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Releases: razedproduction/Delirium-physics-in-GMod

DMS v0.1.0 Easy Setup

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@razedproduction razedproduction released this 31 Oct 07:49
48e5518

Same as DMS v0.1.0 but now contains a install.bat for easy setup of addon.

DMS 0.1.0

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@razedproduction razedproduction released this 27 Oct 17:52
2d930fc

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_ragdoll every 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.md in 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.dll back: run install.ps1 again.
  • 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).