01-31-2009, 12:09 AM,
|
|
Racecar56
Junior Member
|
Posts: 4
Threads: 1
Joined: Jan 2009
|
|
Glitches on default (Estoril '88) map
O_O I'm using the stable edition, and I find that I can go straight through the trucks with 'FIRE CAR' in front of them, and the ground to the left behind them, is un-collide-able! hock:
I downloaded the SVN just now and it has it too! hock:
I think it's a collision error.
Check out the screenshots.
Screenshots
Area whre it happens:
The action:
(sorry for escape menu, it was dev version, which dosen't let printscreens unless you go on escape menu) >: (
I think its SVN r325.
I HAVE VERIFIED THIS ON SVN.
I HAVE VERIFIED THIS ON STABLE 2008.
The fire car trucks are fixed in SVN R326, so this isn't a problem.
this is my first post EVER!
It's easy to go 'behind the scene' in the Dijon-Prenois map, VERY easy. The Michelin sign isn't colliding but I'm too busy to put up pictures.
|
|
01-31-2009, 04:52 PM,
|
|
Racecar56
Junior Member
|
Posts: 4
Threads: 1
Joined: Jan 2009
|
|
I went through one of the red trucks on those itty bitty roads.
I found out because one of my turns made my car go nuts, and for that reason, found that glitch. I'll svn up right now.
EDIT: OK, the trucks are colliding now, but the ground is still not colliding. Here is a very easy way to reproduce the bug.
I'm using development version, you should too.
Go to the Estoril '88 map. Go forward quite a bit until you reach the big sign. Turn left to that little road, go down it a bit until you notice a 'parking lot' like area with a campari sign. Go there, then drive CAREFULLY down that road. To the right, you will see brown ground. Just drive into it... and you will fall into the never-ending abyss of death. Drive forward, and you will run into a red truck, where-as in the previous SVN and stable versions, you'd go straight through. hock: [/i]
|
|
01-31-2009, 06:42 PM,
|
|
alex25
Senior Member
|
Posts: 531
Threads: 42
Joined: Jun 2006
|
|
Racecar56 Wrote:OK, the trucks are colliding now, but the ground is still not colliding. Here is a very easy way to reproduce the bug. that was intentional on my part. objects you have no business of colliding with (i.e. not part of the race track) are left non-collide-able. this way one will soon figure out they should stick to the actual race track.
--alex--
|
|
01-31-2009, 07:33 PM,
|
|
alex25
Senior Member
|
Posts: 531
Threads: 42
Joined: Jun 2006
|
|
thelusiv Wrote:[Maybe a simple flat barrier (possibly untextured, invisible) in front of the area that is non-collidable to keep cars from going through it and falling. since we don't really have a joe-object editor that would mean going back to the 3ds file, adding the barriers in blender, re-exporting, etc. too much trouble for what it's worth. there is plenty of other things i'd rather have fixed first (like extending the collision box to cover the wheels for open-wheel cars, the ability to have more than 4 points specify a track segment, damage model, etc.)
--alex--
|
|
01-31-2009, 08:00 PM,
|
|
Racecar56
Junior Member
|
Posts: 4
Threads: 1
Joined: Jan 2009
|
|
I kind of didn't think it was really worth fixing either, but I just wanted to make sure everyone noticed it.
|
|
02-02-2009, 04:04 PM,
|
|
Racecar56
Junior Member
|
Posts: 4
Threads: 1
Joined: Jan 2009
|
|
I agree, maybe put a invisible, flat 'floor' below that 'hole'?
It would look like the car was in the dirt (lolwut) but it would keep it from falling... into the great... abyss... :O
And also an invisible non-textured wall (because the ground is sloped). It would definitely keep them from falling, but it would look nuts, and I don't think it would lag as bad as making the things 'true objects'.
|
|
|