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Re: Updating to A8 [SOLVED] [Re: Dooley] #477422
06/24/19 21:26
06/24/19 21:26
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Joined: May 2005
Posts: 868
Chicago, IL
Here's a related issue:
Setting something PASSABLE in WED also seems to prevent c_trace from hitting it. Setting it as PASSABLE in a script does not have the same effect.

Re: Updating to A8 [SOLVED] [Re: Dooley] #477429
06/25/19 16:00
06/25/19 16:00
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Joined: May 2005
Posts: 868
Chicago, IL
Another issue I discovered:

If I used "snd_stop(snd_handle);" in A7, it would run fine.

Now, in A8 this will crash the game unless there is a "if(snd_playing(snd_handle))" statement before it.

To be more precise, it crashes the game if it is published, but if it is running through WED, it works fine.

Re: Updating to A8 [SOLVED] [Re: Dooley] #477444
06/27/19 12:55
06/27/19 12:55
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
That PASSABLE issue sounds pretty weird for me so I did some tests. It seems that when you set an entity as passable in WED, it prevents the engine to compute the collision hull of the entity. If you try to change the PASSABLE flag, it is actually changed but has no effect. Every FAT & NARROW, min & max, changes has no effect too. Calling 'c_updatehull' builds entity's collision hull and makes it behave normally. So I guess it has something to do with the lack of a collision hull. Checking BBOX on WED, as well as calling 'c_setminmax', should force the engine to compute the entity's collision hull, but it does not. I guess this 'c_setminmax' behaviour is actually a bug. Will it ever be fixed? That is another story.

Re: Updating to A8 [SOLVED] [Re: txesmi] #477445
06/27/19 15:50
06/27/19 15:50
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Joined: May 2005
Posts: 868
Chicago, IL
It's fairly easy for me to work around it, so I don't see it as a big problem. But as for fixing it ... who knows, maybe one popular game will spark interest in 3D Gamestudio, and it could take off from there. I could see if they changed to a different pricing model and offered support or platforms other than Windows, that might make all the difference.

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