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3 registered members (TipmyPip, AndrewAMD, Quad),
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Re: Gamestudio 8.40.3 public beta
[Re: Dico]
#407092
09/06/12 09:32
09/06/12 09:32
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Joined: May 2009
Posts: 5,377 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,377
Caucasus
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I'm getting problem with my movement script (I used PH_CHAR and PH_CAPSULE (same for PH_BOX too)), with previous (8.40.1) and with this version as well. Here is the thread I've posted some time ago: Noob problem If I do not lock FPS at 60 (and so I get stable 512 FPS) I get strange jumping behavior (player is jerking up and down), while with previous version everything works perfectly. I've seen this: The height of a PH_CAPSULE shape was now adapted to the model height. It was smaller in prior versions. This can lead to a slightly different collision behavior. But, as I said I tried to change to PH_BOX and I get same problem.. Plus, I do change min/max size of BBOX before registering entity in physX.
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Re: Gamestudio 8.40.3 public beta
[Re: jcl]
#407094
09/06/12 09:47
09/06/12 09:47
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Joined: May 2009
Posts: 5,377 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,377
Caucasus
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jcl: I don't really ask for a "jumping script"!! I did not said that I have problems with jumping script, could you please read more carefully? I just would like to know, why my script doesn't work as it used to (with 8.30). And it already does work independent of the frame rate, cause if I use "c_move" instead of "pXent_move" everything works flawlessly! What is wrong with PH_CHAR and pXent_move?? And fix this thing already: Deleting PhysX Objects There are bunch of workaround, but why should we use one? Such stuff needs to work without one!!
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Re: Gamestudio 8.40.3 public beta
[Re: jcl]
#407342
09/11/12 17:37
09/11/12 17:37
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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hi , I uploaded a demo with 2 scripts http://www.mediafire.com/?b869jv3tt4oa5y3one with stencil_shadow = 1 using unique decal shadows, and another with 0 using common decal shadows. after the printf, mirror water shader is set, and then in the middle of the screen decal shadows disappear.
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