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Forums
Reverse Tracks - Printable Version

+- Forums (https://www.vdrift.net/Forum)
+-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3)
+--- Forum: Cars & Tracks (https://www.vdrift.net/Forum/forumdisplay.php?fid=11)
+--- Thread: Reverse Tracks (/showthread.php?tid=531)

Pages: 1 2 3


- thelusiv - 03-05-2007

Custom reversed starting positions can hold off until next release. It's OK for now, I guess.


- rookie1 - 03-05-2007

Hi Joe,

I think there is still some problem with the track reverse change. Now the position calculation in normal mode seems wrong. In Vamos_World::World::update_race_position (), you are taking the car's distance relative to the front edge of the patch. This is correct when the track is reversed. But it's wrong when in normal direction. Seems you have introduced a function BEZIER::Reverse() in r1566, but it's not used. Can you check?


- joevenzon - 03-07-2007

BEZIER::Reverse() isn't meant to be used. I was originally going to reverse the bezier patches, but that screws up the collision detection, and it ended up being easier to fix the position display code than the collision detection code.

For normal mode position calculation, I didn't change anything (or didn't MEAN to) so any bugs there would have already existed. I didn't actually change the "Vamos_World::World::update_race_position ()" function... in R1566 I added some lines and was going to change things, but ended up not changing anything at all (or, again, didn't mean to).


- rookie1 - 03-07-2007

Thanks for your reply, Joe. I wouldn't have guessed reversing the patch will affect collision detection. I have gone ahead and corrected the calculation in Vamos_World::World::update_race_position () in r1600.