Algodoo 1.8.0 released!

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Re: Algodoo 1.7.4 beta released!

Postby RA2lover » Sat Jun 19, 2010 12:44 am

1.7.4-you can close the fixed context menu, which unckecks it.
big buttons checkbox changes camera zoom.

beta5 and older:text which gets out of the geometry disappears if said geometry is not being displayed by the camera
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Re: Algodoo 1.7.4 beta released!

Postby fox11trot » Sat Jun 19, 2010 11:19 pm

Uh oh, my sticky objects scene no longer works. I am not sure why because it is still accessing the geomid hidden variable. The problem must have something to do with spawning hinges?

[scene]38305[/scene]
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Re: Algodoo 1.7.4 beta released!

Postby electronicboy » Sun Jun 20, 2010 2:10 am

yay!. i like the exe file! :)
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Re: Algodoo 1.7.4 beta released!

Postby Kilinich » Sun Jun 20, 2010 12:24 pm

1.7.4
Something wrong with fast 2 clicks.
For example if I click on one checkbox and fast enough click on second checkbox - first one will be unchecked instead of check second one.
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Re: Algodoo 1.7.4 beta released!

Postby Kutis - AHOX » Sun Jun 20, 2010 6:14 pm

Well, I don't like this changing to new file system in algodoo so it can't be opened in previous versions...
Idea : Make new file ending, maybe .asf - Algodoo Scene File

I don't like that the installer can't be opened on Ubuntu 10.04 LTS and that it needs lots of libraries to run...
Well, I hate the .msi installer too. How i write before - make two windows installers - One for Schools and one for home users, so there won't be that bug that it couldn't run at home ...

That's all. Thank you for reading.
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Re: Algodoo 1.7.4 beta released!

Postby Kutis - AHOX » Sun Jun 20, 2010 6:15 pm

I need magnifier to read all text here. Ow shit, why is the BBCode off? I need to make bigger this XD
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Re: Algodoo 1.7.4 beta released!

Postby Kilinich » Sun Jun 20, 2010 10:27 pm

1.7.4 mess with hinges.
Symtoms:
1) Can't add hinge from console
scene.addhinge({geom0=_correct_geomID_; geom1=0}) gives error:
!! ERROR: Couldn't find geom with ID 1755
!! ERROR: Constraint connected to unknown geometry

2) sometimes hinges saved with geom0=0 and geom1=0 and disappear after save-load.

3) sometimes hinges saved with correct geom IDs but with very strange pos:
geom0 := 14;
geom0pos := [-67049.34, 4.9818886e+008];
geom1 := 0;
geom1pos := [-67049.695, 4.9818886e+008];

As result - some scene stops working http://www.algodoo.com/algobox/details.php?id=38026
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Re: Algodoo 1.7.4 beta released!

Postby Kilinich » Sun Jun 20, 2010 10:51 pm

1.7.4
Shadow under text is not good for compatibility. Some old scenes looks ridiculous.
Default font/size/text-fit-in-box is changed so spawned box with text in old scenes shows incorrect way - not like it was designed.

I think better is left everything as it was by default for scripts and old scenes, but if you create box from gui - set new cool font, filling, etc.
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Re: Algodoo 1.7.4 beta released!

Postby Kilinich » Mon Jun 21, 2010 8:08 am

1.7.4
"Hide windows" button don't hide opened context menu.
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Re: Algodoo 1.7.4 beta released!

Postby Kilinich » Mon Jun 21, 2010 8:11 am

1.7.4
Problem with spawning glued geoms too (not only with hinges)
"body=_correct_body_ID_" don't work.
I expect same with fixates - I'll checking it.
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Re: Algodoo 1.7.4 beta released!

Postby emilk » Mon Jun 21, 2010 8:34 am

Kilinich wrote:1.7.4
Shadow under text is not good for compatibility. Some old scenes looks ridiculous.
Default font/size/text-fit-in-box is changed so spawned box with text in old scenes shows incorrect way - not like it was designed.

I think better is left everything as it was by default for scripts and old scenes, but if you create box from gui - set new cool font, filling, etc.


The new text system, based on Pango, is superior to the old in many ways - it supports Unicode, markup and many different fonts and styles. But it also has drawbacks - it's slower than the old system and it doesn't produce the same output on all platforms. Now, I could keep both systems and use the old one where appropriate - but that would mean twice the code to maintain, which will make future fixes and changes in the code base a lot more work. So I decided that the upsides of the new system out-trumped its downsides, and decided to keep the new system and scrap the old one.

This is a general problem with changing engines mid-flight - it will never go over perfectly without a hiccup. The alternative is a system where we release once, and then never updates (except for bug fixes). And then, after a few years, we release "Algodoo 2" - which makes no guarantees about back- or forwards compatibility with "the old" Algodoo. Now, we could do it like that - but then again, you could all just pretend that's what we're doing, by ignoring all upgrades for a few years at the time.

The bottom line is: the only reasonable way to ensure compatibility is to have only one, never-changing version. And I think that would be sort of boring.
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Re: Algodoo 1.7.4 beta released!

Postby Mystery » Mon Jun 21, 2010 8:55 am

Of course a higher chance of compatibility can be done by emulating old scenes with the matching older software.
Like running Phun scenes in Algodoo using Phuns software.
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Re: Algodoo 1.7.4 beta released!

Postby emilk » Mon Jun 21, 2010 9:20 am

Kilinich wrote:1.7.4 mess with hinges.
Symtoms:
1) Can't add hinge from console
scene.addhinge({geom0=_correct_geomID_; geom1=0}) gives error:
!! ERROR: Couldn't find geom with ID 1755
!! ERROR: Constraint connected to unknown geometry


Thanks for pointing that out - adding a joint like that with no geom0pos could potentially cause a crash, and I could trace that bug back to beta 4.13 - almost 2 years ago! Ofcourse, you should always specify "geom0pos" and "geom1pos" (or just "pos") for joints.

The problem with "Couldn't find geom with ID..." I couldn't reproduce. This wors for me:

Scene.addBox { geomID = 1755 };
Scene.addHinge { geom0 = 1755; geom1 = 0; pos = [0,0] };


2) sometimes hinges saved with geom0=0 and geom1=0 and disappear after save-load.


A hinge only attached to background is not a very good hinge, so yes, it will be removed. Why would you want to keep an invalid hinge?

3) sometimes hinges saved with correct geom IDs but with very strange pos:
geom0 := 14;
geom0pos := [-67049.34, 4.9818886e+008];
geom1 := 0;
geom1pos := [-67049.695, 4.9818886e+008];

As result - some scene stops working http://www.algodoo.com/algobox/details.php?id=38026


You do a lot of strange things in that one - could you please help me boil down the problem by finding the smallest possible scene that used to work and now doesn't? I have enough things on my table as it is...
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Re: Algodoo 1.7.4 beta released!

Postby Versieon » Mon Jun 21, 2010 3:38 pm

Speaking of hinges, I recently noticed that an old scene i made that spawns a chain link by link seems to be failing due to the geomID's changing after a undo. I know this is done for all geoms after a save to reduce the hight if the nuber reached,(i think) but it now seems to be doing this when undoing an action. this leads to a break in the chain as the hinge dosn't have the previous geom ID anymore. Is this what is happening or is it something a little more complicated?

Ill try to make a simple scene to show this if it is wanted.
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Re: Algodoo 1.7.4 beta released!

Postby electronicboy » Mon Jun 21, 2010 4:50 pm

in the next release, will you add a button that will open the right click button.
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Re: Algodoo 1.7.4 beta released!

Postby Kilinich » Mon Jun 21, 2010 9:22 pm

1.7.4 hinges problem.
I found simple case:

Scene.my.obj = scene.Addbox({geomID=13; pos=[0,0]})
Scene.addHinge({geom0=13; geom0pos=[0,0]; geom1=0; geom1pos=[0,0]})
Scene.my.obj.geomId = 12
App.step
App.undo
Scene.addHinge({geom0=13; geom0pos=[0,0]; geom1=0; geom1pos=[0,0]})
!! ERROR: Couldn't find geom with ID 13
!! ERROR: Constraint connected to unknown geometry
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Re: Algodoo 1.7.4 beta released!

Postby Kutis - AHOX » Tue Jun 22, 2010 7:41 pm

Please make .deb package that doesn't need all libraries in Ubuntu 10.04 LTS

Emilk, try to change phun. make phun 6. for free. with newer functions and with text modifications compatibility with algodoo...

You maybe don't understand that there are some ppl that haven't or that can't run algodoo. Your community is in your arms.
When Phun changed to Algodoo, some great people left the community. They thought they're out of the game. They had no Algodoo and no money for it, or they didn't want to pay. Some people alived the first punch of Algodoo, they got cracked one or THETA serial, but some, like Otacon140.96 left us. Maybe that's because of Algodoo punch, how i tell it, maybe not. Why alot ppl left community when algodoo released? Why old forums got inactive? Why the PCP got to the trash??? WHY???

I think the Algodoo punch is the thing that gets ppl out. But gets some people in... I don't know what is more - left people or arrived people... I don't want to be a critic, and i don't want to get banned (i think this will get some people out too), but i want to notice what did the first Algodoo punch...

Well, i think you got something from this message i wrote. Thank you for reading.
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Re: Algodoo 1.7.4 beta released!

Postby Kilinich » Tue Jun 22, 2010 9:37 pm

[quote="emilk"]The bottom line is: the only reasonable way to ensure compatibility is to have only one, never-changing version. And I think that would be sort of boring.[/quote]

Just remove that shadow under text and set textConstraied=false by default. Please :-)
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Re: Algodoo 1.7.4 beta released!

Postby Kutis - AHOX » Wed Jun 23, 2010 9:23 pm

Euhmmmm... Did somebody read that?

@ Kilinich & emilk : The newer free version with newer and more functions will raise up the bottom line, so it will NOT be a sort of boring. It will be the opposite of boring! Ensure compatibility will be out of problems, becaese everyone could download that, so this is the thing that will solve it...

P. S. - Do you believe in the Algodoo Punch too? Go to user list and check when they ended and when was Algodoo released... The result is surprising... The dates aren't much different. They're almost same... So, now to consult what caused that... Algodoo punch?

Thank you for reading again.
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Re: Algodoo 1.7.4 beta released!

Postby Gent » Thu Jun 24, 2010 12:30 am

Hi all, the new release seemed to fix having to load some scenes multiple times to get them to work right but realy hurt
the performance of some of my collision and spawn engines. Whats up with that?
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Re: Algodoo 1.7.4 beta released!

Postby lethalsquirrel » Mon Jul 12, 2010 2:05 am

great, yet another version that i have to match up scenes with -_-

im sick of all the compatibility crap

im not saying i dont like this version, i just wish everything worked with it
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Re: Algodoo 1.7.4 beta released!

Postby Frank » Tue Jul 13, 2010 5:39 am

Pardon me for jumping in without reading the whole thread, but I just got it and I'm really not liking the shadow font on box text. I don't think it's an improvement.
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Re: Algodoo 1.7.4 beta released!

Postby Ivanlul » Mon Jul 19, 2010 6:02 am

http://img826.imageshack.us/img826/870/anglebug.png

This is not really a bug, but it's really hard to read the angle with a white font, would you mind changing the font color to something else to make it more readable?
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Re: Algodoo 1.7.4 beta released!

Postby Ivanlul » Tue Jul 20, 2010 11:09 pm

Bug: When you clone and drag an object the mouse doesn't stay on the object.
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Re: Algodoo 1.7.4 beta released!

Postby Kilinich » Mon Jul 26, 2010 10:13 pm

No sign from officials for a long time... what's new?
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