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Hijack Velocity...
#5508 posted by generic on 2006/11/03 16:41:22
In another attempt to change the subject, what's up with Worldcraft confusing textures?
I have "karch1" and "karch1l" (Hi, Kell) in a map but only "karch1l" ever gets used. The map looks fine in the editor but, when I try checking the Face Properties on a "karch1" brush, I always get "karch1l" :| Anyone out there figure their way around this one?
Nevermind...
#5509 posted by generic on 2006/11/03 20:57:53
After some simple renaming, "karch1l" to "karch1_l," all seems to be made right...Does that count as modifying a texture? If so, I should probably get permission (o_0)
No, That's The Thing
#5510 posted by necros on 2006/11/03 23:18:43
it goes over the max speed before the correct time, then it reduces speed so that it's at the right speed at the correct time. if i were too simply cap the speed at a maximum, it wouldn't move far enough, because it wouldn't get that 'boost' in distance from going over the limit.
#5511 posted by Kell on 2006/11/04 00:29:01
I have "karch1" and "karch1l" (Hi, Kell)
Hi generic
Does that count as modifying a texture? If so, I should probably get permission
Heh, you have my permission to modify the texture. You also have my permission to slap Worldcraft's texture browser :P
Over The Limit
#5512 posted by Preach on 2006/11/04 00:47:58
The final velocity shouldn't be thought of as the "maximum velocity", there's no reason that these equations should lead to strictly increasing speed. From what you describe, it sounds like if you evaluate the values of a and b, you'll get a positive and b negative. I should stress that this is only because of the particular values of v, x and t you have chosen. Set v = 200, t = 6 and x = 600 and you'll see not only a constantly increasing speed, but in fact you'll find the acceleration is constant(b = 0). When I get back, I'll post a solution where the final velocity is a maximum.
Maximum Velocity
#5513 posted by Preach on 2006/11/04 13:59:55
Ok, did this in the gap between lectures today.
To make sure the velocity is a maximum at time delta_t, we want there to be no acceleration at delta_t. This is another constraint to the problem, so we're going to add a third term to the acceleration. I'll do using t for the time variable and delta_t as the interval required because it's more natural:
x'' = a + b*t + c*t^2
We can already solve for a in terms of b and c, as we know x'' = 0 at t = delta_t
0 = a + b*delta_t + c*delta_t^2
x'' = b*(t - delta_t) + c*(t^2 - delta_t^2)
Integrate
x' = (1/2 * b * t^2) - (delta_t * b * t) + (1/3 * c * t^3) - (delta_t * c * t)
x = (1/6)*b*t^3 - (1/2)*delta_t*b*t^2 + (1/12)*c*t^4 - (1/2)*delta_t^2*c*t^2
Then you plug in delta_t, delta_x and v to these two equations, and if you still trust my ability to solve these after last night, you get:
b = ((30 * v) / (delta_t^2)) - ((48 * delta_x) / (delta_t^3)
c = 24 * ( ((3 * delta_x) / (delta_t^4)) - ((2 * v) / (delta_t^3)) )
You can then plug these into the equation for x', but I'll summarise both of these things in terms of the variables v,t,x and k:
velocity = ((1/2) * b * k^2) - (t * b * k) + ((1/3) * c * k^3) - (t^2 * c * k)
where:
b = ((30 * v) / (t^2)) - ((48 * x) / (t^3)
c = 24 * ( ((3 * x) / (t^4)) - ((2 * v) / (t^3)) )
For safety's sake I've not substituted the values of b and c into the velocity expression, you're free to do that of your own accord.
Ok, so that's the actual content, the rest of this is just rambling. One nice feature of this is that the acceleration is now a continuous function in the sense that it reaches 0 at time delta_t, which is when you stop applying the velocity equation and fix the velocity constant. If you didn't do this, then it would start slowing down again, in fact going down to negative velocity with no limit. We set the acceleration to 0 so the point delta_t would be a maximum, and it is in fact the maximum positive velocity, but not negative :- ).
My only other comment would be a possible improvement to the scheme if you needed improved accuracy. The idea is this: use the expression for distance rather than velocity(!)
What you do is calculate the point that the projectile *should* be at in 0.1 seconds time(the moment you next think). Since you have the equation in full, this is quite possible. Then, since you know you're going to be travelling at a constant velocity until that point, work out the distance between your current location and that target spot, and use the normal equation for working out constant speed:
speed = distance / time
This velocity should very closely match the calculated one, but because it takes into account the position you actually reached, it'll be better at matching the positions given by x. Will it be perfect?
Well, no, it won't, even if you ignore floating point precision. The problem is that when you tell quake to think in 0.1 seconds, it actually thinks at the start of the next frame which is rendered not less than 0.1 seconds later. This could be different from 0.1 by 1/fps - and in fact this affects everything in the quake world, monster animations, player attack rates. So there's still that extra 1/fps * velocity that you'll overshoot by. The important thing about this iterative method is the next think will take into account the overshoot you performed, so you should only ever have one frame's worth of inaccuracy.
You could even attempt to correct for this factor by assuming that the framerate at the time of the nextthink will probably be similar to the current framerate(in QC the global float frametime denotes the time taken to render the last frame). Of course, there is such thing as taking it too far...
The last, is it only four paragraphs? - aren't actually suggestions you need to impliment, the velocity method you've been using before should be fine if you just use this new formula with it. It's more just me putting some ideas out there on how inaccuracy in quake thanks to the framerate can be handled better. And if you do decide you want the extra precision, do let us know how it goes, most of these thoughts are theoretical...
Preach
#5514 posted by Mike Woodham on 2006/11/04 14:20:50
My brain don't 'alf 'urt!
#5515 posted by maxpower on 2006/11/04 14:41:33
I am making a counter strike mod for quake. And i want to make a new func_ brush for the escape zone for VIPs how would i go about doing this?
Taking A Break From Uber Math
#5516 posted by necros on 2006/11/04 15:58:04
(i need time to digest that...)
in response to 5515:
you could probably just use the trigger_multiple code and change it so that it can be triggered only by monsters (or in this case vips).
however, the question is so general in nature, it's really hard to help beyond that. also, why would you make a counter strike mod for quake? it doesn't seem to make sense, since the original counter strike was for Half life, which itself was an updated version of the quake engine, you're basically taking a step back. just play the HL version. that's just my gripe, anyway. :P
now, on to the math... o.o
Hmmm
#5517 posted by HeadThump on 2006/11/04 16:50:31
maybe the radiosity used for lighting in the original Half Life makes his eyes bleed and he is looking for something more sedate for his optical nerves.
But, still, Counterstrike ? Just kidding. It could present some interesting AI challenges but the game isn't my cup of tea.
Also,
#5518 posted by HeadThump on 2006/11/04 16:53:42
You may find it useful to read through the QuakeC tutorials on http://minion.planetquake.gamespy.com/index3.html
He covers how to build several different multiplayer oriented game modes in QuakeC. You'll probably get a good grasp on how to approach doing a CounterStrike mod.
#5519 posted by maxpower on 2006/11/04 19:42:42
Well its not really counter strike. I am taking quake engine and making and Terrorist vs Counter-Terrorist game. So i have to make my own textures, i have to change the engine a little, need to edit the weapons, i have the models already. So if anyone wants to help me out email me hawkins83@gmail.com
Preach
#5520 posted by necros on 2006/11/05 01:03:53
hopefully you're not getting tired of doing math... hehehe, there is still a problem with it :P
first: there were some brackets missing. i added them in as best as i could figure out, and i have:
b = (((30 * v) / (t*t)) - ((48 * x) / (t*t*t)));
c = (24 * ( ((3 * x) / (t*t*t*t)) - ((2 * v) / (t*t*t)) ));
velocity = vector * ( ((1/2) * b * k*k) - (t * b * k) + ((1/3) * c * k*k*k) - (t*t * c * k) );
(got quake to sub it for me, yay!)
i think you're really close now. the movement is look good, but it goes to much to fast a speed, as well as goes in the wrong direction. i'm guess it's just a couple of bad constants and possibly a flipped sign? i hope anyway...
i'm actually surprised quake can handle all that math... i was bracing myself for some kind of error: zomg, let me shoot grenades already!
i'll make sure there's a big phat thank you in the read me. :P
One Constant
#5521 posted by Preach on 2006/11/05 04:46:46
I think I've spotted a constant that's wrong, change c to
c = (12 * ( ((3 * x) / (t*t*t*t)) - ((2 * v) / (t*t*t)) ));
Having looked at the graph of this function, I still get the feeling it's not working correctly, I'll have another think.
Kell...
#5522 posted by distrans on 2006/11/05 21:01:13
...in the Chapters pack, upon returning to the start map once a level was completed the entrance to that level was blocked. Is this a hack? If not, is the code required incorporated into Quoth? If not, might you or necros slip it in...as I'm beginning to toy with an Id base start map.
.
#5523 posted by necros on 2006/11/06 00:23:20
it is part of the quoth progs. see the quoth tutorial: mapindex info on how it works.
#5524 posted by Trinca on 2006/11/06 11:31:08
necros or kell!!!
http://trinca.no.sapo.pt/why.jpg
monster spawn right away :| and only should when trigger are active!!! any idear?
.
#5525 posted by necros on 2006/11/06 12:55:10
because you don't have the right spawnflags set. i see the vore's spawnflags are set to 7, but the trigger_spawn flag is 64.
spawnflag 7 means bit 1,2 and 4 are set, but bits 2 and 4 aren't anything at all. i see the ambush flag is set, so the true spawnflag value should be 65 (64 + 1).
#5526 posted by Trinca on 2006/11/06 14:23:06
got it ;) thks!!!
<--Slapped!
#5527 posted by generic on 2006/11/06 15:07:32
Cheers, Kell :) (from before)
Wooot...
#5528 posted by distrans on 2006/11/06 20:05:40
...thanx necros
Sound/Music
#5529 posted by Mike Woodham on 2006/11/11 05:03:07
A lack of understanding on my part...
When sound files are pre-cashed how does the size of the file i.e. 450k or 4.5M or 45M, affect the engine.
The reason for the question is that I have some music that I want to add to a map, and I then thought I would add several pieces of music, which totals about 45M. What bad things might I be doing to the engine that will/may affect the playability of the map.
Any pointers regarding the use of sound files will be appreciated.
Mike
#5530 posted by JPL on 2006/11/11 06:41:05
It is a good question as I'd like to add some custom sounds to a future project.
to summarize I'd like to know what are the limitations of engineds regarding sounds pre-caching ?
Engine Sounds
#5531 posted by aguirRe on 2006/11/11 07:34:25
I'm not sure about the memory load, but I'd guess that the sounds go into the Quake heap, so you might need to increase heapsize. 45M just for sounds is a bit much ...
As for amount of precached sounds, it's 256 in normal engines, 1024 in mine and possibly even higher in DP. You can use the soundlist command to check current load.
The amount of sounds are protocol limited as with models, so it's not just to raise the limit.
Another Question About Sounds
#5532 posted by JPL on 2006/11/11 09:04:41
Thanks aguirRe for these informations !
OYOH, I'm looking for a good (free) wave editor that would allow me to edit / modify / save sounds... I also would like to make .wav "loopable" (i.e data chunk addition). Which tool would you recommend me ? And where to download as well ? ;P
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