T3d 1.1beta2 - RadiusDamage half fixed - RESOLVED
by Steve Acaster · in Torque 3D Professional · 08/04/2010 (4:31 pm) · 7 replies
T3d 1.1 beta 2
Windows 7
Scripts
From the 1.1b2 release blog under fixes linky
Actually it hasn't ... well okay, it has - but only in the FPS Example ... and not in the "Full Project" Template. No idea what else might be hiding fixed in the Example directory which has not made it over to the actual project directories ...
Suggested fix:
Copy radiusDamage.cs over. Then go through FPS Example with a fine comb to see what else - if anything - has been fixed there but not in the projects template
Windows 7
Scripts
From the 1.1b2 release blog under fixes linky
Quote:
Include TSStatic objects in collision mask when computing radius damage (www.garagegames.com/community/forums/viewthread/90985)
Actually it hasn't ... well okay, it has - but only in the FPS Example ... and not in the "Full Project" Template. No idea what else might be hiding fixed in the Example directory which has not made it over to the actual project directories ...
Suggested fix:
Copy radiusDamage.cs over. Then go through FPS Example with a fine comb to see what else - if anything - has been fixed there but not in the projects template
About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#2
Steve, could you post your repro steps so I can compare them to my own? It sounds like you got different results than I did the last time I tested this one.
08/04/2010 (5:36 pm)
Looks like that one was mistakenly included on that list. A fix for it was implemented, but I rejected it as it didn't work.Steve, could you post your repro steps so I can compare them to my own? It sounds like you got different results than I did the last time I tested this one.
#3
Steve is simply pointing out that the FPS Example has a typemask added to radiusDamage (a listed "fix") that the Full Template doesn't include.
From FPS Example/scripts/server/radiusDamage.cs
From Full Template/scripts/server/radiusDamage.cs
08/04/2010 (6:01 pm)
Umm... what's to reproduce? ;)Steve is simply pointing out that the FPS Example has a typemask added to radiusDamage (a listed "fix") that the Full Template doesn't include.
From FPS Example/scripts/server/radiusDamage.cs
%coverage = calcExplosionCoverage(%position, %targetObject,
$TypeMasks::InteriorObjectType |
$TypeMasks::TerrainObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::StaticTSObjectType |
$TypeMasks::VehicleObjectType);From Full Template/scripts/server/radiusDamage.cs
%coverage = calcExplosionCoverage(%position, %targetObject,
$TypeMasks::InteriorObjectType |
$TypeMasks::TerrainObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::VehicleObjectType);
#4
Are forceField objects still in? I thought that they were getting culled for being Legacy and they aren't available in the editors.
08/04/2010 (6:07 pm)
Yeah, StaticTSObjectType just needs adding to the $typemasks in radiusDamage.cs.Are forceField objects still in? I thought that they were getting culled for being Legacy and they aren't available in the editors.
#5
08/05/2010 (4:12 pm)
That's actually what I wanted to know, if the report was based solely on the scripts. I rejected the original based on a gameplay test in the FPS Example.
#6
08/11/2010 (10:55 pm)
Logged as THREED-1007
#7
09/17/2010 (5:07 pm)
Fixed in 1.1 Beta 3.
Associate Michael Hall
Distracted...
I'm of the opinion that radiusDamage needs a thorough workover instead of simply adding a new mask of things that can block radius damage. I wouldn't expect a lamppost to protect me from a grenade explosion ;)
But then that's a discussion that digresses from the point of this thread -- just like I feel that the Full Template needs further code separation from the FPS Example and not more convergence.