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

Reply via email to