2x JetNozzleX?
by Martin Schultz · in Torque Game Engine Advanced · 07/03/2006 (10:34 pm) · 5 replies
Since the very first version of Torque there has always been a differentiation in the name of all the Jet nozzles in the engine except the backward nozzles (FlyingVehicle.cpp, line 51 ff).
So for the forward thrust there is a "JetNozzle0" and "JetNozzle1", for downward thrusting a "JetNozzle2" and "JetNozzle3", but for the backward thruster, there were always both backward thrusters named "JetNozzleX", instead of for example "JetNozzleX" and "JetNozzleY".
Since the five years of using Torque I have never seen a reason why both backward jet nozzles had the same name - I always renamed them to X and Y and I thought I report it now as "bug" or better as feature request as I think it should be changed to be consistent. Maybe I overlooked something but I think this renaming makes totally sense.
What do you think?
Thanks,
Martin :-)
This is how it looks originally:
And this is the change I made:
So for the forward thrust there is a "JetNozzle0" and "JetNozzle1", for downward thrusting a "JetNozzle2" and "JetNozzle3", but for the backward thruster, there were always both backward thrusters named "JetNozzleX", instead of for example "JetNozzleX" and "JetNozzleY".
Since the five years of using Torque I have never seen a reason why both backward jet nozzles had the same name - I always renamed them to X and Y and I thought I report it now as "bug" or better as feature request as I think it should be changed to be consistent. Maybe I overlooked something but I think this renaming makes totally sense.
What do you think?
Thanks,
Martin :-)
This is how it looks originally:
const char* FlyingVehicleData::sJetNode[FlyingVehicleData::MaxJetNodes] =
{
"JetNozzle0", // Thrust Forward
"JetNozzle1",
[b] "JetNozzleX", // Thrust Backward
"JetNozzleX",[/b]
"JetNozzle2", // Thrust Downward
"JetNozzle3",
"contrail0", // Trail
"contrail1",
"contrail2",
"contrail3",
};And this is the change I made:
const char* FlyingVehicleData::sJetNode[FlyingVehicleData::MaxJetNodes] =
{
"JetNozzle0", // Thrust Forward
"JetNozzle1",
[b] "JetNozzleX", // Thrust Backward
"JetNozzleY",[/b]
"JetNozzle2", // Thrust Downward
"JetNozzle3",
"contrail0", // Trail
"contrail1",
"contrail2",
"contrail3",
};
#2
09/19/2006 (4:40 pm)
Is this really bothering you?
#3
If you use the code as above with the two equal named jet nozzle names, have defined two node positions for the backward jet nozzles, start you game and try to use the back booster, both particle emitters will emit from only one of the backward nodes. I tried it. For me that's a bug.
It's just that it took me some time to figure this out and other people will need to spend time on this too if they want to have backward boosters. That's just wasted time in my eyes. But I promise that this was my last attempt to report this.
09/19/2006 (11:05 pm)
What bothers me is that this is simply a bug and I reported it a couple of times already - for TGE *and* TSE and it still didn't get fixed although this is a super-mini thing to do. I just don't understand why it doesn't get fixed.If you use the code as above with the two equal named jet nozzle names, have defined two node positions for the backward jet nozzles, start you game and try to use the back booster, both particle emitters will emit from only one of the backward nodes. I tried it. For me that's a bug.
It's just that it took me some time to figure this out and other people will need to spend time on this too if they want to have backward boosters. That's just wasted time in my eyes. But I promise that this was my last attempt to report this.
#4
09/20/2006 (4:49 pm)
It hasn't been fixed because it's a really reallly small problem and on any given day we have much larger bugs to fix. But you're right, it's an easy one to fix and others may run into it, so I fixed it. You can breathe a long sigh of relief, it's been fixed at last! ;)
#5
Yes, you're right that this is a very small bug and I understand that nearly every bug is more important than this one but now finally it has been fixed! Being tough on this bug payed off (three years after reporting it if I remember right).
Thanks Brian!
09/20/2006 (10:01 pm)
He he, finally a big *sigh*. ;-)Yes, you're right that this is a very small bug and I understand that nearly every bug is more important than this one but now finally it has been fixed! Being tough on this bug payed off (three years after reporting it if I remember right).
Thanks Brian!
Torque Owner Martin Schultz