Argh, e.normal is backwards!
10 posts • Page 1 of 1
Argh, e.normal is backwards!
In case you didn't notice, e.normal will usually point in the opposite direction from the direction it would in Phun. This is a pain. Anyone else wonder if it's a gimmick to make more Algodoo scenes not work in Phun?
Made some cool stuff a long time ago
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Frank - [Best Tutorial Maker 2010]
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Re: Argh, e.normal is backwards!
will you never know with Algoryx
probably another thing to get people to buy algodoo
probably another thing to get people to buy algodoo
When asking for help, READ THE STICKIES!
- electronicboy
- Posts: 1694
- Joined: Mon Aug 31, 2009 6:18 pm
Re: Argh, e.normal is backwards!
Kilinich found out that bug before, in algodoo beta testing. hovewer, devs didn't found a way to reproduce the bug.
it was usually fixed by saving then reloading the scene.
it was usually fixed by saving then reloading the scene.
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
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Re: Argh, e.normal is backwards!
this is really annoying
i found that it is not backwards for lasers i tried making a spawngun with a laser instead of spinning circle and its normal for it
i found that it is not backwards for lasers i tried making a spawngun with a laser instead of spinning circle and its normal for it
- fox11trot
- Posts: 62
- Joined: Tue Sep 01, 2009 7:25 am
Re: Argh, e.normal is backwards!
fox11trot wrote:this is really annoying
i found that it is not backwards for lasers i tried making a spawngun with a laser instead of spinning circle and its normal for it
i got the problem with lasers, too. there also was changed the direction of e.normal.
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KarateBrot - Posts: 825
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Re: Argh, e.normal is backwards!
Which is more important? Living up to their word on an August release date, or a bug that only experienced players who use thyme would encounter and therefore can be fixed in a later update?
That's my opinion on it. In time it will be fixed.
That's my opinion on it. In time it will be fixed.
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Paradigm 29 - Posts: 284
- Joined: Tue Sep 01, 2009 12:06 am
- Location: Houston, Tx
Re: Argh, e.normal is backwards!
Unfortunately though thats worse.
If the bugs gets fixed countless scenes will become redundant again made in the mean time!
Though oddly ive found a scene i made using e.normal works in both... but that may be because im only using 1 segment of e.normal, not both. so i must have been lucky and picked the part thats fine lol
If the bugs gets fixed countless scenes will become redundant again made in the mean time!
Though oddly ive found a scene i made using e.normal works in both... but that may be because im only using 1 segment of e.normal, not both. so i must have been lucky and picked the part thats fine lol
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Torpedo - Posts: 120
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Re: Argh, e.normal is backwards!
What is e.normal?
- PiPerson3
- Posts: 3
- Joined: Tue Sep 01, 2009 11:11 pm
Re: Argh, e.normal is backwards!
a thyme onX value which returns the vector of collision detection.
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
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KarateBrot - Posts: 825
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