: Adding Physics into Tremulous
« Reply #16 on: February 04, 2009, 10:55:18 am »
Darkplaces has TWIG, which being in QC may be portable to IOQ3?

Zero Ame

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Re: Adding Physics into Tremulous
« Reply #17 on: February 04, 2009, 03:48:08 pm »
Possibly, some coders would prolly have to take a look into it.

And since I know someone is going to say this sometime soon, maybe a team should get together and make a mod that alows physics and see how well it works, ect...
« Last Edit: February 04, 2009, 03:50:02 pm by Zero Ame »

Amanieu

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Re: Adding Physics into Tremulous
« Reply #18 on: February 05, 2009, 06:05:20 am »
QC is a completely different language from C. It's going to be pretty hard to port.
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Taiyo.uk

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Re: Adding Physics into Tremulous
« Reply #19 on: February 05, 2009, 02:39:16 pm »
I meant that TWIG is part of the QVM, so it's a matter of porting QC for the DarkPlaces engine to QC for the IOQ3 engine.

Amanieu

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Re: Adding Physics into Tremulous
« Reply #20 on: February 05, 2009, 03:26:11 pm »
No. DarkPlaces uses QC. IOQ3 doesn't use QC at all. It uses plain C, for both engine and qvm.
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Nux

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Re: Adding Physics into Tremulous
« Reply #21 on: February 06, 2009, 02:25:32 am »
Who said trem didn't have physics? There are accelerators and collisions all around. It's simple physics but it's still physics. :)

Do you want more realistic physics? That's a shame because I liked circle-jumping and air-control. :(

Is it just ragdolls you want? Movable objects? Then why didn't you say so? :P

kevlarman

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Re: Adding Physics into Tremulous
« Reply #22 on: February 06, 2009, 03:06:45 am »
Who said trem didn't have physics? There are accelerators and collisions all around. It's simple physics but it's still physics. :)

Do you want more realistic physics? That's a shame because I liked circle-jumping and air-control. :(

Is it just ragdolls you want? Movable objects? Then why didn't you say so? :P
what air control? :P
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

cactusfrog

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Re: Adding Physics into Tremulous
« Reply #23 on: February 06, 2009, 03:57:31 am »
i think like the physics that allow planes to fly
« Last Edit: February 06, 2009, 04:21:43 am by cactusfrog »

Archangel

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Re: Adding Physics into Tremulous
« Reply #24 on: February 06, 2009, 04:17:13 am »
I don't think we're in Kansas anymore.

Kaleo

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Re: Adding Physics into Tremulous
« Reply #25 on: February 06, 2009, 04:50:11 am »
I don't think we're in Kansas anymore.

I don't think we ever were.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Archangel

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Re: Adding Physics into Tremulous
« Reply #26 on: February 06, 2009, 05:04:33 am »
since cactusfrog fixed his spelling the joke no longer exists. Was playing on how he said plains.

Nux

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Re: Adding Physics into Tremulous
« Reply #27 on: February 07, 2009, 05:08:57 pm »
what air control? :P

In case you think I mean controlling the air -> :P

In case you don't that know you can push yourself around in midair -> :o

And yes you can do this by taking advantage of aerodynamics in real life.. so long as you have wings for arms and are made out of foam.

David

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Re: Adding Physics into Tremulous
« Reply #28 on: February 07, 2009, 05:14:29 pm »
You just need to eat beans.  A lot of beans.
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kevlarman

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Re: Adding Physics into Tremulous
« Reply #29 on: February 07, 2009, 05:24:14 pm »
what air control? :P

In case you think I mean controlling the air -> :P

In case you don't that know you can push yourself around in midair -> :o

And yes you can do this by taking advantage of aerodynamics in real life.. so long as you have wings for arms and are made out of foam.
there is almost no air control in vq3 physics (compared to say q1, which lets you make turns with a radius of ~30u with relatively little speed loss (check out the buttons on level 1 of qdq))
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----