674753ca98b95

674753ca9995a
1 Guest is here.
 

Topic: Curious how the SCP is coming along!
Page: « 1 ... 42 [43] 44 ... 56 »
Read 167765 times  

674753ca9a0f5Primitive Primate

674753ca9a15c
Will SCP prevent corpses from clipping through walls and floors?

674753ca9a315voodoo47

674753ca9a380
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.

674753ca9a4b9ZylonBane

674753ca9a520
Unless he means the corpses of freshly-slain enemies, in which case no, of course not.

674753ca9a5c5Primitive Primate

674753ca9a611
Yes, he meant that. And he thanks ZB for his answer.

674753ca9a6a3voodoo47

674753ca9a6ec
yeah, no way of doing that, Dark's physics are just too simple for that.
674753ca9a9bb
And here I thought you have rewritten the engine and implemented a well working physics engine.
All my dreams have been shattered.  :(

674753ca9aa49voodoo47

674753ca9aa94
dreams are made to do that.

674753ca9ab5fZylonBane

674753ca9abac
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.
674753ca9accc
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.

674753ca9ad81voodoo47

674753ca9add0
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.

674753ca9b089ZylonBane

674753ca9b0db
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.

674753ca9b202voodoo47

674753ca9b277
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 »
674753ca9b363
But meshes are a whole lot different thing. Don't think there could be anything done about it.

674753ca9b41cvoodoo47

674753ca9b470
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.
674753ca9b579
Do they use the same death animation?
If no, just put the death animation of the hybrid into the assassin and test that out.

674753ca9b61fvoodoo47

674753ca9b66b
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.
674753ca9b751
Floating is fun. How do you think the assassin would feel if you fixed it? He would be so sad.    :(
674753ca9b9e2
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.

674753ca9bc7fThiefsieFool

674753ca9bcd2

You should have a look at the monkey walk anim too, it hops up significantly every two steps.
674753ca9bde2
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.

674753ca9beccvoodoo47

674753ca9bf67
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.

674753ca9c01cPrimitive Primate

674753ca9c06c
I like how my small questions creates something big and important in the end. :)
674753ca9c2e7
also, he looked hilarious lobbing the stars like grenades.
I demand a video :D
Acknowledged by: Join usss!
1 Guest is here.
Ye hath been warned!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
674753ca9cb7d