Ricebug on 29/11/2013 at 02:57
I was boning up on the old Dromed docs and came across this statement in Tutorials/Objects/Object School.doc
[INDENT]
Another important thing to look out for is that every object which has physics must be in the world at all times. If it is outside of the world it will fall endlessly, slowing down the game fairly traumatically.[/INDENT]
So if I just place AIs (waiting to teleport) into the void without an airbrush around them, are they indeed "falling forever"? Objects with physics can include a host of items, if I take this literally. Location/Rotation, Type, dimensions, etc.
Lady Rowena on 30/11/2013 at 15:13
No anwers? I am interested too. If I remember well I put an AI into the void, waiting to be teleported, in the 7Sisters, and nothing bad happened. I am going to do the same in the FM I'm working on, but you never know.....:erm:
Anyone willing to reassure us?
Sliptip on 30/11/2013 at 15:27
Sounds accurate to me. If you want to test it, maybe try the cam_attach command to the object in question during game play. You might get a brief glimpse of your map as you fall below it.
I wouldn't be too concerned about the frame rate though. I'm sure modern computers would have too much trouble with it.
Edit: Nevermind. .. cam_attach didn't seem to work (it probably doesn't follow the object)
ZylonBane on 30/11/2013 at 15:45
I thought that in Dark anything outside the world was considered solid space. So why would objects fall in it?
ffox on 30/11/2013 at 17:13
"Solid space" is an oxymoron but I know what you mean. DROMEDTU.DOC (I think it's the oldest one of the genre) says:
Quote:
You can think of the default Thief level as being completely solid and stretching infinitely in all directions. In other words, before you add any brushes, the world is just an infinitely huge block of solid. You carve away from that block to create rooms, stairs, structures, and other unique architectural features.
Has anyone tested the falling theory?
LarryG on 30/11/2013 at 17:59
Quote Posted by ZylonBane
I thought that in Dark anything outside the world was considered solid space. So why would objects fall in it?
Have you ever gone into game mode with the player inside solid space? What happened? Right. You kept falling forever. Basically the player falls until reaching a solid transition from air (or, with NewDark, from water -- in old dark you crash the game starting in water) to solid. But if the player is already in solid, there is no such transition ...
Apparently this may be true for the original LGS code for any object with physics. Whether it is still true for NewDark, testing will tell.
ZylonBane on 30/11/2013 at 18:40
Quote Posted by ffox
"Solid space" is an oxymoron but I know what you mean.
Gee thanks, but no, it isn't an oxymoron.
Quote:
space1. the unlimited or incalculably great three-dimensional realm or expanse in which all material objects are located and all events occur.
2. the portion or extent of this in a given instance; extent or room in three dimensions:
the space occupied by a body.(
http://dictionary.reference.com/browse/space)
Ricebug on 30/11/2013 at 21:07
The document was written by LGS, so it's got to have some credibility.
The void is "solid" as far as the engine is concerned but I'm not sure how much one can compare it to actual space.
Ditto LarryG and ffox. It's not like we're entombed inside a block of asphalt when we mistakenly enter The Void. Creepy...
I guess just to be safe, I'll put everything inside of air brushes.
AntiMatter_16 on 30/11/2013 at 22:22
Well, LGS put all their AIs in blue rooms if they were going to teleported into the main level... And the player falls endlessly if the StartingPoint is inside 'solid'.
In practice it seems like everything is open space, but terrain polys are single sided facing inward, and since the player starts inside they can never escape into the void...
As far as objects are concerned, I figure they'll all respond to gravity in the void, and will only stop if interacting with another object, or hit and pass through a terrain brush until it gets stuck. It's an interesting question that probably merits some actual testing.
ZylonBane on 30/11/2013 at 23:02
I just tried placing an AI and a physics object in the void, setting game_mode_backup 0, then running game mode for a few seconds. When I returned to edit mode the AI and object were still exactly where I put them.
Placing AIs in solid vs in a blue room can actually be desirable, because when they're in solid they won't try to start patrolling. Makes it easier to "wake them up" after teleporting them. An AI in a blue room, on the other hand, will apparently just give up on patrolling if it can't reach its trolpts.