v0.90b Bug Reports - READ FIRST POST
Moderators: th15, Moderators
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- Commander
- Posts: 116
- Joined: Sat Mar 01, 2008 3:49 am
Mirroring of aegis does not mirror the alpha settings of the module.
Rotation of doodads with parent section is not consistent in game and in preview mode of SM. Final doodad position is off in the game.
Example sb4:
http://hiyukihome.110mb.com/roland/Gaia.sb4
Notice the red blinkers after the wings have extended in game and in SM. SM preview shows no problem. In game the red blinkers will be off position.
Rotation of doodads with parent section is not consistent in game and in preview mode of SM. Final doodad position is off in the game.
Example sb4:
http://hiyukihome.110mb.com/roland/Gaia.sb4
Notice the red blinkers after the wings have extended in game and in SM. SM preview shows no problem. In game the red blinkers will be off position.
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- Commander
- Posts: 174
- Joined: Fri Jun 13, 2008 4:37 pm
- Location: Frontlines againest a piggy invasion
Skull13 wrote:It seems that my negative AI ranges are treated as zero for all of my ships, regardless of the number I put there.
Why would you want to set negative AI ranges? It's illogical to calaulate negative distance from Point A to Point B.
Avatarless and proud of it! And being really crazy and screwing everything conventional!
Currently working on:
The largest transforming mecha EVAR!
Currently working on:
The largest transforming mecha EVAR!
If point A is the enemy ship and point B the position your ship wants to be in, a negative value means your ship wants to be behind the enemy ship.D00D! wrote: Why would you want to set negative AI ranges? It's illogical to calaulate negative distance from Point A to Point B.
Fly me to the moon, so I can play among the stars~
Let me see what spring is like on Jupiter and Mars~
Let me see what spring is like on Jupiter and Mars~
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- Commander
- Posts: 174
- Joined: Fri Jun 13, 2008 4:37 pm
- Location: Frontlines againest a piggy invasion
Ahh I see, sorry bud but there's no way for that to work other than the flank AI.Chiiro wrote:If point A is the enemy ship and point B the position your ship wants to be in, a negative value means your ship wants to be behind the enemy ship.D00D! wrote: Why would you want to set negative AI ranges? It's illogical to calaulate negative distance from Point A to Point B.
And besides, distance is a scalar value, it doesn't factor in direction so it never can go negative.
Avatarless and proud of it! And being really crazy and screwing everything conventional!
Currently working on:
The largest transforming mecha EVAR!
Currently working on:
The largest transforming mecha EVAR!
It used to work just fine for fighter AI's if you coupled it with high max speed and low accel.D00D! wrote: Ahh I see, sorry bud but there's no way for that to work other than the flank AI.
And besides, distance is a scalar value, it doesn't factor in direction so it never can go negative.
Also you could totally get negative distance values if you're thinking in the ways of movement along a set path.
Fly me to the moon, so I can play among the stars~
Let me see what spring is like on Jupiter and Mars~
Let me see what spring is like on Jupiter and Mars~
Three things:
1) Do you have any idea what could be causing this?
2) The freezing arrow keys is much more important then it seems. When a ship is saved while the arrows are frozen, it creates a series of errors which seem to be about everything on the ship (only the core spawns). I'll see if I can get you a ship that does this sometime soon.
3) (Not very Important) You may already know this, but thrusterex doesn't seem to mirror properly, it's a pixel off, and, more importantly, it seems to keep losing its custom colour.
1) Do you have any idea what could be causing this?
2) The freezing arrow keys is much more important then it seems. When a ship is saved while the arrows are frozen, it creates a series of errors which seem to be about everything on the ship (only the core spawns). I'll see if I can get you a ship that does this sometime soon.
3) (Not very Important) You may already know this, but thrusterex doesn't seem to mirror properly, it's a pixel off, and, more importantly, it seems to keep losing its custom colour.
This ship: http://www.wyrdysm.com/battleshipsforev ... Milatu.zip
I have created a rotating section and then mirror it. They rotates perfectly in Shipmaker preview but the mirrored one refuse to rotate in game.
I have created a rotating section and then mirror it. They rotates perfectly in Shipmaker preview but the mirrored one refuse to rotate in game.
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- Captain
- Posts: 486
- Joined: Thu Aug 07, 2008 11:32 pm
there are a number of bugs with the "section under" effect. for starters, when mirrored, both of the sections with the effect have the X/Y scale fields reset to some odd values. I think the number there is multiplied by -1, but too lazy to test. also, when mirroring, the Y offset value keeps its value, but the sign is changed. same deal with section over.