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Re: Strange crash [Re: snake67] #354409
01/18/11 15:11
01/18/11 15:11
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
It only behaves differently because some c_set/c_hull bugs have been fixed and the bounding box is now set at entity creation and not in the first frame (AFAIK).

Remember, you can always use d3d_lines or press F11 twice to show the bounding box of impassable objects.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: Strange crash [Re: Superku] #355232
01/25/11 16:45
01/25/11 16:45
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline OP
User
snake67  Offline OP
User

Joined: Sep 2003
Posts: 648
Switzerland
Whan the player is moved by c_move he gets stuck into physics objects. This might be a new problem porting from A7 with ODE to A8 with PhysX too.

I tried to move the player by PhysiX by "pXent_movechar", but now he passes through normal models (not PhysiX).

I am a little disappointed... Are there others with similar problems?

Re: Strange crash [Re: snake67] #355241
01/25/11 17:39
01/25/11 17:39
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Yes, that's a disadvantage with physX. You cannot have a physX object collide with a normal model, it just passes through the non-registered object.

Normally, all static objects (that means models that don't have an action attached) are registered on level loading (through physX_level_load, you can define your own function if you want to).

Quote:
Whan the player is moved by c_move he gets stuck into physics objects.

I did not experience that problem, yet.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
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