Code center > Bugs and fixes

Bug in 2.4.1

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Numsgil:
Non-torroidal boundaries are not super enforced.  The edges are basically spongy, with bots being flung back off the edge at forces relative to how far inside the edge they are.

There might be something stopping corpses from having all the physics stuff calculated properly, I'll give it a look.

Endy:
You might want to enforce it. There's a bit of a problem if the bots can't be "flung" away. I think this was what was happening in the EcoSim. Had a dense semi-fixed MB, that wouldn't let the bots move freely.

Numsgil:
The thing is if I enforce it totally (you cannot go too far that way) then it messes with the basic physics engine. The way it is now bots can bounce off the edges slowly losing momentum after too many bounces.  Very realistic.

Usually if a bot seems to have "disappeared" beyond the edge and isn't comming back, what it's done is go may 40 twips into the edge to the point that the edge is forcing it one way and it is forcing itself another... and the two are balanced.

What I may do instead of enforcing it strongly is let the camera wander around a bit out of bounds.

Numsgil:
I've just spent a few hours fixing random GUI issues.  I don't think I got them all, but I got quite a few, and all the ones you guys were really :pokey:  about.

I'm posting it to the FTP as I type...

Endy:
Checked on the corpses and found that they were happily drifting off into the blue. Looked kind of like the old bug where the bots could occasionally escape the area. Same rules seem to apply with corpse waste shots winding up back in the main area.

You can walk the camera outwards by clicking on a bot then slowly zooming in on it every so often. When you zoom in too far just zoom out again and repeat.

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