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Argh, e.normal is backwards!

PostPosted: Thu Sep 03, 2009 8:02 pm
by Frank
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?

Re: Argh, e.normal is backwards!

PostPosted: Thu Sep 03, 2009 10:56 pm
by electronicboy
will you never know with Algoryx :(
probably another thing to get people to buy algodoo

Re: Argh, e.normal is backwards!

PostPosted: Thu Sep 03, 2009 11:30 pm
by RA2lover
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. :!:

Re: Argh, e.normal is backwards!

PostPosted: Fri Sep 04, 2009 3:43 pm
by fox11trot
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

Re: Argh, e.normal is backwards!

PostPosted: Fri Sep 04, 2009 4:57 pm
by KarateBrot
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.

Re: Argh, e.normal is backwards!

PostPosted: Fri Sep 04, 2009 6:23 pm
by Paradigm 29
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.

Re: Argh, e.normal is backwards!

PostPosted: Sat Sep 05, 2009 12:21 pm
by Torpedo
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

Re: Argh, e.normal is backwards!

PostPosted: Sat Sep 05, 2009 9:20 pm
by PiPerson3
What is e.normal?

Re: Argh, e.normal is backwards!

PostPosted: Sat Sep 05, 2009 11:44 pm
by RA2lover
a thyme onX value which returns the vector of collision detection.

Re: Argh, e.normal is backwards!

PostPosted: Sun Sep 06, 2009 2:24 pm
by KarateBrot
PiPerson3 wrote:What is e.normal?


http://en.wikipedia.org/wiki/Surface_normal