Argh, e.normal is backwards!

About advanced scenes, and the Thyme scripting language used in Algodoo.

Argh, e.normal is backwards!

Postby Frank » Thu Sep 03, 2009 8:02 pm

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?
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Re: Argh, e.normal is backwards!

Postby electronicboy » Thu Sep 03, 2009 10:56 pm

will you never know with Algoryx :(
probably another thing to get people to buy algodoo
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Re: Argh, e.normal is backwards!

Postby RA2lover » Thu Sep 03, 2009 11:30 pm

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. :!:
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Re: Argh, e.normal is backwards!

Postby fox11trot » Fri Sep 04, 2009 3:43 pm

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
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Re: Argh, e.normal is backwards!

Postby KarateBrot » Fri Sep 04, 2009 4:57 pm

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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Re: Argh, e.normal is backwards!

Postby Paradigm 29 » Fri Sep 04, 2009 6:23 pm

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.
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Re: Argh, e.normal is backwards!

Postby Torpedo » Sat Sep 05, 2009 12:21 pm

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
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Re: Argh, e.normal is backwards!

Postby PiPerson3 » Sat Sep 05, 2009 9:20 pm

What is e.normal?
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Re: Argh, e.normal is backwards!

Postby RA2lover » Sat Sep 05, 2009 11:44 pm

a thyme onX value which returns the vector of collision detection.
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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.


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Re: Argh, e.normal is backwards!

Postby KarateBrot » Sun Sep 06, 2009 2:24 pm

PiPerson3 wrote:What is e.normal?


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