Game Development Community

TGB 1.7 Released

by Dan Maruschak · in Torque Game Builder · 01/30/2008 (5:56 pm) · 53 replies

TGB 1.7 is out! More details in my blog post.
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#41
02/10/2008 (5:16 am)
Dan,

I was under the impression that maxLinearVelocity was supposed to be a vector, but the Y value has no effect on the behavior of an object. I just end up saying something like:

maxLinearVelocity = "10";

and this covers both X and V movement.
#42
02/10/2008 (8:53 am)
@Stanley - Are you sure? It looks to me like it's tracking the rotation of the parent object. There does seem to be a rotational offset. (Also, be careful about the linkpointIDs you're using -- as I said to Tom they aren't guaranteed to be linear, although it may appear that way.)

@Kevin - The maxLinearVelocity property is a scalar, it's a cap on the magnitude of the velocity (i.e. speed, it would probably be better named as "maxSpeed", but changing it now would break backwards compatibility).
#43
02/10/2008 (8:56 am)
Dan,

Alright, that's cool. Thanks for clearing that up for me!

Lol, I said "X and V movement". What was I thinking? the "v" key isn't anywhere near the "y" key!
#44
02/10/2008 (10:29 am)
@Dan M

Yes. I am sure.
I have been playing with this prototype for about a year with the regular mount command and it works fine

What I am trying to do is have a parent sphere object in the middle of the screen and smaller spheres are flying in from all driections. Your mouse controls the rotation of the parent sphere. When objects collide with the parent sphere they stick and mount and when you rotate the parent sphere all children rotate with it. With the mountToLinkPoint all the children rotate in place regardless of what the trackRotation parameter is.

function mountAnchor::updatePosition(%this)
{
   
   %vector1 = %this.getPosition();
   %vector2 = SceneWindow2D.getMousePosition();
   
   %difference = t2dVectorSub(%vector2, %vector1);
   %dx = getWord(%difference, 0); 
   %dy = getWord(%difference, 1);
   %angle1 = mRadToDeg(mAtan(%dy, %dx));    
   %this.setRotation(%angle1);
}
//code from onCollision
      /%nx,%ny is the normal of the collision
      %srcObject.mount(%dstObject, %nx, %ny, 0, true,false, false, false); 
      %srcObject.mountToLinkpoint(%dstObject,%clink,0, true,false, false, false);

These should rotate and act the same but the rotation of the children object from the mount and mountToLinkPoint are different. I have some sample code if you want to see.
#45
02/11/2008 (10:02 am)
@Stanley - You're right, it's broken. The argument parsing on mountToLinkpoint is messed up -- it gets off by one, so it's using the "track by rotation" parameter as the mount force, and so on. A workaround is to provide a dummy parameter between the linkpointID and the mountforce -- it doesn't matter what it is, it just spaces out the rest of the parameters. Thanks for pointing this out.
#46
02/15/2008 (2:16 pm)
It is pretty cool to have a new 1.7 version...


Congratulations GG team!


but have file writing issues been fixed in this new version?

Thanks and keep working! ;)
#47
02/15/2008 (2:37 pm)
Quote:but have file writing issues been fixed in this new version?

That is something I've been wondering too, Isaac. I was using the same scripts for fileIO since version 1.1.3, and now it has stopped working at all. I checked the fileIO tutorial in 1.7, and the same exact set of scripts is there.

What up wit dat?
#48
02/18/2008 (11:50 am)
I'm not positive if this addresses your question Isaac/Kevin, but I believe you want to look at the release notes for 1.6, as a bunch of I/O stuff was changed with that release that requires code to be rewritten. It is documented quite well what needs to be changed.
#49
02/18/2008 (5:50 pm)
Hey thanks Vern! Excuse me for being a pest, but where exactly are the release notes for 1.6?
#51
02/19/2008 (4:57 am)
Thanks, Stanley! Awesome.
#52
02/19/2008 (7:38 am)
@Kevin,

Let me know if you can use save() successfully using 1.6 (or x.7) since I was unable even after read (and mayde don't understand) the 1.6 release notes.

Thanks!

Isaac
#53
02/21/2008 (7:08 am)
Wow. Two version changes since I last looked here. Nice to see that you guys have been busy.

The problem that drove me away from v1.5, though, was that the ZipObject commands didn't work as advertized. Can someone confirm that the commands to create and unpack zip files in code now work properly? Or tell me if Torque has another way to pack/unpack arbitrary content into/from a single file through code?

I'd like to give Torque another chance, but I need to know that this has been fixed before I invest a lot of time in it again.
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