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Re: Strange PH_SPHERE behaviour [Re: ribsribs] #253099
02/22/09 19:37
02/22/09 19:37
Joined: Feb 2009
Posts: 1
Germany
FastEsox Offline
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FastEsox  Offline
Guest

Joined: Feb 2009
Posts: 1
Germany
I have the same problem with workshop19. @ribsribs: Unfortunately i couldn't try out your sample. After starting the Test Run the Engine Screen remains black. F11 shows 0 pps. I'm running the Freeware Version of lite-c.
To reproduce the stall error i've set up a self running example.
------------------------------
function main()
{
fps_max = 140;
level_load("roller.wmb"); // load the level
wait (2); // wait until the level is loaded
ball = ent_create ("ball.mdl", vector(230, 810, -35), NULL); // create the ball
ph_setgravity (vector(30, 0, -386)); // set the gravity
phent_settype (ball, PH_RIGID, PH_SPHERE); // set the physics entity type
phent_setmass (ball, 0.3, PH_SPHERE); // and its mass
phent_setfriction (ball, 50); // set the friction
phent_setdamping (ball, 20, 80); // set the damping
phent_setelasticity (ball, 80, 10); // set the elasticity
while (1)
{
ball_speed.y = 300 * (key_cul - key_cur); // move the ball using the cursor keys
ball_speed.x = 300 * (key_cuu - key_cud); // 25 sets the x / y movement speeds
ball_speed.z = 0; // no need to move on the vertical axis
phent_addcentralforce (ball, ball_speed); // add a torque (an angular force) to the ball
camera.x = ball.x - 300; // keep the camera 300 quants behind the ball
camera.y = ball.y; // using the same y with the ball
camera.z = ball.z + 100; // and place it at z = 1000 quants
camera.tilt = 0; // make it look downwards
wait (1);
}
}
----------------------------------------
Run this instead of the original script19.c and wait a while.
On my computer, the Ball stopps to move after about 3 seconds.
Can enyone reproduce this error? Is this an Engine problem or a script bug?

Re: Strange PH_SPHERE behaviour [Re: FastEsox] #253534
02/25/09 10:47
02/25/09 10:47
Joined: May 2007
Posts: 46
R
ribsribs Offline OP
Newbie
ribsribs  Offline OP
Newbie
R

Joined: May 2007
Posts: 46
I've already solved my problem.
I don't know how to explain it but i've noticed that the stall spots were exactly over some kind of white odd wireframes produced along the block representing the floor, where other blocks intersect it's surface.
I lifted those blocks like 1 quant up, enough to stop the intersection.
Result: odd jaggie wireframe gone and the entity stalls no more.

As for the animated wall textures...
I've reinstalled GS with the downloaded new version, under my bought license (commercial), but the textures don't animate. Only in the thumbnail.

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