674265aec6326

674265aec70e5
5 Guests are here.
 

Topic: Curious how the SCP is coming along!
Page: « 1 ... 42 [43] 44 ... 56 »
Read 166158 times  

674265aec950fPrimitive Primate

674265aec95ab
Will SCP prevent corpses from clipping through walls and floors?

674265aec9800voodoo47

674265aec986c
yes, all corpses have been moved so they do not float above (or sink into) the ground, collide with objects and walls etc. together with trillion other objects which were having the same issues.

674265aec99a2ZylonBane

674265aec99f1
Unless he means the corpses of freshly-slain enemies, in which case no, of course not.

674265aec9a8aPrimitive Primate

674265aec9ad6
Yes, he meant that. And he thanks ZB for his answer.

674265aec9b6dvoodoo47

674265aec9bb8
yeah, no way of doing that, Dark's physics are just too simple for that.
674265aeca03d
And here I thought you have rewritten the engine and implemented a well working physics engine.
All my dreams have been shattered.  :(

674265aeca0d1voodoo47

674265aeca11e
dreams are made to do that.

674265aeca201ZylonBane

674265aeca251
Dark's corpse physics actually work surprisingly well for how old a game it is. Sure, there's nothing it can realistically do about a body hovering half-off a ledge (no game dealt with this well until ragdolls became common), but if an AI's death animation would take its head into a wall, the engine will push the entire body away from the wall as it's falling to prevent this from happening. So it does try.
674265aeca383
IIRC the first game which featured (good working) ragdolls was Hitman, which came out late 2000.
Which is a little bit over a year compared to SS2.

Somehow I am stunned that the timespan is so little... On the other hand, that time was the peak of development in games (in my opinion), so I shouldn't be too surprised.

674265aeca44avoodoo47

674265aeca497
some slain enemies are notoriously floaty though, cyborg assassin for example, if memory serves. we should have a look at that for beta2.

and yeah, Hitman had some good stuff, like the facial animations - the moment he went "bleargh" from the hooker kiss was a total killer.

674265aeca775ZylonBane

674265aeca7c7
some slain enemies are notoriously floaty though, cyborg assassin for example, if memory serves. we should have a look at that for beta2.
I don't see what we could do about it, other than somehow change its death motion so it just crumples up into a ball where it's standing.

674265aeca90avoodoo47

674265aeca959
no idea, would have to look into how things work when an AI is slain, right now, I know only that it plays the death motions and loses physics at one point. after this, it can be floored in the editor, which will get rid of the excess floating. maybe this could be emulated somehow.

//ok, it has nothing to do with physdims. the assassin has a rather large bracket box when selected, and looks like that's what is making him float. so maybe the floatiness could be fixed by editing the model, and making its bounding box (dimension box?) smaller - this is definitely possible with objects, as demonstrated on Olfred's fixed hackable crates.
« Last Edit: 17. July 2014, 21:18:23 by voodoo47 »
674265aecaa4e
But meshes are a whole lot different thing. Don't think there could be anything done about it.

674265aecab0avoodoo47

674265aecab56
yeah, I was afraid you were going to say that.

just checked the hybrid, the floatage is there, but is quite small, 0.16 game units. with assassin, it's 0.9, and that is rather noticeable. I don't see any obvious reason why this should be happening.
674265aecac47
Do they use the same death animation?
If no, just put the death animation of the hybrid into the assassin and test that out.

674265aecacf6voodoo47

674265aecad42
yeah, looks like this is motions related - so this could probably fixed, or at least made less obvious by editing the motions. which is something nobody really wants to do.
674265aecae3c
Floating is fun. How do you think the assassin would feel if you fixed it? He would be so sad.    :(
674265aecb1a0
yeah, looks like this is motions related - so this could probably fixed, or at least made less obvious by editing the motions. which is something nobody really wants to do.
When it is motion related I might be able to fix it. Just haven't worked with motions stuff recently and have to look into it again.
Might have the time to do it next month.

674265aecb465ThiefsieFool

674265aecb4b7

You should have a look at the monkey walk anim too, it hops up significantly every two steps.
674265aecb5b8
OK, voodoo47, I think you could put all those animation problems into the fixing thread.
The best would be to make an extra list for it I think.

674265aecb69avoodoo47

674265aecb6e7
ok, will do that.

just to make sure everyone understands - we are talking about the position the AI corpse takes after being slain and dropping down to ground. some AIs end up floating off the ground quite significantly, like the assassin. I've tried to give him grenade hybrid motions, and he did not end up as floaty as before, so this seems to be motion related.

also, he looked hilarious lobbing the stars like grenades.

674265aecb781Primitive Primate

674265aecb7cd
I like how my small questions creates something big and important in the end. :)
674265aecba65
also, he looked hilarious lobbing the stars like grenades.
I demand a video :D
Acknowledged by: Join usss!
5 Guests are here.
But when your return, it's the same old place
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
674265aecef6d