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6.31.4 WED passable block bug (is fixed?) #62937
01/28/06 22:40
01/28/06 22:40
Joined: Oct 2004
Posts: 1,655
T
testDummy Offline OP
Serious User
testDummy  Offline OP
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T

Joined: Oct 2004
Posts: 1,655
I know this has been reported before. For version 6.31.4, in WED, in the object properties window for a block, checking the passable flag doesn't appear to actually make the block passable. Assigning a block a turbulent texture (a water texture) makes the block passable, but simply checking the passable check box in object properties for the block appears to have no effect. Is this fixed in the current public beta 6.40.++?

Re: 6.31.4 WED passable block bug (is fixed?) [Re: testDummy] #62938
01/29/06 00:14
01/29/06 00:14
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Minot, North Dakota, USA
You could download the public beta and see for yourself. I don't have any collision-related scripts so I'm not able to test it.


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Re: 6.31.4 WED passable block bug (is fixed?) [Re: testDummy] #62939
01/29/06 05:08
01/29/06 05:08
Joined: Jan 2003
Posts: 1,142
California
Daedelus Offline
Senior Developer
Daedelus  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,142
California
Passable flag seems broken for skies.
Passable flag does not work for hollow cubes used for skies in versions 6.40 and 6.40.2. Furthermore, seams are still visible along the edges of the cube like in these pics: (second pic, bullets hit the sky)






Formula Games - A place to buy and sell Indie games.
Re: 6.31.4 WED passable block bug (is fixed?) [Re: Daedelus] #62940
01/30/06 14:13
01/30/06 14:13
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 27,986
Frankfurt
Passable flag "broken" for skies: You are not supposed to set such a flag, as only worldly objects can be set passable.

Seams at the sky cube: When you have a a sky cube, check that your sky color is at 0,0,0. Rendering a sky cube and a sky color at the same time will unnecessarly decrease your frame rate.

Re: 6.31.4 WED passable block bug (is fixed?) [Re: jcl] #62941
01/30/06 16:05
01/30/06 16:05
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Wisconsin USA
Wow, that just added a lot to my frame rate.

Could this bit of information be added to the manual?


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Re: 6.31.4 WED passable block bug (is fixed?) [Re: jcl] #62942
01/31/06 03:18
01/31/06 03:18
Joined: Jan 2003
Posts: 1,142
California
Daedelus Offline
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Daedelus  Offline
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Joined: Jan 2003
Posts: 1,142
California
Quote:

Passable flag "broken" for skies: You are not supposed to set such a flag, as only worldly objects can be set passable.

Seams at the sky cube: When you have a a sky cube, check that your sky color is at 0,0,0. Rendering a sky cube and a sky color at the same time will unnecessarly decrease your frame rate.




Setting the sky as passable for a hollowed cube never caused a problem until 6.40. I guess it was a habit from A5 in which it was necessary for my weapons.
I took your advice and unchecked the passable flag and rebuilt the level.
The sky still gets hit by bullets.

As for the seams:

The tested resources that still have the problem with seams are:
-Steempipes water shader example
-Matt Coles' shader collection
-"Sky Demo" by Ahmet Serdar Kucuk

Last edited by Daedelus; 01/31/06 09:00.

Formula Games - A place to buy and sell Indie games.
Re: 6.31.4 WED passable block bug (is fixed?) [Re: Daedelus] #62943
02/01/06 18:55
02/01/06 18:55
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Probably Marco can answer in detail about the sky, but I think that's not a bug issue.

Seams are artifacts of few 3D cards, due to rendering inaccuracies. They are invisible to the user. Unless you have a nonzero sky color or some other sky behind your cube, or have not switched DX to retail mode. So, take the seams as a feature, not a bug. They indicate that you shold disable whatever you're rendering behind your sky cube - it will not only get you seams but also lower your frame rate.

This info was added to the manual.

Re: 6.31.4 WED passable block bug (is fixed?) [Re: Daedelus] #62944
02/01/06 21:49
02/01/06 21:49
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
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Marco_Grubert  Offline
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San Diego, CA
Quote:

I took your advice and unchecked the passable flag and rebuilt the level.
The sky still gets hit by bullets.


What are you trying to accomplish ? For best performance the sky should not be set to passable which also means it will get hit by bullets. You can use SCAN_TEXTURE to check whether the player has hit a valid target.
The (slower) alternative would be to select "PASSABLE" on the sky cube and deselect the "SOLID SKY" option in the map compiler dialog.

Re: 6.31.4 WED passable block bug (is fixed?) [Re: jcl] #62945
02/02/06 08:40
02/02/06 08:40
Joined: Jan 2003
Posts: 1,142
California
Daedelus Offline
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Daedelus  Offline
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Joined: Jan 2003
Posts: 1,142
California
Its not a problem with my card.
As I stated earlier, the seams exist only when using the examples I listed above and when running 6.40/6.40.2. They do not appear at all when using 6.314.

In the latest beta, there are no seams at all once I remove shaders using cubemaps that fake reflectivity, whereas they worked (seamless) in 6.314.

Quote:

Quote:
--------------------------------------------------------------------------------

I took your advice and unchecked the passable flag and rebuilt the level.
The sky still gets hit by bullets.


--------------------------------------------------------------------------------

What are you trying to accomplish ?




As for this question, Marco I just want things to work.
In other words, how bad would it suck to make a shooter when your bullets hit the sky like its impenetrable?
Again, didn't have this problem in 6.314.
I'll try the "slower" method you suggested. -Whatever it takes.


Formula Games - A place to buy and sell Indie games.
Re: 6.31.4 WED passable block bug (is fixed?) [Re: Daedelus] #62946
02/04/06 06:05
02/04/06 06:05
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
If you are really sure that you've disabled all underlying sky layers and still have seams, you can send your level for examination at support1(at)3dgamestudio(dot)com. However, seams normally indicate that you have a wrongly enabled sky color or layer. Because when nothing were rendered behind that sky, you could hardly see a seam.


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