Game Development Community

Alpha2 bug.

by Jesse Hall · in Torque Game Builder · 12/23/2005 (5:42 pm) · 7 replies

Not sure of the exact nature of this bug but ive seen it twice now. It shows up in the space scroller demo when player and enemy projectiles just stop moving. The only way i can describe it there is a sticky spot where projectiles collect or freeze. When I ported my current project over I noticed it as well with my player projectiles.

happy holidays and thanks for the new t2d release.

- Jesse

#1
12/23/2005 (6:13 pm)
Noticed it on my Mac, too. There was a missile that just wouldn't go away and each time I sucked hard enough to hit it, there was a chance that a piece of my crumbling ship might "stick" to somewhere else on the screen. I haven't looked into it yet. Just read the DTS information and am getting ready to play with that.
#2
12/23/2005 (7:59 pm)
Yep, confirmed. Thanks guys. :)

FYI, we knew about this one before we shipped the alpha 2. Besides the player bullets stopping on enemy bombs, you can also knock powerups away with the bullets. We just need to update the scroller scripts. Or, if anyone out here wants to, please go ahead!

Another known bug is that the Fish demo generates textures which are much larger than they used to be. That's another bit we need to fix up before we're done!
#3
12/23/2005 (8:21 pm)
Hey Josh is it the collision groups and layers change that is causing this?
#4
12/27/2005 (7:28 am)
This problem is in the shooter-demo scripts. The effect is for a few reasons; revision #659 changed the default collision-response to "CLAMP"; revision #2535 in the SVN repo changed the defaults for send/receive physics to be both "true" rather than "false".

The shooter-demo doesn't specify the collision-physics settings and only deletes the objects (like projectiles) if an interesting collision occurs. When two objects like a player/enemy projectile collide, they react with the "CLAMP" response; head-to-head, this stops both objects, looking like something has gone wrong.

I've added the appropriate "setCollisionPhysics()" calls to all the objects and everything is now fine.

The rule is, if you don't want an autonomous collision-response, explcitly state it using "setCollisionPhysics()".

EDIT: Completed work in Repo EA/#2584.

- Melv.
#5
12/27/2005 (7:46 am)
Thanks for the clarification Melv!

- Jesse
#6
12/27/2005 (4:48 pm)
These forums are amazing. Every time I have a question it's answered in a day sometimes only minutes later. I noticed the same things happening and mistakenly reported it to the wrong section of the forum (sorry). I just edited my scripts and added setCollisionPhysics( false, false ); to all my projectile functions. Everything now works like a charm. Thanks. The employees at garage games have A++ support. I'm only a college student and coding C/C++ is not my strong point (yet). It probably would have been a few days before I would have figured that out for myself.
#7
12/28/2005 (1:58 am)
I'm not a GG Employee but you are more than welcome to the support. ;)

*blatant sell mode on*
Sounds like someone who should post a review on the T2D product-page!
*blatant sell mode off*

All the best,

- Melv.