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DarkBASIC Discussion / Object offset

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Posted: 26th Jan 2004 03:18 Edited at: 26th Jan 2004 03:19
[img]c:p1.bmp[/img]
[img]c:p2.bmp[/img]
Ok i'm having some more trouble. When I run my game and try to walk up something it is 2 whole units ahead of the existng object. Any ideas?
Jess T
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Posted: 26th Jan 2004 11:03
Sorry, what?

Expand upon your problem...

Tell us exactly what it is that is wrong, and we can help you.

Thanks,
Jess.


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
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Posted: 27th Jan 2004 03:32
My problem is when i run the program and go to a hill in the matrix i go through it and a few spaces away i start going up in thin air. I don't know how the [img] tab works in this forum so that is why i don't have pictures.
Jess T
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Posted: 27th Jan 2004 09:43
Well, looking over that code, I'd say that it's due to the fact that you don't really have a proper system for changing the player height when collision occurs.

Also, I'm not familiar with the Static Object commands, as I have never needed them B4.

Sorry for not helping too much.

Jess.

PS, to get images, you first need to upload them to a server, then link to them using the [ img] url here [ /img] tags.


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
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Posted: 27th Jan 2004 12:22
are your "hills" static object or are they just "matrix hills"?

I tried reviewing your code and it looks OK mostly.
I do see a minor problem with how you handle some collisions by the
use of dec PoxX,Y,Z...
that's not the best way, as that does not take into account going the other way. A better way, is check collision, if any collision occures, set PosX,Y,Z to OldPosX,Y,Z... I saw you save that, but did not see where you actually used it.

Also, your collision check appears to be checking against the oldpos and not the current position.

side note:
I never used DB collision commands either as the frame rate drops alot when I do, instead I would use math.... If most of your objects are cube-ish, the math is very simple. For doing a ramp, that could get a little complex but there are ways to do that too.

If this doesn't help, can you place extra comments into your code and repost explaining your collision system better. Also, try doing a demo that does not use imported .x files so we can actually test your code. Or, make a .zip and post it onto a website for users to dl and test.

internet gaming group
current project http://home.comcast.net/~norman.perry/Archon.html
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Posted: 28th Jan 2004 03:16
I truefully don't know how these tags work and if they are like regular HyperTextMarkup tags.

[href]C:\071.zip[/href]
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Posted: 28th Jan 2004 03:16
It didn't work
indi
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Posted: 28th Jan 2004 03:30
you cant upload something from your hard drive like that.
You need to point us to a webspace with a hyperlink of the data at hand, consider also zipping it up so its smaller to download and is not corrupted when sent across the internet as that can happen in some file formats.


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Posted: 28th Jan 2004 03:31
http://www.freewebs.com/tempwebsite/017.zip
ok i took some files from other games but they were free trials so
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Posted: 29th Jan 2004 03:18 Edited at: 29th Jan 2004 03:18
Ok i posted a demo.Should not anyone answers?

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