baffling phenomenon

Posted By: JazzDude

baffling phenomenon - 12/14/12 19:01

I'm using A6.6

When I compile my game from WED all is fine.

But when I publish it, the sprites with the action below all fade to alpha 0 immediately after it loads. Poof! Gone!

Code:
action act_obj_set
{	
	ent_obj = me;
	while(!player){wait(1);}
	my.collision_range = 400;
	my.fade_dist = 500; //1000;
	my.fade_speed_fac = 0.01;
	vec_set(d3d_lodfactor,vector(500,650,800));
	my.passable = on;
	my.polygon = on;
	my.alpha = 100;
	vec_set (temp, my.pos);
	temp.z -= 2000;
	my.z -= c_trace (my.pos, temp, ignore_me + ignore_you + ignore_sprites + ignore_passable) + my.z_adjustment; 
}

Posted By: Uhrwerk

Re: baffling phenomenon - 12/14/12 19:11

The code you're showing here does no fading at all. If you have multiple entities with this action attached ent_obj will always point to the most recently created one. Is this intentional?
Posted By: JazzDude

Re: baffling phenomenon - 12/14/12 21:38

No, it doesn't have to be there. But removing it doesn't change things. The action works okay until I publish.

Then the sprites appear in proper position but immediately fade away like they're all out of LOD visible range.
Posted By: Uhrwerk

Re: baffling phenomenon - 12/14/12 22:12

Well, I don't think that the code you're showing here is causing the trouble.
Posted By: JazzDude

Re: baffling phenomenon - 12/14/12 23:41

I don't think so either.

The real question is, Why is the published version different from the version compiled in WED.

Posted By: JazzDude

Re: baffling phenomenon - 12/15/12 00:02

I reinstalled A660 but that didn't help.
Posted By: Uhrwerk

Re: baffling phenomenon - 12/15/12 00:24

Have you maybe used one of the statistic variables in the published version and forgot that they are all 0 in the release version? I'm talking about time_level, time_entities etc.
Posted By: JazzDude

Re: baffling phenomenon - 12/15/12 05:47

No, none of those variables were used.

I thought it might be a conflict with the A8 demo so I uninstalled both versions, cleaned up the registry and reinstalled A6. But that didn't change anything. frown
Posted By: Uhrwerk

Re: baffling phenomenon - 12/15/12 16:38

Is this problem maybe frame rate dependent, i.e. does the development engine run significantly faster or slower than the published one?
Posted By: JazzDude

Re: baffling phenomenon - 12/17/12 16:57

I uninstalled A6.6 again and started with a fresh download of A6.4 and the 6.6 upgrade. The problem was still there. I've concluded it's not an engine problem and I'll look for a solution in another thread.

Thanks, Uhrwerk, for your kind assistance.
Posted By: MMike

Re: baffling phenomenon - 12/18/12 20:15

perhaps its the (!player) and since the player is never true, then it waits and and waits and waits, so the function does not run!

Is player = valid ? is it assigned to anything?

:S its the only variable im ...wondering
Posted By: Uhrwerk

Re: baffling phenomenon - 12/18/12 21:24

If the player pointer wasn't set it would also not be set in the development version.
Posted By: MMike

Re: baffling phenomenon - 12/23/12 14:17

what does warning level in maximum reports?
But now that im reading, I think i had similar problems in the past...
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