Toribash
Original Post
question
is there a script for showing how much pressure is on a joint or how much it needs to break
My aunt has 2 great big personalities (boobies), and i love playing with them all night long
It's already visible with the red -> black bruising; just you need to take the time to learn which colours equate to roughly how much force is being applied. Also not using shitty force colours like Void helps unless you're only playing in low DM mods. For obvious reasons Vamp etc kinda sucks for it too.

They go completely black at around 1k force, sorta dark-reddy-dogshit-bown at 500ish, and hit a Vampire shade at approx 250.
Under 250 it's a more or less linear scale of slightly red -> red red, above that it can get difficult due to LCDs being pretty bad at colour reproduction.

Once you get used to the colours it's pretty easy to get a fairly accurate idea, so it's not like a script is going to make it easier. If anything it's just yet another distraction that'll take your eyes from where they should be.

<Erf> SkulFuk: gf just made a toilet sniffing joke at me
<Erf> i think
<Erf> i think i hate you
Huh. So bruising doesn't just happen under impactful force?

Eg. What you're saying is, I could plant a Tori leg and incrementally add more 'weight/force' and watch the bruise indicators come gradually up?

Sorry if this is a stupid question, haven't been studying the bruising system as much since Ive been back
[SIGPIC]http://i.imgur.com/thWfXwy.png[/SIGPIC]
Wanna see some ruffled feathers in Taekkyon


<Icky> Damn my mouth is on fire but my loins stir like the straits
Bruising shows how much... um... "force damage"(?) a joint is being subjected to. That also includes if you move it in a way that increases the force being applied - eg someone grabs an arm and you pull it back increasing the force.

But yeah, bruising occurs under all forces that I guess you could say cause damage. Standard Toris in standard gravity don't move in a way that'll cause bruising just from using a joint, but if you prod the settings for body parts in a mod you can make a joint bruise just from moving it yourself.

I'm pretty bad at explaining it, but in short bruising is an indicator of how much force is being applied to a joint at a given time; that includes impacts (if you read the ODE engine wiki you can master how impacts work, I cba failing at explaining that too), moving against an opposing force (eg lifting yourself up in stupidly high gravity mods, or being pushed/pulled) so on so forth.

As I said though, you have to get a feel for it and some colours are almost useless for judging it. Just don't use red forces or incredibly dark colours (Void, Hunter & Alpha are the worst offenders) and it's pretty easy to learn.

<Erf> SkulFuk: gf just made a toilet sniffing joke at me
<Erf> i think
<Erf> i think i hate you
Originally Posted by slicc View Post
at times there random dm's occur even if you hit the joint lightly, any explanation for that?

sir has talked about this on an occasion.

as far i know that's a calculation error within the game, which basically does the math wrong and thus thinks that the joint breaks. likes to happen if you altered the tori in a mod etc.
Parrot | Tabby | Nike | [Midnight] | Foxy | Deridor | Joel

Helping admins since 2013 (Can't ya'll leave this alone?)
Reta's Bitch, Property of Kriegery, Bribed by Bird, Tinerr 4 President.
Awaken, awaken, awaken, awaken. Take the land, that must be taken. Awaken, awaken, awaken, awaken. Devour worlds, smite forsaken
Originally Posted by cadesto View Post
didn't hampus say dms are based on speed and not force?

Are you suggesting that speed isn't a main factor in force?
h
Originally Posted by cadesto View Post
didn't hampus say dms are based on speed and not force?

Originally Posted by Gargon View Post
Are you suggesting that speed isn't a main factor in force?

Indeed it is. ODE handles it all a bit like school level physics, and once you know the scale that's being used in TB you can toss that into a basic equation to work out how hard something hits.

Size is all done in meters, weight is in tons, velocity is meters per second, and force is measured in newtons.
Also -9.81 is Earth gravity as far as the phyiscs engine is concerned, not -30.00; Toris just happen to be giants that can leap over planets...
(have fun with "realistic Toribash" arguments once you know the real numbers)

Basically being hit by a slight tori slap is approx the same as smashing a 2 year old with a truck, and a kick is somewhat close to moderately large bomb explosion.

That aside, ODE also does weird things with the bony parts of a Tori, where forces are applied from it onto adjoining joints. Kick the shin - it applies equal force to the knee and ankle on the next turn frame and will completely vanish the frame afterwards. That is specifically where things get wonky with the so called "random dismemberments"

So say for argument that a knee is sorta half way towards breaking point (100 DM in this example, so it's got a slight pink tint) and you get kicked in the shin. On the frame that the kick hits nothing happens, since the knee wasn't hit directly it gains no additional bruising...

...Until the next turn happens when the force that was applied to the shin is distributed to the knee and ankle. POP! The knee just broke while only slightly bruised - and it was a turn after it was hit making it seem completely random.

The following turn all the force that hit the shin has been removed because that's how the physics engine works, but you probably wouldn't notice because DM = relax all which generally lowers the force applied on joints.

tl;dr

1. get hit on a boney part
2. next frame force from that impact is spread to the joints attached to it
3. frame after that the force spread from the bone has been removed again

So yeah, something can suddenly break unexpectedly due to something happening the frame before.

It's all part of the many quirks real physics engines have, and incidentally it's also how boom hits work - force being transmitted down a bone to adjoining joints. Since some joints have a bone inside them (eg around the chest, and glutes) they become areas that tend to explode.

I dunno, you could go on forever about the mountains of weirdness ODE brings to the game and I'm pretty shit at explaining it, but at least it's not like Havok or Physix where things start spinning and spazzing out uncontrollably.

Y'all should read the engine's wiki/docs, it's pretty detailed.

<Erf> SkulFuk: gf just made a toilet sniffing joke at me
<Erf> i think
<Erf> i think i hate you