Author Topic: objects that fall down or gets destroyed  (Read 5033 times)

holyknight

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objects that fall down or gets destroyed
« on: September 26, 2006, 01:19:21 am »
it'd be awesome if there are objects like shelves, crates crumbles or fall down when you shoot them or slash them. You could also push the shelves to the ground so the aliens will ahve harder time getting at you.
(Got the idea from the game FEAR. I wanted to try it through demo but it had too much big MB. NOOOOO!)

Paradox

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objects that fall down or gets destroyed
« Reply #1 on: September 26, 2006, 01:27:46 am »
You could make a trigger that takes damage in a map and make it make something fall, im using one in Fusion.

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Rippy

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objects that fall down or gets destroyed
« Reply #2 on: September 26, 2006, 02:00:25 am »
To my knowledge, the Quake3 engine doesn't support physics like that. Closest you can get are damage-activated movement triggers like paradox mentioned.

(Someone correct me if I'm wrong)
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rasz_pl

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objects that fall down or gets destroyed
« Reply #3 on: September 26, 2006, 08:42:00 am »
Timbo implemented some physics (pounce mommentum and so on), it aint havoc tho :P

Ranger

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objects that fall down or gets destroyed
« Reply #4 on: September 26, 2006, 03:47:08 pm »
Tremulous on the half life 2 engine :o
img]http://img.photobucket.com/albums/v518/KoldShip/marau.png[/img]


Rippy

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objects that fall down or gets destroyed
« Reply #5 on: September 26, 2006, 11:07:05 pm »
Quote from: "Ranger"
Tremulous on the half life 2 engine :o

omg teh pwnage. seems like a gimmic that'd get old real fast in a game like tremulous though. It'd be like adding hl2-style physics to Unreal Tournament: good for realism, but otherwise completely useless.
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Paradox

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objects that fall down or gets destroyed
« Reply #6 on: September 26, 2006, 11:30:03 pm »
We should buy Trem the Havok engine!

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rasz_pl

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objects that fall down or gets destroyed
« Reply #7 on: September 27, 2006, 08:34:47 am »
Quote from: "Paradox"
We should buy Trem the Havok engine!


buy? it got open sourced with HL2 code :P I'v got a DVD with it somewhere

Neo

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objects that fall down or gets destroyed
« Reply #8 on: September 27, 2006, 11:01:08 am »
Havok isn't open source, you just use the version that was compiled into HL2 the main program when you make a mod.

There is a opensource/freeware physics engine, tho i can't remember the name, something with Newton in it.

Trying to implement Havok into Trem would cost more than everything invested into its development to date.

Ksempac

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objects that fall down or gets destroyed
« Reply #9 on: September 27, 2006, 11:23:16 am »
Quote from: "Neo"
Havok isn't open source, you just use the version that was compiled into HL2 the main program when you make a mod.

There is a opensource/freeware physics engine, tho i can't remember the name, something with Newton in it.

Trying to implement Havok into Trem would cost more than everything invested into its development to date.


Seeing the smiley in his sentence, i think rasz was actually refering to the "leak" of the HL2 source code when one of Valve's server was hacked before the release of the game (dont flame me on weither this is true or not...i will stick to the official version ;p)
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Stof

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objects that fall down or gets destroyed
« Reply #10 on: September 27, 2006, 11:23:35 am »
There's ODE fora physics engine. Opensource and works ok.

So, could we have some ragdoll effects now? :D
urphy's rules of combat
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18 ) Make it too tough for the enemy to get in and you can't get out.

Raumkraut

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objects that fall down or gets destroyed
« Reply #11 on: September 29, 2006, 11:54:04 am »
Quote from: "Stof"
There's ODE fora physics engine.


 A physics engine for message boards? Awesome! :D

DASPRiD

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objects that fall down or gets destroyed
« Reply #12 on: September 29, 2006, 12:31:39 pm »
Rofl :>. No, ODE is OS and it is good, a friend of mine used it in his own Engine, Luxinia (http://www.luxinia.de/)
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DIGI_Byte

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objects that fall down or gets destroyed
« Reply #13 on: October 13, 2006, 12:42:44 am »
All timbo needs to do is set up a Func_destructable

And there should setting inside it refering to what material it is and if it breaks when standing on/or recieving damage

the material option determains what model will be spawned  on side that area and the model will work like a particle system and the object should be based on the button or a door functions

there should be five models and textures for each material and a 'other' option that allow the person to select a texture from there texture list.

Undeference

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objects that fall down or gets destroyed
« Reply #14 on: October 13, 2006, 04:45:37 am »
Seems more like a destructible object would be a non-team buildable with hit points and all. It would be nice if the windows on some maps could be destroyed (but then on others, destroying them would amount to suicide -- you get sucked out into space and DIE>>> HAHAHA). It would also be cool to have special effects for different objects (specified in the map)... then we could play all those good Doom maps with functional exploding barrels. Doom 2.... 006.
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Quaoar

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objects that fall down or gets destroyed
« Reply #15 on: October 15, 2006, 05:28:09 pm »
There would need to be enough of such things for an actual strategic difference, or else 5 minutes in everything would be destroyed and it'd have been nothing more than eye candy.

Sometimes I wish there were loose objects you could throw like in HL2 or Oblivion. I just can't see the advantage to it, unless you could, like, collect empty beer bottles above a door on a shelf that can be reset, and have a hummie shoot a string when a mara comes through the door so he gets rained on with glass  :roll:

I guess traps would be cool and could add an additional level of strategy to the game (essentially a buildable outside of one's base, I guess), but that hardly seems supportable.

I still dig the pressure plates that release spiked flails from the ceiling in Oblivion :D