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Posted: 15 Feb 2009, 16:28
by [FGS]Hawk
What about a Havok Physics mod for Deus Ex with precise physics calculations and ragdolls?
Its hard but possible to make with a lot of coding.

Posted: 15 Feb 2009, 16:29
by ~][FGS][Nobody~
Hmm.. when did he leave.. perhaps around 2005/2006..

And yes, I know, too many osiris.. xD
Well, when you came in, the map was loaded for about an hour already. :lol:


You will be surprised, the Physics gun DOES work with players. However that just works, if you are logged in as admin. ;-)

Posted: 15 Feb 2009, 16:41
by ~[FGS]SaSQuATcH~
You don't know how many people I killed with physicsgun.

Posted: 15 Feb 2009, 17:00
by Kothar
I don't know if the engine can handle ragdoll or accurate physics. this engine is 9 years old it can't even handle accurate lip syncing...

EDIT: so far the Deus Ex modding community has only come up with one way to make the physics better... its called Deus Ex reborn and it is a mod for Unreal Tournament 2004. I don't know if they are doing it that way because they don't want to mod the existing engine or if its because they can't mod it.

Posted: 15 Feb 2009, 17:59
by Skilgannon
~][FGS][Nobody~ wrote:
Skilgannon wrote:Uh, is someone actually going to answer my question? :?: I've only been here 7 months you know.......
Ugh.. to answer your question..
JimBowen was one of the best DXMP coders.
He used to be in GODZ back in 2003. He was one reason for me to join GODZ at that days.
He initially showed me, how to mod and helped me with my first things, when I was a noob at coding.
The Bowen mod era started in early 2003, as far as I remember.
His first bigger mod was called Bowen3. That based on tnag and was also pretty noob like coded but it was AWESOME!
It contained some neat nuclear grenades called core grenades. That mod also contained the famous GODZ Sentinel bots (or also called Bowen bots), which were 10 meters tall and almost immortal. They were shooting with some dodgy green radiation spheres.
Furthermore it contained an awesome shrapnel grenade and shrapnel cannon.
Then, perhaps a little bit later, he made a first version of BowenLite.
That BowenLite has nothing in common with the latest BowenLite yet.
It just contained a modified keypad, called GODZKeypad, that that every GODZ member had his/her secret code to enter the GODZ only area.
God.. that was an amazing time...
Then he started a new mod, that should contain new weapons and effects, called Bowen. That one became bigger and bigger.
He coded..
a Remote Exploding disc launcher,
an Osiris orbital plasma cannon,
a homing missile launcher,
a Teleport gun,
a disarm grenade,
a vortex grenade,
a radiation cannon,
a rocket pod launcher,
and some other things.

Because of its size, Jim decided to split the mod, into BowenLite (that contained the light things, like his famous teleport gun, or his disclauncher)
and into the weapon package BowenCC and its depending package for models BowenCust.

And THAT was hosted yesterday.
Any questions? :-D
Just one. Links? :P :D

Posted: 15 Feb 2009, 18:18
by IchoTolot
~][FGS][Nobody~ wrote:...Any questions? :-D
The bot was not a part of this mod?

Posted: 15 Feb 2009, 18:34
by ~][FGS][Nobody~
The normal BowenBots and the GODZ sentinel bots are part of Bowen3.
While the Bowen bots were just messing with the players, the GODZ Sentinels were guarding the corridor behind the GODZ-only entrance.
Everyone who tried to access it with an invalid code got terminated. :lol:

Bowen3 is a separate mod, which has not much in common with the Bowen mod, we know these days.

Posted: 15 Feb 2009, 20:26
by ShadowRunner
Well done Noodles, this makes sense, FGS to be hosting Bowens, another great custom gametype.

Posted: 15 Feb 2009, 20:31
by [FGS]Hawk
Kothar wrote:I don't know if the engine can handle ragdoll or accurate physics. this engine is 9 years old it can't even handle accurate lip syncing...

EDIT: so far the Deus Ex modding community has only come up with one way to make the physics better... its called Deus Ex reborn and it is a mod for Unreal Tournament 2004. I don't know if they are doing it that way because they don't want to mod the existing engine or if its because they can't mod it.
A C++ SDK is available. You can override any metabolic end product with it, so why not?
But in the end it was just an idea.

Posted: 15 Feb 2009, 20:55
by ~][FGS][Nobody~
Wait... what?
So, now it's just an idea anymore! :shock:
This afternoon, you still said something like you want to try it. :o

Posted: 15 Feb 2009, 21:43
by Mastakilla
~][FGS][Nobody~ wrote:Hmm.. when did he leave.. perhaps around 2005/2006..

And yes, I know, too many osiris.. xD
Well, when you came in, the map was loaded for about an hour already. :lol:


You will be surprised, the Physics gun DOES work with players. However that just works, if you are logged in as admin. ;-)
So basicly Chris was admin abusing when he pwnted me so much with it?!
DAMN YOU CHRIS!

Posted: 15 Feb 2009, 22:37
by [FGS]Hawk
~][FGS][Nobody~ wrote:Wait... what?
So, now it's just an idea anymore! :shock:
This afternoon, you still said something like you want to try it. :o
Factor: TIME

I'd really like to try it, but I'm not familiar with the engine and I don't know how much time I'll need for the whole project. I already have some projects I have to finish first.

Posted: 15 Feb 2009, 23:49
by Mastakilla
But... DX is moar important

Posted: 16 Feb 2009, 16:28
by ~[FGS]SaSQuATcH~
Wait a minute... I never knew physicsgun allows me throwing players only when I'm logged in :shock: YOU DID IT TO ME ASWELL NICK WTF

Posted: 16 Feb 2009, 16:37
by Mastakilla
No I just vortex'd yo ass