Yes, thanks, that's the name of the mod i was thinking. Honestly i don't know how they did that effect of changing "gravity".
2009/10/14 Yorg Kuijs <[email protected]> > ZuM did you mean Ballmen? > Link: http://www.moddb.com/mods/ballmen > > ZuM wrote: > > Hi, > > > > I don't know how to answer this, but there's a mod out that unfortunately > i > > can't remember the name, but the mod was all about changing the > orientation > > of the players, and the gravity, so in one moment you where walking on > the > > wall, and the next on the roof, but the view rotate to look correctly. > Maybe > > if someone remembers the name of this mod you can ask them how they did > that > > effect. But i don't know if it would apply to props. > > > > 2009/10/14 Locke Cole <[email protected]> > > > > > >> Hi hlcoders, > >> > >> in a project a friend is working on together we want the different > gravity > >> directions for different objects in the game and further, we want that > >> direction to be able to change depending on the mechanics of the game. > >> > >> I found that changing the gravity is not as simple as it seen. First of > >> all, it seems to be applied differently for players and other entities. > I > >> started with players though because that's the most important, other > >> entities can be implemented later. > >> > >> I found CGameMovement::AddGravity/StartGravity/FinnishGravity and > changed > >> for example > >> > >> mv->m_vecVelocity[2] -= (ent_gravity * sv_gravity.GetFloat() * 0.5 * > >> gpGlobals->frametime ); > >> > >> into > >> > >> mv->m_vecVelocity.MulAdd(mv->m_vecVelocity, player->m_vecGravity, > >> ent_gravity * sv_gravity.GetFloat() * 0.5 * gpGlobals->frametime); > >> > >> I'll probably have to move mVecGravity somewhere else later, so far I'm > >> just trying this to see if I can make it work. First I tried with a > gravity > >> = (1,0,0) and it worked fine apart from the fact that walkable floor is > >> still always in negative z-direction. That's something I have to change > in > >> other parts of the code, possibly CategorizePosition or something but > that's > >> a later problem because I found another thing. > >> > >> If I try a gravity = (0,0,1) (positive z-direction) it did Not work, at > >> least I wasn't falling upwards. I think somehow the z-velocity is simply > >> zero:ed if the game thinks you're standing on walkable floor as seen in > >> CGameMovement::FullWalkMove > >> > >> // If we are on ground, no downward velocity. > >> if ( player->GetGroundEntity() != NULL ) > >> { > >> mv->m_vecVelocity[2] = 0; > >> } > >> > >> I tried temporarily commenting this out, and some other similar snippets > in > >> that method but still I wasn't falling upwards. I'm thinking the same > trick > >> is being performed somewhere else in the code but it suspect I will > spend a > >> whole lot time searching for it. I'll throw the debugger at it probably > but > >> I'm unfortunately not super skilled in debuggers and I'm kind of scared > it > >> will blow up on me with execution jumping back and forth between engine > code > >> and sdk code. > >> > >> So I ask you for input, why do you think a positive gravity direction > isn't > >> working? Where do you think I should start looking. > >> > >> Thank you for your time, hlcoders. I'm obviously new here. Oh, I forgot > to > >> say that this is the scrath sdk... because I never got hl2, all I have > is > >> l4d. > >> > >> /Elias 'Locke' Wulcan > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ------------------------------------------------------------------------ > > > > > > No virus found in this incoming message. > > Checked by AVG - www.avg.com > > Version: 8.5.421 / Virus Database: 270.14.11/2430 - Release Date: > 10/12/09 04:01:00 > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

