Garry ist mit seiner Physik-Mod noch lange nicht am Ende. Die nächste Version 8.3 soll voraussichtlich
am Sonntag erscheinen und erhält in der Feature-Liste nicht wenige Neuerungen:
Zitat: sv_turbophysics - This is a different physics mode for mods put out quite recently by Valve. I only tested it briefly but here's what I can tell about it. It removes interaction between player and physics objects. The player can still move objects with the gravity gun etc but the player can't move an object by jumping on it or running into it. The player can't be killed by physics objects (Crushing, toilets thrown, combine_balls). It makes things like walking on physics objects really smooth. This might sound pretty much all negative - but it makes a lot of sense for mods like CS:S or DOD:S where those things would never happen anyway. Of course, it's pretty much useless for GMOD. I've included it anyway since someone somewhere will probably want to use it.
Mods/Plug-ins - New skins, models and maps are getting to be a pretty big thing in GMod. This new mod system should make it easier to install and uninstall those mods. It works a lot like Half-Life 2's mods except they can all work together. Things like the Counter-Strike:Source content and the Half-Life 2 : Deathmatch maps have already been converted to mods and you can switch them on and off as you like. This makes it easier to make plug-ins to use maps/skins from other mods in the future like DOD:S.
Map Init Files - These are files that go in the maps folder and allow you to remove/create new entities when the map is loaded. So, for example, you could create a map init file called de_dust.ini and remove all of the default spawns and create random deathmatch spawns around the map and play deathmatch in de_dust. The ini files are server side so different servers could have different map entities.
NPCs/Coop - NPC's are pretty much completely stable right now. They don't take much bandwidth (you can get about 8 for the same bandwidth of a ragdoll). You can pick a few of them up with the physgun. HL2 COOP is a bit more buggy. There are places where some of the players might get left behind - or where progress will be halted. Fixing this isn't one of my main priorities but we'll be trying to fix specific bugs using the map init system above to remove/change entities so they don't mess up.
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Kurze deutsche Zusammenfassung:
sv_turbophysics: Die weniger genaue und komplexe Physik aus Counter-Strike: Source wird jetzt auch in Garry´s Mod aktivierbar sein - auch wenn diese Physik-Variante für einen "Physik-Spielerei Mod" wenig interessant ist.
Mods/Plug-ins: Es wird insgesamt einfacher werden, fremden Content in Garrys Mod zu importieren.
Map Init Files: Zu jeder Map kann es Konfigurations-Dateien geben, die es erlauben, noch in die fertige Map einzugreifen.
NPCs/Coop: NPCs sollen jetzt viel stabiler laufen der Coop-Modus für Half-Life 2 SP wird da etwas mehr fehlerbehaftet sein.