I still use some days old source an there the dRot Actuator works ok? Who did broke it?
I will now test some of our *.blends, however my Linux box is only a 700MHz Celeron with a TNT2....
I have found this issue:
If a Ray Sensor and a Near Sensor are attached to the same object, it will bring Blender to its knees, that is Blender will stop responding.
I tested this with gabio's Windows CVS-builds from 2004/04/03 and 2004/04/05 found here:
Good find ghost!
That's probably the root of most of the problems with my blends.
Another thing that's a bit worrysome are the falling through the ground problem. If you combine something with animation, dynamic objects have a real hard time on the collision detection, more than before. But even without animation, there are still some collision issues it seems.
I've notice that the field 'To' in message Actuators is not working. I didn't post a bug because with 2.25 there is the same result. Maybe I don't understand how 'To' is working in this Actuator, but the Tooltip is clear: The message is sending to object with this property. Even adding the right property to the destination Object doesn't make change. Without this field filled, all is OK.
Is it a bug or am I Bugging ?
Yep, you are clear on how it is supposed to work, and it just doesn't.
Bug bug bug. It was on the old bug tracker list from NaN, along with 100 or so other bugs from 2.25 and earlier. I'm not sure if that bug tracker is still around?
Thanks Saluk, I'll check in the BugTRacker and post if it's not there !
i'm not able to import any Blender libraries in realtime in the latest build(8.4.04), except of GameLogic. Is it supposed to be this way?
these commands (for example)don't work>
from Blender import Scene
The import of the Blender Python module have been disabled:
Kester (CVS log):
Don't import Blender python module into the gameengine. It causes link problems for blenderplayer. Added a python function for MT_Vector4s
Please don't forget the doppler shift that does not work, and although it seems that not many people use joysticks these days, I still believe that reading the joystick ports should not be such a big problem to access.
This would enable guys like me to make programs like simulators for planes and cars etc. Thanx
> If sumo is the default physics (I.e, when no world is selected), the gamelogic buttons should be visible by default as well.
I just downloaded the latest version of Blender ( it's been a while since I used it ) to try out the new physics features. I couldn't find the game logic buttons ( where you used to be able to set mass, actor stats etc ). Your posting seems to indicate that something has to be toggled first... what do you have to do to make the sumo options appear when starting from a new file?
You have to set the physics engine to 'Sumo' in the world buttons for the logic buttons to appear.
I played around with the last build and the game engine in it. But it still seams the actors still go traight trough the ground using force or torque.
When I made a little Pod racing test game, I could fly traight trough it, even when I added materials or anything else.
Is there a way to fix this, because I've seen this in all build, non of them had this fixed. I hope it could be done before it's released as 2.33.
Can you post the .blend? Collisions should be working right now.
Ok here's the .blend test I was talking about. When you run the game, it works sometimes, but most of the time (when restart game) the actor goes traight trough the ground. I don't know why, I made a lot of tests and even some game demos in 2.25 so I know what I do, but I don't get it why this happens.
The controls are:
Boost: numpad 1
fly: numpad 0
link .blend file: http://220.127.116.11/elysiun/pod_racer.blend