Has anybody tried to put phys-x into the game ?
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back in 2010 I got into building computers and NVidia graphics . last year I build my crowning accomplishment a core i7 pc with 660 sli thig a magigion going on . I was wondering now you guys have permission to shoot me if it sounds insane do you think we can make a mod that can install phys-x into the game?
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Sounds like you already figured it out, insane
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No. (in regard to the first question of the op).
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If this is a late April fools you’re doing it wrong, you want to implant Nvidia PhysX in a DirectX 8 game, have you been drinking?
To implant it you would need the FULL Freelancer source code and you would need to rewrite it to support DirectX 9, CUDA, and the PhysX source code.However if you mean physics, they are already in the game, just broken.
If they are enabled on everything, once you bump in a planet for example it will start to move and float away
Only ship collisions and missiles use it. -
@ Hidamari, the closest approximation to gravity in FL is adding drag modifiers to Zones as below last line.
[zone]
nickname = Zone_PL08_2_to_PL08_1_hole
pos = -120001, 0, -60001
shape = SPHERE
size = 4000
property_flags = 131072
visit = 128
sort = 0
interference = 0.010000
drag_modifier = 2It will slow the non cruise and thruster speed significantly although there’s no effect on cruise engine flight.
I think 5 is the maximum suggested for the drag modifier as beyond this the ship may get stuck (never tried 5 myself so it may be worth playing around with different settings) -
PhysX isn’t a magical “HERE BE PHYSICS” on/off switch. It’s a framework that enables developers to offload some physics calculations to the GPU. FL doesn’t need that and wouldn’t benefit from it at all.
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CK256 wrote:
…. although there’s no effect on cruise engine flight. …For the records:
there is a hack, which will make it work for cruise too.74
–> common.dll 053796 adoxa adjust cruise speed according to drag_modifier
EB -
PhysX is mainly used for breakable or tear-able meshes, what Freelancer uses is a basic form of Havok, wich is still used to this day for colision data interpretation… and still… to this day fails from time to time…
You know it by it’s signature… the “catapult collision” that’s when you blow up a bunch of bad guys, and find a few hanging about between the walls, sputtering and jumping but stuck.
At best… we could upgrade FL’s Havok, and probably hate ourselves for it in a dogfight… what we have now is just fine, mixing a few Plugins together and some code additions, One can seriously see/feel our physics at work, the space to work in is more than sufficient… trust me, it’s a serious “game changer” for both coder and player… and some cool WOW from us old timers used to basic Freelancer’s flight/weight model (ick… never again… lol).
In short, i agree with FF