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GoodKarma Physics Mod Beta 4 [Networking][Test Map]

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  • replied
    Does anyone know what the changes where from beta 4.0 to 4.5, I do know he was talking about making it fully compatible online.
    Has anyone tried using the mod online. I am a big fan of the mod, I love messing with the karma objects, if you've seen my youtube page.

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  • replied
    I have 4.0, I would love to have this too,
    sounds like it went to KF mod team, I also found this :
    https://forums.epicgames.com/threads...pt-updating-it

    It would be cool if DaJMasta was around and could dig it out.
    I do know one dude that worked on KF, I could shoot him an email and see if he knows anything.

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  • replied
    Does anyone happen to have beta 4.5 of this mod?

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  • replied
    when's the next release? Lot's of people are waiting for this. Including me.

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  • replied
    Heya DaJMasta.

    I really hope this project is still alive so im a big fan of it!
    This karma-mod is great.
    Is it allowed for me to embed your code into my map?

    thx and kepp that good work! :up:

    Leave a comment:


  • replied
    so... umm... are you still working on this karma test map? or what?
    you shoudl right up a tutorial on how to make meshes (poles, boxes etc etc) work. I would love to make a map with karma objects.

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  • replied
    Certainly I would love to get my hands on something that works better than what i've got now If your changes to more recent versions are something that does not require 2k4, that would be just awesome for me

    i'm probably looking at at least 3-6 more months before we are ready to roll out the conversion for land of the dead that i'm working on (god i wish i could speed that up because i'm already getting antsy to have it out ) and if I did have to go right now with it, I'd have to have all the Phys_Karma objects turn themselves off and go with some kind of regular push code if they are in an online situation.. since movable objects will be key to several parts of our game.. and i would love to be able to use the karma..

    oh, re: Actor physX, for 2k7 .. hopefully the physics will just plain work right on both ends for the new physics engine.. I have this disparaging feeling that every major engine upgrade comes with just as many bad things as it does good

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  • replied
    Lol @ the 2007 comment.... Hopefully their engine will be a hundred times more integrated than my project ever was.... and hopefully Novodex is more accurate than Karma


    The key to the non-slideshow aspect is interpolation and approximation. It only sends movement information if it moves a certian amount (though it isnt a large amount) and dosen't send physics data when stopped (stops massive net spam.)

    Then I took advantage of the same interpolation inherintly built into UT2004's cars, so a single frame of updated data could be turned into a half second+ approximation of where it would be. It makes it look much more tolerable, even if the object is occasionally in the wrong place because of sparcity of net updates, at least with the new update it will be in the proper place.

    It definitely took some work because of the server/client setup. I ended using existing kcar and simmilar net code for the basics, as the engine does almost all replication and physics calculations through native code... so it's hard to find the functions which are called, and even harder to make them do more stuff.

    Though finals are approaching for me, I do want to release another version of this.... of course with full documentation and source code. I have come a long way with it.... and don't want to really give up (though it's been some time now)

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  • replied
    When we change to Unreal Tournament 2007, you may have to work on Good PhyX, lol.

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  • replied
    wow I'm very curious as to how you managed to achieve it not being a frame-by-frame slideshow, as that is the most that i can manage to get out of lotd .. (engine 2226, btw) i do wonder if there were any engine side changes to how karma works, as to if it simulates any more closely on two different machines, or what not.. (when i started playing with it, i did a little test, where i setup a server, gave it a karma object that simulated on the server.. logged in from two different machines.. and kicked the object. The object went one way on one computer, a different way on the other computer, and was in a totally different location on the server... the simulation doesn't actually seem to be a simulation, more as a "random guess" .. )

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  • replied
    It's been a while since I've done anything with it.... but you're not the first to ask recently.

    I'll see what I can do to get it up to date, a new release version was near complete when I stopped work on it, but I think the patches since have changed things a bit. When I get time I'll see what I can do.

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  • replied
    sorry to bring up a really old topic, but...

    somewhere through my various travels on the net in the past month or so, i had found the source for an earlier release of goodkarma, and had been attempting to apply it's concepts to another engine based game, Land of the Dead. While what I have is "functioning", i put that in quotes because it is pretty much like watching a slide-show of the physics simulating.. and from what it looks like, people here have seen it do something worthwhile, but I'm having a hard time seeing that..

    i don't have the original source that i'd found anymore, just the version that i'd hacked up to fit into this game.. is it possible that there is anyone who still has this mod, or that it's still being developed?

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  • replied
    Ragdolls do not replicate with the UT2004 engine, by using a simmilar approach as goodkarma, you could make them replicate, but it would be relatively bandwidth-heavy.

    Needless to say, GK works with single objects now, so I didn't do it myself.

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  • replied
    err... just a question, but i added skeletal karma to my map (bodies on a chain that move and that you can push the chain)
    will that work???

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  • replied
    DaJ 4 President

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