Game Development Community

WheeledVehicle: TireData: log or long??

by Rex · in Torque Game Engine · 03/08/2008 (6:45 am) · 3 replies

My copy of GPGT[official product] has a section on vehicles that states that a field in the tire datablock must be misspelled and will always be so, in order to not 'break' legacy scripts. Is this true or false? Is this still the case for tge 1.5.2 I now have[another official product].

The parameter in question is: Does 'longitudinalRelaxation' need to be misspelled to 'logitudinalRelaxation' for tires to work as engine expects?? dropping the 'n' in the word?

...hope I spelled 'misspelled' correctly, lol.....

I tried to phrase this question as simply as possible, down to a binary level; yes or no? no Spins allowed or 'I thinks', please!!; this is being asked in the Private 'members only section'. I have a license to drive the engine, ahem, but being an artist; from time to time I must defer to the publisher/author/coders for a definitive, correct answer. And I'm not 100% certain, but my copy of Torsion[again, more official licensing here], doesn't seem to open my Source files, I paid a licensing fee to obtain...lol? Do I have to open them all with Notepad and search for the field manually? Does Torsion open the Source fileTypes to do this type of searching?? Remember, I am an artist, first and foremost, don't usually go mucking about with the magical Source files, the wellspring from which all the goodness flows...LOL. :)

Thanks.

About the author

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.


#1
03/08/2008 (7:30 am)
Quote:The parameter in question is: Does 'longitudinalRelaxation' need to be misspelled to 'logitudinalRelaxation' for tires to work as engine expects?? dropping the 'n' in the word?

Yes, unless you change the C++ code to get rid of the obvious typo.
I don't recall changing any TGE 1.5 scripts, they all used longitudinalRelaxation as far as I know.

A previous bug report:
www.garagegames.com/mg/forums/result.thread.php?qt=68799


As far as editing scripts, I believe CodeWeaver projects are set up by your dragging and dropping a folder onto the project area. You select the option to import all .cs and .gui files as scripts into the CodeWeaver project. As a commercial project, presumably Torsion has similar features and perhaps better documentation. I am not very familiar with it.
#2
03/08/2008 (1:12 pm)
From the default tge car.cs:

// Spring that generates longitudinal tire forces
   longitudinalForce = 18000;
   longitudinalDamping = 4000;
   longitudinalRelaxation = 1;
};

I think Ed Messed up on that one.
#3
03/09/2008 (8:51 pm)
I agree that the line in the car script contains the letter 'n'; with some digging into Torsion on my part, I did find it spelled differently in the .cc file.... So, yeah, still just wondering....what the truth is, that's all, do you spell it the above way in scripting or as the Source file dictates?!? Thanks, neighbor, for looking! I'm tending to think Ed is correct in his book, as I still see it as "logitudinalRelaxation" ....