physics definition - personal observations
Posted: Sat Aug 19, 2006 01:16 pm
So beta 4 is on the verge of being released you say eh? Good, good.
I know it's late in the game to ask for feature requests but I just crawled home from work, I'm bored and nobody else feels like posting anything bloody. So here goes.
I loaded up shar wre blood 1.11 (I know, wrong version) Just to see if I could squeeze some physics out of this sucker that might help TF become more bloody. All apologies for those of you who know this stuff and are tired of hearing about it.
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First off, velocity factor when playing kick the head.
At walking speed a kicked head will travel 1- 2 seconds. It may simply slide across the ground or it may spin a little, but it won't travel for more than 2 seconds.
At running speeds a kicked head will always travel at least 2 seconds and may go for 4 (5?).
Distance traveled when playing kick the head also effects these scores. If player stands back at a fair distance and gets a good kick at running speed , player will achieve maximum head velocity, hight and bouncing.
Player may start a running kick at closer distances, but somehow build detects this and doesnt reward player with maximum head travel. The key is length of time holding velocity- not just speed.
Same goes for a walking kick.
kicked bucket acts similarly.
... ... ... ... ... ... ... ... ... .... .... ..... ... ..... ....
Angle of attack when stabing or shooting.
The observations that follow were gathered while playing the first half of wrong side of the tracks over a period of several hours. All attempts to replicate of disprove observational data are appreciated.
The above experiment can be replicated by doing the following. Jump up on the ledge at the beginning of the level where the train cars with the tnt barrels blocks the path of player. Acktivate the 2 zombies in the court yard, stay on the ledge wich is fairly safe. With the pitchfork stab downwards - niotice if Zombies are knocked back more than if player was level with them. Now try the same thing while stabing upwards. Go the the second car (the one that rotates to reveal a door) and wake up the zombies within. Stab upwards
and see if they aren't knocked back more (and up into the air!) than if at same level with player (you'll be all right as long as they don't jump down).
I've noticed they fly upwards and back more if struck at extreme angles.
try the same experiment with the shotty for a more dramatic example.
... ... .. .... ... .... .... . .... ... ... ... ... ... ... .... ........
Gibbing
Some of the destroyed monster gibs maintain a hit scan after being killed that responds to physics. The headless torso zoombie gib can be stabed at least one more time after spawning and after it has dropped a kickable head- this usually results in the torso flying backwards a few feet. The torso will continue to spray blood a good five seconds after it comes to rest.
The universal flamin' dude who spawns after a live human has been set a blaze (it burns! it burns!) also response to physics in a similar manner.
gibs that spawn more gibs automatically without help from the player....
No I'm not drunk. I'll add to this later after some sleep.
..... .... ..... .... .... .... ... .... .... .... .... .... .... .... .. ....
Jumping
I hope the q3map format get TF a little more control over physics.
When qblood was started all they could do for jumping is lower the gravity and that seems to be where tranfusion still is. Player's jump in blood lasts all of 1 second give or take. The ballistic arc seems very sharply curved downward. Transfusion players jump seems to last about 1.3 seconds give or take; Ballistic arc is rather shallow. Dispite the longer jump some jumps are harder to make in transfusion. The jump from the bench up and over to the left upper hallway as you enter the morningside mortuary for example.
... ... ... .... ... ... .... ... ... ... ..... .... ... .... .... ..... .. .....
the joy of bounciness
It's 25% real and 75% illusion. Here's what I mean. If you hit scroll lock to holster weapon and start jumping around you'll notice a lot less of it. "There is a bending of the knees" when player re-contacts the ground, but if you watch closely while jumping with a weapon present you'll noticed it's mostly the v weapons view that has the most dramatic movement. When player first jumps, the v-weapon veiw drops dramatically, as player hits ground v- weap comes back up at a reduced speed.
Now, off to examine what happens when view bobbing is turned back on...
... ... .... .... .... .... ... .... .... .... ... . ... . ... . ..... ... .... ... . ... ...
Okay, time to start blathering again.
Yes I’m aware that all of the features below are known quantities and are planned for, I just need to vent about them.
... ... ... .... .... .... .... .... .... ... ... .... .......
decals/ stain maps
Right now transfusion is using vanilla darkplaces stains for impact decals. Wouldn’t blood’s look better? they have a little more detail such as the cracks around the edges and they appear to be bigger.
Is it me or is darkplaces a little shy when it comes to allocating resources for stain maps? They start disappearing almost instantly once spawned. that might be understandable in multiplayer but can’t sp be a little more generous?
Also, does anyone else think stain decals are a viable option for replacing shell casing models? there are so few spawned that it looks like the players “rain of death” lasted about 3 shots.
.... .... ... .... .... .... ..... ..... .... .... .... ... .... ..... .... .... ....
I consider this an open posting So I'll expand and make corrections (lots of 'em) on this diatribe as the days go on..
I know it's late in the game to ask for feature requests but I just crawled home from work, I'm bored and nobody else feels like posting anything bloody. So here goes.
I loaded up shar wre blood 1.11 (I know, wrong version) Just to see if I could squeeze some physics out of this sucker that might help TF become more bloody. All apologies for those of you who know this stuff and are tired of hearing about it.
... ... ... .... ... ... .... .... ... ... .... ... .. .... .... .... ...
First off, velocity factor when playing kick the head.
At walking speed a kicked head will travel 1- 2 seconds. It may simply slide across the ground or it may spin a little, but it won't travel for more than 2 seconds.
At running speeds a kicked head will always travel at least 2 seconds and may go for 4 (5?).
Distance traveled when playing kick the head also effects these scores. If player stands back at a fair distance and gets a good kick at running speed , player will achieve maximum head velocity, hight and bouncing.
Player may start a running kick at closer distances, but somehow build detects this and doesnt reward player with maximum head travel. The key is length of time holding velocity- not just speed.
Same goes for a walking kick.
kicked bucket acts similarly.
... ... ... ... ... ... ... ... ... .... .... ..... ... ..... ....
Angle of attack when stabing or shooting.
The observations that follow were gathered while playing the first half of wrong side of the tracks over a period of several hours. All attempts to replicate of disprove observational data are appreciated.
The above experiment can be replicated by doing the following. Jump up on the ledge at the beginning of the level where the train cars with the tnt barrels blocks the path of player. Acktivate the 2 zombies in the court yard, stay on the ledge wich is fairly safe. With the pitchfork stab downwards - niotice if Zombies are knocked back more than if player was level with them. Now try the same thing while stabing upwards. Go the the second car (the one that rotates to reveal a door) and wake up the zombies within. Stab upwards
and see if they aren't knocked back more (and up into the air!) than if at same level with player (you'll be all right as long as they don't jump down).
I've noticed they fly upwards and back more if struck at extreme angles.
try the same experiment with the shotty for a more dramatic example.
... ... .. .... ... .... .... . .... ... ... ... ... ... ... .... ........
Gibbing
Some of the destroyed monster gibs maintain a hit scan after being killed that responds to physics. The headless torso zoombie gib can be stabed at least one more time after spawning and after it has dropped a kickable head- this usually results in the torso flying backwards a few feet. The torso will continue to spray blood a good five seconds after it comes to rest.
The universal flamin' dude who spawns after a live human has been set a blaze (it burns! it burns!) also response to physics in a similar manner.
gibs that spawn more gibs automatically without help from the player....
No I'm not drunk. I'll add to this later after some sleep.
..... .... ..... .... .... .... ... .... .... .... .... .... .... .... .. ....
Jumping
I hope the q3map format get TF a little more control over physics.
When qblood was started all they could do for jumping is lower the gravity and that seems to be where tranfusion still is. Player's jump in blood lasts all of 1 second give or take. The ballistic arc seems very sharply curved downward. Transfusion players jump seems to last about 1.3 seconds give or take; Ballistic arc is rather shallow. Dispite the longer jump some jumps are harder to make in transfusion. The jump from the bench up and over to the left upper hallway as you enter the morningside mortuary for example.
... ... ... .... ... ... .... ... ... ... ..... .... ... .... .... ..... .. .....
the joy of bounciness
It's 25% real and 75% illusion. Here's what I mean. If you hit scroll lock to holster weapon and start jumping around you'll notice a lot less of it. "There is a bending of the knees" when player re-contacts the ground, but if you watch closely while jumping with a weapon present you'll noticed it's mostly the v weapons view that has the most dramatic movement. When player first jumps, the v-weapon veiw drops dramatically, as player hits ground v- weap comes back up at a reduced speed.
Now, off to examine what happens when view bobbing is turned back on...
... ... .... .... .... .... ... .... .... .... ... . ... . ... . ..... ... .... ... . ... ...
Okay, time to start blathering again.
Yes I’m aware that all of the features below are known quantities and are planned for, I just need to vent about them.
... ... ... .... .... .... .... .... .... ... ... .... .......
decals/ stain maps
Right now transfusion is using vanilla darkplaces stains for impact decals. Wouldn’t blood’s look better? they have a little more detail such as the cracks around the edges and they appear to be bigger.
Is it me or is darkplaces a little shy when it comes to allocating resources for stain maps? They start disappearing almost instantly once spawned. that might be understandable in multiplayer but can’t sp be a little more generous?
Also, does anyone else think stain decals are a viable option for replacing shell casing models? there are so few spawned that it looks like the players “rain of death” lasted about 3 shots.
.... .... ... .... .... .... ..... ..... .... .... .... ... .... ..... .... .... ....
I consider this an open posting So I'll expand and make corrections (lots of 'em) on this diatribe as the days go on..