67426d052ca26

67426d052e1b0
5 Guests are here.
 

Topic: Curious how the SCP is coming along!
Page: « 1 ... 42 [43] 44 ... 56 »
Read 166201 times  

67426d052e8f3Primitive Primate

67426d052e9a2
Will SCP prevent corpses from clipping through walls and floors?

67426d052ebf7voodoo47

67426d052ec5f
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.

67426d052ed76ZylonBane

67426d052edc3
Unless he means the corpses of freshly-slain enemies, in which case no, of course not.

67426d052ee4cPrimitive Primate

67426d052ee98
Yes, he meant that. And he thanks ZB for his answer.

67426d052ef2cvoodoo47

67426d052ef75
yeah, no way of doing that, Dark's physics are just too simple for that.
67426d052f25f
And here I thought you have rewritten the engine and implemented a well working physics engine.
All my dreams have been shattered.  :(

67426d052f2fbvoodoo47

67426d052f344
dreams are made to do that.

67426d052f410ZylonBane

67426d052f45c
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.
67426d052f56d
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.

67426d052f628voodoo47

67426d052f673
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.

67426d052f8e7ZylonBane

67426d052f93b
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.

67426d052fac5voodoo47

67426d052fb16
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 »
67426d052fc09
But meshes are a whole lot different thing. Don't think there could be anything done about it.

67426d052fcc9voodoo47

67426d052fd13
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.
67426d052fe28
Do they use the same death animation?
If no, just put the death animation of the hybrid into the assassin and test that out.

67426d052feddvoodoo47

67426d052ff29
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.
67426d0530014
Floating is fun. How do you think the assassin would feel if you fixed it? He would be so sad.    :(
67426d05302c9
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.

67426d0530552ThiefsieFool

67426d05305ac

You should have a look at the monkey walk anim too, it hops up significantly every two steps.
67426d05306ae
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.

67426d0530783voodoo47

67426d05307ce
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.

67426d0530865Primitive Primate

67426d05308b0
I like how my small questions creates something big and important in the end. :)
67426d0530b7e
also, he looked hilarious lobbing the stars like grenades.
I demand a video :D
Acknowledged by: Join usss!
5 Guests are here.
spekkio: I tried to be a nice OSA-agent. I tried to be harmless to you - infested crew members of UNN von Braun. But! You had to get into my way!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67426d0533f8c