Open Beta Updated and TGBX Forums
by Zachary Zadell · in Torque X 2D · 03/29/2007 (3:46 pm) · 4 replies
Hey everyone, the open beta has been updated to reflect all the awesome feedback we have been getting from everyone. You can grab it here.
Also be sure to check out (and modify your forum subscriptions) the new TGBX forums.
Also be sure to check out (and modify your forum subscriptions) the new TGBX forums.
#2
I got a very strange problem with the new build and movement / physics. My basic movement system (pretty much directly from the starter kits) broke down in a very strange fashion. Whenever I press a button, the player starts to uncontrollaby slide to one direction until it hits the wall (hard to describe with words or pics). To narrow it down, I commented everything but the turning:
This too sends the player flying to the wall, i.e. the player gets Velocity! If I comment that line there's no movement, so somehow setting the AngularVelocity causes this behaviour. I've checked with debugger that all the values seem normal. And no changes have been made to this code for ages, and it worked perfectly with the old build.
I'm more than a bit puzzled by this. I had some issues switching builds as TGBX lost all the components from my objects including Physics (didn't specify Schema-attributes for my components), but can't still understand what would cause this..
Matias
03/31/2007 (9:04 am)
Hi,I got a very strange problem with the new build and movement / physics. My basic movement system (pretty much directly from the starter kits) broke down in a very strange fashion. Whenever I press a button, the player starts to uncontrollaby slide to one direction until it hits the wall (hard to describe with words or pics). To narrow it down, I commented everything but the turning:
_owner.Physics.AngularVelocity = move.Sticks[0].X * _turnSpeed;
This too sends the player flying to the wall, i.e. the player gets Velocity! If I comment that line there's no movement, so somehow setting the AngularVelocity causes this behaviour. I've checked with debugger that all the values seem normal. And no changes have been made to this code for ages, and it worked perfectly with the old build.
I'm more than a bit puzzled by this. I had some issues switching builds as TGBX lost all the components from my objects including Physics (didn't specify Schema-attributes for my components), but can't still understand what would cause this..
Matias
#3

03/31/2007 (9:14 am)
Put a breakpoint at that spot and check the velocity (not angular) and see if it is getting set somehow.
#4
It seems that the cause was a bad collision between the object and a mount. Since the collision-components were lost in upgrade, the CollidesWith-settings were also. Somehow that sent the players flying. The symptoms just were so wild, that a simple problem didn't look like reasonable.
I guess I'm still happier to have the problem between-the-chair-and-the-keyboard than in the engine :/
PS. A note to upgraders: Move your component descriptions from 'componentSpecs.ed.cs' to the Schema-tags as described in the help before using TGBX. You could save a lot of trouble :D
03/31/2007 (9:53 am)
Humph, it seems there can be reasonable explanations to everything :DIt seems that the cause was a bad collision between the object and a mount. Since the collision-components were lost in upgrade, the CollidesWith-settings were also. Somehow that sent the players flying. The symptoms just were so wild, that a simple problem didn't look like reasonable.
I guess I'm still happier to have the problem between-the-chair-and-the-keyboard than in the engine :/
PS. A note to upgraders: Move your component descriptions from 'componentSpecs.ed.cs' to the Schema-tags as described in the help before using TGBX. You could save a lot of trouble :D
Torque Owner waruwaru
Edit: specify product