[Thyme][1.6.0 & b5.28] Thyme Variables
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[Thyme][1.6.0 & b5.28] Thyme Variables
This problem happens in Phun beta 5.28 (all I've tested for Phun) and Algodoo v1.6.0.
Using Windows XP x64, but I'm pretty sure this bug is Operating System Independant.
In Algodoo v1.6.0, there is a bug that did not exist previously in Algodoo, people do develop work-arounds for this, but it does mean that some creations don't work when loaded on other computers, some thyme scripts will not start correctly when a scene is loaded (providing the error "Not a real", this is for dynamic variables). Until just recently, I didn't think I could investigate whether this was a problem in previous versions or whether I'd just managed to build scripts that bypassed this problem, but then I realised that some versions of Algodoo I had still used the same algorithm as 1.6.0, I then just quickly checked the same scene (a thyme based weapon, made in b5.5) in a few different versions of Algodoo (1.5.63, 1.5.6 and 1.6.0), the first three I tested worked the same, "Not a real", then I tried a different version, beta 5.53, this version worked the way it was intended.
I'm not sure what exactly causes this problem, but it does make a major difference to scenes function.

This bug starts at 1.5.6, I'm not sure of the cause, hopefully some of the information I have provided helps (at the moment, this bug doesn't really affect me as the majority of my scripting is done in areas that don't suffer from any problems, but I think that others have problems with this bug).
If you need any more information, I'll be happy to help
. Good luck
.
Using Windows XP x64, but I'm pretty sure this bug is Operating System Independant.
In Algodoo v1.6.0, there is a bug that did not exist previously in Algodoo, people do develop work-arounds for this, but it does mean that some creations don't work when loaded on other computers, some thyme scripts will not start correctly when a scene is loaded (providing the error "Not a real", this is for dynamic variables). Until just recently, I didn't think I could investigate whether this was a problem in previous versions or whether I'd just managed to build scripts that bypassed this problem, but then I realised that some versions of Algodoo I had still used the same algorithm as 1.6.0, I then just quickly checked the same scene (a thyme based weapon, made in b5.5) in a few different versions of Algodoo (1.5.63, 1.5.6 and 1.6.0), the first three I tested worked the same, "Not a real", then I tried a different version, beta 5.53, this version worked the way it was intended.
I'm not sure what exactly causes this problem, but it does make a major difference to scenes function.
This bug starts at 1.5.6, I'm not sure of the cause, hopefully some of the information I have provided helps (at the moment, this bug doesn't really affect me as the majority of my scripting is done in areas that don't suffer from any problems, but I think that others have problems with this bug).
If you need any more information, I'll be happy to help
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Thyme Projectile V14_plot_1.6.0-withAlpha.png- Plot of x position - 1.6.0
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- gradyfitz
- Posts: 174
- Joined: Tue Sep 01, 2009 8:33 am
- Location: Victoria, Australia
Re: [Thyme][1.6.0 & b5.28] Thyme Variables
What's the script with the error?
-

Mystery - Posts: 2802
- Joined: Thu Sep 03, 2009 1:16 pm
- Location: Southern Australia
Re: [Thyme][1.6.0 & b5.28] Thyme Variables
Mystery wrote:What's the script with the error?
Spring Length, I think there are other problematic fields, but the fact is, the exact same code works in one version, yet the working code was later changed back to the old code. Anyway, the code is:
length = {SL := (Math.cos(Sim.time) * 36); SL < 0 ? { - SL} : {SL} };
strengthFactor = { length = { SL := (Math.cos(Sim.time) * 36); SL < 0 ? { - SL} : {SL} }; 0.12 };
This bug doesn't really bother me, but I think if it has been fixed previously, then that could provide a better starting point
I just think that it probably isn't too hard to look at what changed after b5.58 that made Thyme act this way, if it's too difficult to fix, then I don't mind, it's not that major of a bug to me.
- gradyfitz
- Posts: 174
- Joined: Tue Sep 01, 2009 8:33 am
- Location: Victoria, Australia
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