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Releases: razedproduction/Delirium-physics-in-GMod
Release list
DMS 0.2.0
DMS 0.2.0
Delirium, an active ragdoll in the NaturalMotion style, in Garry's Mod. 0.2.0 puts GMod's own humanoid ragdolls under
NM next to Homer: NPCs and players die and get shot as the Playroom's Homer reacts, and Homer swims.
Needs: Garry's Mod launched in 64-bit on Windows and your own copy of GTA IV (PC or Xbox 360). Nothing of GTA IV is
included: Homer's model and NM's data come from your copy, on your machine. No AVX2 needed.
Install: subscribe to the DMS addon on the Workshop
(https://steamcommunity.com/sharedfiles/filedetails/?id=3829811829), close Garry's Mod, unpack
DMS-0.2.0-win64.zip, double-click install.bat and choose 1. Details and FAQ: install.md.
Updating from 0.1.0: the Lua addon now comes only from the Workshop, and install.bat replaces install.ps1.
Run install.bat and choose 2: it updates the physics and the module and removes 0.1.0's garrysmod\addons\dms
(otherwise it would run beside the Workshop's copy). Homer's model from 0.1.0 is still good. The physics' interface is
newer (VBOX3D_NM_006): 0.1.0's vphysics.dll doesn't work with 0.2.0.
What's new
- GMod's ragdolls under NM (ValveBiped: HL2's citizens, combine, police, alyx, Workshop player models): an NM body
fitted to the model's skeleton, the model posed from it with its own look (skin, bodygroups, colour). NM on and off
any ragdoll from the DMS window, the tool ordms_ragdoll; a falling ragdoll keeps falling as NM takes it, and gets
its own physics back moving. The physgun and gravity gun grab NM's body, bullets hit the part they hit. - Death ragdolls: a killed NPC's or player's ragdoll gets NM in its dying pose and reacts to the killing hit as the
Playroom's dying Homer (dms_autoattach_npc,dms_autoattach_players, at mostdms_autoattach_max4 at once). - Live bodies: an NPC shot and not killed becomes its NM ragdoll, staggers or falls as the Playroom's shot reaction
goes, and gets back on its feet where the body settled with its health and weapon (dms_live_npc,dms_live_max).
dms_drunk(and a button in the window) makes you your ragdoll with the Playroom's drunk mode, the camera on it. - Other skeletons: known rigs (Biped, Mixamo, Unreal, TF2, VRoid, MMD) by their bones' names, a guess for the
rest, or a rig file of your own ingarrysmod\data\dms\skeletons(reloaded as it changes); non-humanoids are refused
with a message, models far from 1.8 m get a warning.dms_rig_viewdraws NM's bodies over the ragdolls. - Water: Homer in the map's water as in the Playroom's pool (its buoyancy, the water's surface from the map).
- The installer is
install.bat(a menu, no PowerShell): it finds Garry's Mod in any Steam library, checks the
Workshop addon, remembers your GTA IV folder. - Fixes along the way in the physics (NM's self-collision pairs, handing a body's motion over) and in sharing the
Playroom's shot reaction between the module and the tools.
Known limitations
- Windows, 64-bit Garry's Mod, single player or a listen server only: no dedicated server, no Linux, no 32-bit.
- Fitted ragdolls don't get up by animation (they stay down); a fitted body pushed steps further than its own NM
reference; behaviours are tuned for ~1.8 m bodies. - Not yet the Playroom's to the letter where Box3D's soft joints differ from Delirium's physics: a relaxing Homer settles
at a different moment, the pose after tripping over a kerb or a low wall can differ; the drunk mode from a player's
pose can fall where the Playroom's Homer doesn't. - Ice isn't supported; the "learned" get-up (
dms_getup 3) isn't ported. - The rig editor (
tools/dms-rig) isn't in the release yet: it's built from the repository. - Steam's Verify integrity of game files puts Garry's Mod's own
vphysics.dllback: runinstall.batagain. - Players joining your listen server need their own Homer model (it can't be shared) or they see an error model;
GMod's ragdolls under NM need nothing on their side.
Licences
GPL-3.0-only (DMS and Delirium); vphysics.dll is VPhysics-Box3D under MIT with Box3D (MIT), Qhull and Source SDK 2013
code (Valve's Source 1 SDK License): THIRD_PARTY.md and licenses\. Source:
https://github.com/razedproduction/Delirium-physics-in-GMod (tag v0.2.0) and https://github.com/PVCPC/delirium-physics
(tag v0.2.2).
dms-rig 0.2.0 (rig editor)
dms-rig 0.2.0, the rig editor
dms-rig is a desktop app for DMS 0.2.0. It makes and tests a rig for a model whose skeleton DMS doesn't map by
itself, or maps but fits badly. A rig is the model's bones mapped onto NM's 21 parts, with the parts' sizes, masses and
placement. You place NM's body over the model's mesh with the mouse, then try it on VPhysics-Box3D under NM, without
starting the game. The rig is saved as garrysmod\data\dms\skeletons\<model>.json. Garry's Mod can stay open beside
the app: the addon reloads a rig file within a second of its change, and the model's ragdolls with NM get their new
body.
Needs: DMS 0.2.0 installed: the VPhysics-Box3D fork in GarrysMod\bin\win64\vphysics.dll, which the app hosts for the
body's physics. It also needs your own copy of GTA IV: NM's body is Homer's, fitted to the model. Windows, 64-bit. No
AVX2 needed.
Run: unpack dms-rig-0.2.0-win64.zip and start dms-rig.exe. The app finds Garry's Mod through Steam and GTA IV
from garrysmod\data\dms\game_dir.txt, which DMS's install.bat writes; --gmod and --game override them.
dms-rig.exe --model models/player/foo.mdl opens a model at once. The full guide is the README.md inside the zip.
What it does
- Models come from wherever the game has them: its VPKs, loose files, the Workshop's mounted GMAs. Classify shown
tags each model with its rig (ValveBiped, Biped, Mixamo, … or unknown). - Mapping: pick a bone for each NM part from a list, or by clicking it in the view.
- Editing: a gizmo moves, turns and scales parts; you drag joints, with symmetry and IK for the limbs. Undo and redo
work, and the numbers can be typed. - Snap to bones lays Homer's proportions on the model's bones, as thick as its ragdoll hulls and mesh.
- Simulate stands the fitted body on the fork under NM in FOLLOW, as the game's agents do:
bodyBalance, a push, a
shot with the Playroom's weapons, the Playroom's buttons, any NM message. - Rig files can be saved, imported from someone else, and copied or pasted as JSON.
Known limitations
- Some fitted bodies stand in NM's own physics (LEAD) but go down on the fork: HL2's
humans/group01/male_07falls
underbodyBalanceabout 3 s in, even without a push.player/group01/male_07stands and takes a shot.
This is a difference of the fork's physics from NM's on those bodies. - Windows, 64-bit only.
Source code is in this repository, tools/dms-rig. Licence: GPL-3.0-only (see LICENSE and THIRD_PARTY.md).
DMS v0.1.0 Easy Setup
Same as DMS v0.1.0 but now contains a install.bat for easy setup of addon.
DMS 0.1.0
DMS 0.1.0
The first release of DMS: Delirium, an active ragdoll in the NaturalMotion style, in Garry's Mod. Homer balances,
stumbles, braces and falls on his own, and reacts to shots, blasts, fire, blows, cars and falls the way the Delirium
Playroom's Homer does: the same engine, the same inputs, the same reaction layer.
Needs: Garry's Mod's x86-64 branch on Windows and your own copy of GTA IV (PC or Xbox 360). Nothing of GTA IV is
included: Homer's model and NM's data come from your copy, on your machine. No AVX2 needed.
Install: unpack DMS-0.1.0-win64.zip, close Garry's Mod, run
powershell -ExecutionPolicy Bypass -File .\install.ps1 -Gta "<your GTA IV folder>", then dms_homer in a local game.
Details and FAQ: install.md.
What's in it
- Homer in FOLLOW mode on VPhysics-Box3D: Delirium v0.2.2 drives a
prop_ragdollevery physics step; Garry's Mod's
gravity is left alone (the difference from Delirium's 9.8 m/s² is made up per part). - The Playroom's reactions: shots by weapon (pistol to sniper, shotgun pellets), blasts, fire, the stun gun, melee blows,
cars, props, near misses, things thrown at him, falls from a height, death, getting up by the game's clip or muscles. - NM's world from the map (BSP faces, displacements, surface materials) and nearby props as obstacles.
- The DMS window (
dms_menu): spawning, NM on and off, the Playroom's switches, reaction try-outs, tuning NM's
behaviours with profiles (off by default: the Playroom's behaviour), task params, performance (agent limit, threads,
LOD) and a Debug tab with versions and problems. - The DMS toolgun tool: NM on/off, reactions where you hit, behaviours, a target to look at, point at, lean to, flinch
from or grab, an inspector, a charged kick, throwing Homer, health, pins. - Homer's face and skeleton as in the Playroom, a debug overlay.
- A Lua API for mods (
dms.Attach, controllers, hooks, reactions):docs/api.mdin the repository. - Up to 8 Homers by default, NM stepped on several threads, far or still Homers parked.
Known limitations
- Windows, Garry's Mod's x86-64 branch, single player or a listen server only: no dedicated server, no Linux, no 32-bit.
- Homer's body only: other ragdolls and NPCs' death ragdolls can't be put under NM yet.
- Not yet the Playroom's to the letter where Box3D's soft joints differ from Delirium's physics: a relaxing Homer settles
at a different moment, the pose after tripping over a kerb or landing from a roof can differ, he may step after
getting up where the Playroom's Homer stands still. - Water (buoyancy) and ice aren't supported yet; the "learned" get-up (
dms_getup 3) isn't ported. - Steam's Verify integrity of game files puts Garry's Mod's own
vphysics.dllback: runinstall.ps1again. - Players joining your listen server need their own Homer model (it can't be shared) or they see an error model.
Licences
GPL-3.0-only (DMS and Delirium); vphysics.dll is VPhysics-Box3D under MIT with Box3D (MIT), Qhull and Source SDK 2013
code (Valve's Source 1 SDK License): THIRD_PARTY.md and licenses\. Source: https://github.com/razedproduction/DMS-in-Gmod
(tag v0.1.0) and https://github.com/PVCPC/delirium-physics (tag v0.2.2).



