2.0.16 linear phydrv bug

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mdskpr
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2.0.16 linear phydrv bug

Post by mdskpr » Wed Nov 10, 2010 7:39 pm

In my version(my version only I believe-2.0.16.20100918-DEVEL-linux-gnu-SDL because Jefenry's 2.0.10 worked flawlessly) when I am trying out Jefenry's racetrack on bzextreme.com:5170 it spins me instantly and infinitely...Cobra_Fast had the same bug..idk what version he used. Hope it can be fixed --MDSKPR

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Cobra_Fast
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Re: 2.0.16 linear phydrv bug

Post by Cobra_Fast » Wed Nov 10, 2010 8:26 pm

I was on 2.0.12, I'd rather assume it's a bug in the map code. The racetrack faces could have been turned in the wrong directions for example.

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Re: 2.0.16 linear phydrv bug

Post by mdskpr » Wed Nov 10, 2010 9:09 pm

heh, but why was jefenry fine?

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Cobra_Fast
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Re: 2.0.16 linear phydrv bug

Post by Cobra_Fast » Wed Nov 10, 2010 9:24 pm

What client on what system does he run then?

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mrapple
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Re: 2.0.16 linear phydrv bug

Post by mrapple » Wed Nov 10, 2010 9:46 pm

Yeah, I noticed that bug to.

On my 2.0.14 client it worked but it didn't on my 2.0.16 client if I am correctly remembering.
Image

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Re: 2.0.16 linear phydrv bug

Post by mdskpr » Wed Nov 10, 2010 10:05 pm

he was running 2.0.10 on a mac.

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Jefenry
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Re: 2.0.16 linear phydrv bug

Post by Jefenry » Wed Nov 10, 2010 11:18 pm

The two straight sections have linear physics drivers, while the two curved sections have angular drivers. When MDSKPR jumped on he started spinning around as if he had a super fast version of the quick turn flag and he seemed to spin faster and faster the longer he was on the track. I was using 2.0.10 on a Mac.

Here's the relevant physics drivers:

Code: Select all

physics
 name Jefenry_Track_Up
 linear 0 30 -12
end
physics
 name Jefenry_Track_Down
 linear 0 -30 -12
end
physics
 name Jefenry_Track_Turn_One
 angular .08 300 0
 linear 0 0 -12
end
physics
 name Jefenry_Track_Turn_Two
 angular .08 300 100
 linear 0 0 -12
end

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Cobra_Fast
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Re: 2.0.16 linear phydrv bug

Post by Cobra_Fast » Thu Nov 11, 2010 9:11 am

Well, the changelogs of .14 and .16 don't mention any physics changes (http://my.bzflag.org/w/BZFlag_2.0.14, http://my.bzflag.org/w/BZFlag_2.0.16) but as we know mac, linux and windows versions behave slightly different.
As I experienced the bug on my 2.0.12 WinXP client, too, i highly doubt a bug in the game client itself.
As I said before it's a lot more likely that odd things happened to the racetrack mesh/objects and/or physics-drivers that were used with it.
Additionaly I remember that Louman racetrack working with all 2.0.x clients.

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Re: 2.0.16 linear phydrv bug

Post by mdskpr » Thu Nov 11, 2010 5:03 pm

yeah Louman's Time Trial works flawlessly for me

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