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Program Announcements / Newton Game Dynamics WRAPPER v1.30

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Hamish McHaggis
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Posted: 15th Jan 2005 19:13
Alpha - Please be more specific, I know you're not exactly classified as a noob, so stop asking questions like one.

Isn't it? Wasn't it? Marvellous!
David T
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Posted: 16th Jan 2005 01:42
Walaber, you've got a fantastic plugin here, and I'm sure with even more features most people here would be willing to pay a good amount to buy it - even with TGC's $100 version on the horizon.

It's a bit sad, two really useful free bits of kit for DBPro written by forum members abandoned, and TGC then release their own version charging for it

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
ALPHA ZERO PRODUCTIONS
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Posted: 16th Jan 2005 08:24 Edited at: 16th Jan 2005 08:25
well when i try to make ragdolls all the boxes never go in position.

the master chief model from halo 2


and when i load ii in the ragdoll loader it looks like this (kind of scary)



[edit]

i am using the fps demo as my engine......i need help with vehicles

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Osiris
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Posted: 16th Jan 2005 14:25 Edited at: 16th Jan 2005 14:25
yeah your desktop is scary , heres a tip make one folder named things, and one named shortcuts, put all of your shortcuts in the folder named shortcuts and anything else in the folder named things

walaber
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Posted: 16th Jan 2005 15:35
please read the ragdoll tutorial. it explains that you must arrange the bones in the model so that each bones' local X axis is pointing in the direction of the bone. that model you are using looks like it's using either the Y or Z axis instead. you will need to re-arrange the skeleton if you want to use it with the wrapper.

as for vehicles, they're pretty straightforward, read my demo source closely, everything is there.

Go Go Gadget DBPRO!

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Prime_8
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Posted: 16th Jan 2005 17:57
hey quick question ..
if you use teh convex hull tool to make the hull .. and you need to scale the object in game .. i would asume teh premade convex hull would need to be scaled the same .
or i could just make shure the model don't need scaling ..LOL

Old coder, returning to DB (DBP)
ALPHA ZERO PRODUCTIONS
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Posted: 16th Jan 2005 21:39
hey walaber in the fps demo when i get too far the guy can't jump and when i shoot the bullethole doesn't appear.

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walaber
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Posted: 17th Jan 2005 07:33
make the NewtonWorld bigger with the
NDB_NewtonSetWorldSize
command

Go Go Gadget DBPRO!

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ALPHA ZERO PRODUCTIONS
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Posted: 17th Jan 2005 11:16
ohhhh thanx walaber

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ALPHA ZERO PRODUCTIONS
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Posted: 18th Jan 2005 08:26
BTW how do i make the bone's local X axis point in the direction of the bone in gamespace ?

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Peter H
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Posted: 18th Jan 2005 23:13 Edited at: 18th Jan 2005 23:15
you're link is teh broken

[edit] i had to get it from you're site.

"We make the worst games in the universe."

walaber
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Posted: 21st Jan 2005 16:30
Quote: " BTW how do i make the bone's local X axis point in the direction of the bone in gamespace ?"


I don't use Gamespace myself, but it has pretty powerfl animation tools from what I understand, so it should be possible...

Go Go Gadget DBPRO!

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ALPHA ZERO PRODUCTIONS
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Posted: 21st Jan 2005 20:32
i hope so

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Osiris
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Posted: 21st Jan 2005 21:55
btw why do people keep saying your .dll costs money?

walaber
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Posted: 21st Jan 2005 22:50
because Newton is too cool to be free.

(but is is. really.)

remember i didn't write Newton, just the wrapper for it!!

Go Go Gadget DBPRO!

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Lost in Thought
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Posted: 22nd Jan 2005 04:51
Well I had just started using Newton messing around a bit and then I find out this is the last update for the wrapper Oh well back to the drawing board. Guess I'll wait and see what Raven does with it.

walaber
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Posted: 22nd Jan 2005 07:45
there are enough features in the current wrapper to last you for a lont time I promise. I made the wrapper, and I still haven't used all the features in it

Go Go Gadget DBPRO!

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Shadow Robert
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Posted: 22nd Jan 2005 08:59
Yeah good news on that front, my machine should be undeaded soon!
finally get to put my P2 back into retirement heh

Alot of the code appears to be just pure command C++ -> DBP with the obvious tweaks so that it'll translate correctly. What I'm thinking of doing, is I'll carry on this tradition with Wrapper 1.31 ... however I'll also make a new Plug-in that accompanies it on the code level that will make it 'idiot-proof'

Will probably just be a collection of presets like Cloth, Wind, Vehicle, IK Rag-Doll, etc.. It will give people some nice things to do with single commands though. Wouldn't mind asking for some of you guys to help me out actually, while I can code things up fine... having someone who uses the plug-in to create the examples, someone else to make the help file. Should help lighten alot of the workload.
Lost in Thought
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Posted: 22nd Jan 2005 11:59
I'm working on a game using vehicle physics right now and a game on the back burner (FPS) awaiting some DBP and NGC bug fixes so I'll be glad to test it in both games. If I get ahold of it pretty good I'll make an example of each type of physics and one with all. Looking forward to testing it.

walaber
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Posted: 24th Jan 2005 07:14
UPDATE

kind user Kjelle has updated the wrapper to add some new functionality, and new commands!

these include updates to the vehicle system, and the new multi-solver options in Newton 1.31.

download it from my website as usual!!

thanks Kjelle!

Go Go Gadget DBPRO!

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Shadow Robert
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Posted: 24th Jan 2005 07:21
Contact via the email address you sent to me LiT?
Walabar, could you get Kjelle to contact me.. it is pointless both of us working on wrapper updates. It'll just confuse people.

Lost in Thought
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Posted: 24th Jan 2005 08:37
Yeah. Same contact email.

moogle
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Posted: 29th Jan 2005 22:01
it's very nice !!!! i'm very impressed by this warpper !
i use on x file for my whole levels,do you think i can make a collision system for an adventure game (thrd person view) with this ?

www.whitechaos.tk
Lukas W
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Posted: 31st Jan 2005 17:20
This wrapper is amazing!

anyhow, i have tried using the Ragdoll Designer to make Ragdolls for a model I got, but when I add a bone I cannot move it or scale it.
does the model have to be boned and skinned before I can add ragdolleffect?
Also I tried to load Franky.x into my game but it wouldnt load the ragdoll because it didnt compile..

so im asking if anyone got code on how to load ragdolls and a 'tutorial' on how to use Ragdoll Designer.. and I also need to know if the model has to be boned in order to be ragdolled. also, if it is boned, is it better to use French_GUI's ragdoll editor?

walaber
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Posted: 31st Jan 2005 23:51
the ragdoll *must* already be boned and skinned, and ready to go

the compile problem is because some changes were made to the ragdoll system, so that you can use different shapes for the bones instead of just boxes... so you need to make a collision (NDB_NewtonCreateBox / CreateSphere / etc) first, and then also pass the index to that collision into the AddBone function.

the example "simple ragdoll" in the latest version has working ragdoll code, you can expand it to work for boned-models by just adding the relevant code from the monkey demo, etc.

Go Go Gadget DBPRO!

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Lukas W
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Posted: 1st Feb 2005 17:23
yeah thanks. I will try to figure it out

ALPHA ZERO PRODUCTIONS
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Posted: 1st Feb 2005 20:44
hey walaber when is your ragdoll designer going to be done ?.. i am just asking because Rag GUI does not work for me.

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walaber
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Posted: 2nd Feb 2005 11:18
the ragdoll designer is basically "done", in that I have no plans to update it at the current time.

what's the problem with the current one?

Go Go Gadget DBPRO!

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ALPHA ZERO PRODUCTIONS
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Posted: 2nd Feb 2005 20:41
oops i meant to say rigid body designer

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walaber
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Posted: 3rd Feb 2005 11:48
??? the Rigid Body Designer is more complete than the Ragdoll tool!! the newest version comes with the wrapper, and is very useful as-is.. any problems with it?

Go Go Gadget DBPRO!

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Lukas W
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Posted: 5th Feb 2005 00:41 Edited at: 5th Feb 2005 02:29
hi, me again

ok I have a ready model now.
when I converted it into a .x file, 'Rag Gui' wouldnt load it
what program should I use to convert 3ds to x?

[edit]
hmm, i got a look at the rag tutoral code... but it wont compile?? (look at attached image)

[edit]
doh i uploaded a bmp image, i changed it to jpg

[edit]
oh no, i forgot to upload it... now it is

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ALPHA ZERO PRODUCTIONS
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Posted: 6th Feb 2005 03:43 Edited at: 6th Feb 2005 12:08
hey walaber how do i make newton work with heightmaps ?
i made a cool heightmap and i want to try the vehicle demo with it and i am just wondering how do i keep the vehicle on the terrain.

and how do u make dbo files ?

<-------[EDIT]------->
hey walaber for some odd reason when i press the button to make ragdolls the game just closes .

here is the code (media not included)


and can someone add vehicles in there please ??? it is the hardest thing for me to do , and If you can can you have it that if the character comes next to the cardoor that he starts driving please ?

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Jess T
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Posted: 6th Feb 2005 16:30
Alpha, have a look in the example code that comes with the Newton wrapper for info on how to make Vehicles, it's really easy to understand if you take a few hours, and really go through the guts of the code, and edit this, change that, take out this, add in that... etc etc. Best way to learn, too

About using your Heightmap, all you have to do is make a terrain the normal way you would, using a heightmap, make sure that you can make that terrain an object ( or, make it as an object in the first place ), then just use your normal Newton commands on it

Jess.


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ALPHA ZERO PRODUCTIONS
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Posted: 7th Feb 2005 02:41
can you atleast tell me why ragdolls never show up ?

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walaber
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Posted: 7th Feb 2005 17:26
Lukas W

slight change to the ragdoll command... look at the ragdoll demo that comes with the wrapper for how to do it... beasically you have to create a collision for each bone, and pass that into the AddBone command as well.

Go Go Gadget DBPRO!

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dj chainz
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Posted: 10th Feb 2005 05:50
I just downloaded version 1.31 and it WORKS for windows ME!!!
Newton!!!

I am the lead programmer at red spark studios
I also have a blog on how to make a game enginehttp://dbgame.blogspot.com
http://www.brazilianhotties.tk
Hawkeye
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Posted: 12th Feb 2005 05:07 Edited at: 12th Feb 2005 07:06
Put this in the main loop right after the time# thing and get instant slow-motion fx!


Add some matrix-esque sfx to it and you might have somthing really cool going... Anyways, walaber and newton r0x0rz!


EDIT: this may be a little uncalled for, but being a lazy programmer I have to ask this: how about a "set camera to follow newton body" command?

EDIT2: hmmm, this is interesting. Take a look at the download: the box seems to want to do the jitterbug Maybe it's a problem with my setup... If it is I'd greatly appreciate it if you'd help me!

"
"Timesoft: Your wife is death. HOW?!! No idea. But it is murder! REVENGE!"

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ALPHA ZERO PRODUCTIONS
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Posted: 14th Feb 2005 02:06
hey does anyone know why this piece of code slows down my game when its in use ???



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Hawkeye
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Posted: 15th Feb 2005 06:58
alpha zero sorry, but havn't a clue maybe if I wasn't so new to newton as well...

This is interesting! I just downloaded the new v1.31 wrapper and there's this strange bug. You know how with the old wrapper you could position a block under the door so it couldn't close all the way? Well take a look at this!

The debug thing shows that the door actually went through the block! On the old wrapper all that happened was that the block sunk through the floor a little bit and then came back up, but this looks much more serious...

"
"Timesoft: Your wife is death. HOW?!! No idea. But it is murder! REVENGE!"
Jeku
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Posted: 15th Feb 2005 17:30 Edited at: 15th Feb 2005 17:31
Walaber - I'm embarrassed to say this is going to be my first time using this DLL

But anyways, before I download, I just have one question which I expect isn't in the docs and I've read all 6 pages of posts here. Is there any way to use this with a 2D sprite? I was thinking of remaking The Incredible Machine, and I would love proper physics for it, but I would like it constrained to left/right/up/down. Even if the objects weren't sprites but 3D primitives, I want, for example, the bowling ball to be fixed on the Z axis.

This question is probably pretty simple and you can call me a noob if you'd like

Thanks and sorry to hear about your leaving the DBP community. Good luck with your Ogre projects


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Jess T
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Posted: 15th Feb 2005 18:16
Jeku,
That's possible with joints

I can't remember what the name is, but it restricts it's movement in the axis you specify, if I remember correctly ( been a long time since I've delved into the wrapper myself )

Jess.


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Kjelle69
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Posted: 15th Feb 2005 18:18 Edited at: 15th Feb 2005 18:18
Jeku !

The incredible machine remake is a really good idea to create in newton, but why not make e 3D version of the incredible machine ? That would really be a great challenge !!!

Incredible Machine 3D .
walaber
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Posted: 15th Feb 2005 18:51
however if you want a quasi-2D version, you have a few choices...

the simplest is to make a very large box, and use one side of it as an invisible "background". then create all of your primitives with what is called an "UpVector" joint, which allows free movement, but only rotation around 1 axis. make the axis of rotation pointing towards the user.

then, adjust gravity to apply not only a downward force, but also a slight force towards the background "wall", which should keep objects "stuck" to the wall, like magnets on a fridge (but still effected by gravity).

let me know if that makes sense!

Go Go Gadget DBPRO!

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Osiris
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Posted: 16th Feb 2005 06:40
@ Jeku

NOOB!

hahaha I said it

zircher
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Posted: 17th Feb 2005 06:19
AZ wrote:



Well, for one thing, it looks like you never re-use you bullet holes. I imagine that after several hundred bullet holes any level would slow down.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
ALPHA ZERO PRODUCTIONS
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Posted: 17th Feb 2005 08:33
hey zircher can you get on yahoo please ....and unblock me please

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fasdfsdaf
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Posted: 17th Feb 2005 09:49
How do I get this to work? Any help would be appreciated.

www.war3forums.net
ALPHA ZERO PRODUCTIONS
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Posted: 17th Feb 2005 11:15
hey zircher do you have any suggestions on how to fix that problem ?

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zircher
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Posted: 17th Feb 2005 22:55
AZP, get a clue and realize that won't happen ever again. You can probably call me an idiot for even helping you on the forum, but at least here I can share some ideas with others so they might learn something as well.

As to the the too many bullet holes problem, what you do is maintain a variable that counts bullet holes and when you reach the end you delete the first bullet hole and re-use that object number.

` This stuff is off the cuff, but it should give you the idea...
` in your main variable initialization section place these
` adjust the range as you see fit based on program performance

firstbullet = 20000
lastbullet = 20200
currentbullet = 20000

` in your bullet creation code replace obj = FreeObject() with
` this will always make sure that you use no more than 201 bullet
` holes with object numbers ranging from 20000 to 20200

obj = currentbullet
currentbullet = currentbullet + 1
if currentbullet > lastbullet then currentbullet = firstbullet
if object exist(currentbullet) then delete object currentbullet

` use 'obj' as normal

--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Peter H
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Posted: 18th Feb 2005 00:36 Edited at: 18th Feb 2005 00:38
@Walaber- i tried out the vehicle physics part of the package (because i want to use it in my game) but i wasn't happy at all with the way the vehicle moved...

it seemed way too frictionless, i would be moving forward and turn the wheels but i just keep skidding forward (and lots of other scenarios that indicated low friction)

i tried changing it in the code (with the mass settings and stuff) but i couldn't figure out how...

what i want to happen is when you turn the wheels to the right...the vehicle turns right....unless you are going 100 MPH (and you won't be in this game, because the vehicle will be a lawnmower )

Thanks for any help in advance!

[edit] BTW does my sig picture show up to any of you?

--Peter

"We make the worst games in the universe."

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