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Problems with car physics and the update #63732
02/14/06 04:19
02/14/06 04:19
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline OP
Expert
XNASorcerer  Offline OP
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Well, since the update of the engine, I am having this problem with the car physics. Are anyone else having this?
I tried with every beta that came out and the problem is sitll there. With the version 6.31.4 from before the update I don't have that problem. It look like the car has that "Mad Cow Disease".

2 Vídeos from the last BETA with the problem, v6.40.3:



Vídeo from before the update without the problem, v6.31.4:
http://s15.putfile.com/videos/c6-34012591643.wmv

Re: Problems with car physics and the update [Re: XNASorcerer] #63733
02/14/06 11:13
02/14/06 11:13
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany


no science involved
Re: Problems with car physics and the update [Re: fogman] #63734
02/14/06 13:57
02/14/06 13:57
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline OP
Expert
XNASorcerer  Offline OP
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Thanks, but that didn't show me anything new. I have a hollowed block around my level.
I guess I will stay with the 6.31.4 version.
This update sucks!!!

Re: Problems with car physics and the update [Re: XNASorcerer] #63735
02/14/06 19:40
02/14/06 19:40
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
Quote:

This update sucks!!!




Not very constructive Sorcerer. Just throwing your hands in the air and saying it sucks doesn't help anybody.

If a bug isn't identified it will not be fixed, and if it isn't fixed you'll have to live with it.

The physics code has changed A LOT in this update. Some things don't work the same and, yes, there may very well be some bugs. But the code has been improved in order to work with the new system.

You can turn back to the old system (in fact it is recommended if you plan on releasing something soon), but you'll regret it when we add a new feature you need.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Problems with car physics and the update [Re: Doug] #63736
02/14/06 21:51
02/14/06 21:51
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline OP
Expert
XNASorcerer  Offline OP
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Doug, I know that. I have the same project with two version, one with v6.31.4 and other with the updates after. I tried every beta update and nothing. I sent the level with the problem to Marco twice, but the problem is still there.
Why did I throw my hands in the air? Because I want to use the new features already implemented, but they don't work how they should.

Quote:

... doesn't help anybody.




Well, but I am trying to help. I sent a level twice! I report every problem that I find.
Look at the responses from Marco about the problem you can see in those videos:

1ª e-mail answer:
Hello Alex,

I have tried the demo level but could only reproduce it twice during 10
runs- this makes it almost impossible to debug. What seems to happen is
that
the wheels penetrate the terrain after the jump and then the engine
keeps
trying to keep the wheel under the terrain while the PH_WHEEL
constraint
tries to pull it up. Changing the CFM/ERP values of the car or of the
world
should help eliminating this problem.

2 in 10? So, 20% of times that you run in your computer you get that Mad Cow Disease. Isn't that enough?
CFM/ERP values didn't helped.

2ª e-mail answer:

Using the code and level you sent me on 10/26/05 and the 6.36.0 beta I
still
don't see any consistent problems.


Still don't see it?

3rd e-mail answer:

I don't think a movie will help much at this point. Since we are
getting
different results I am suspecting that either your code has changed or
the
different speed of our PCs has an impact here. Please enable fps_lock
and
set fps_max to a value where the problem is obvious and mail me your
WDLs
again.

Again? The code are the same. The level are the same.

But you are right! Saying that this update suck was wrong. I should have said this:
"All bugs in A6 update sucks!"

Let me just say another thing: I love A6 and I wish that it could work the way we need, because it is a great engine.

Saying that...
Quote:

If a bug isn't identified it will not be fixed, and if it isn't fixed you'll have to live with it.




No, I don't have to live with this. In fact, my game is going to be published with the engine that make it work first. I am porting it into others engine, one of them BV.
So, as you can see I and everybody else here don't have to live with this.

Quote:

You can turn back to the old system (in fact it is recommended if you plan on releasing something soon), but you'll regret it when we add a new feature you need.




Yes, I already made some contacts with publishers and I need to have a beta version until the end of March where the game is suppost to be in a game expo here in Portugal.

And Marco, this is not personal.

Re: Problems with car physics and the update [Re: Doug] #63737
02/14/06 22:13
02/14/06 22:13
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
@Sorcerer: I remember your sample where the wheels got stuck in certain conditions after jumping from a high cliff. There's nothing I can do about glitches that can not be reproduced reliably. If your car is constantly stuck in the ground (as in the videos) then I can debug it and find the source of the problem.
The Racer source code has been updated to work with 6.40.x and the car does not get stuck there. By looking at the differences between that implementation and your own you should be able to determine which parameters need to be adjusted to prevent these glitches.

Re: Problems with car physics and the update [Re: Marco_Grubert] #63738
03/01/06 21:45
03/01/06 21:45
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Im currently fiddling with the car physics stuff and during testing I had a car wheel pass down through a terrain and it couldnt get back out. somehow the wheel hit the floor to hard and passed right through, I suspect its a similar thing? Does that sound like it?

Since setting the PH_FPS_MAX and fps lock on I have not seen the problem again.

Edit: Does anyone know why my car is floating though, I have a good 20cm relative clearence under each wheel? TIA for any reply

Last edited by indiGLOW; 03/01/06 21:46.

The Art of Conversation is dead : Discuss
Re: Problems with car physics and the update [Re: indiGLOW] #63739
03/01/06 21:58
03/01/06 21:58
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Floating was a problem with 6.40.0 I believe. Which version are you running ?

Re: Problems with car physics and the update [Re: Marco_Grubert] #63740
03/01/06 23:21
03/01/06 23:21
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
6.40.0 - Sorry I forgot to update my signiture, doing so now.

Yes I am on the latest version I believe, and im using the car template, very little real script on my behalf. Download

EDIT: Here's a screenshot:-


Last edited by indiGLOW; 03/01/06 23:24.

The Art of Conversation is dead : Discuss
Re: Problems with car physics and the update [Re: indiGLOW] #63741
03/01/06 23:32
03/01/06 23:32
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Well, download the latest version.

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