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DarkBASIC Professional Discussion / Patch 5 - still no good for free flight

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Zed
23
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Joined: 20th Sep 2002
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Posted: 25th Aug 2003 17:17
Back in 2002 (when I was a member of DBDN) we were told that we would have to wait for patch 5 to get the fixes to the free flight commands. As my main project (a space combat game) requires the free flight I've waited. Now that patch 5 is here and I've upgraded what do I find? You guessed it, the free flight commands still don't rotate the camera about the camera's axies...................

It worked in the original DB so can't be that hard to fix it in DBpro can it?
haggisman
23
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 25th Aug 2003 18:22
You perhaps should post this on the BUG board and provide some code and an explanation as to what it should do and what is going wrong...
OSX Using Happy Dude
22
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Joined: 21st Aug 2003
Location: At home
Posted: 25th Aug 2003 18:25
I think Richard has said there is no actual problem with the free-flight commands.


Luke
23
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Joined: 29th Aug 2002
Location: United States
Posted: 25th Aug 2003 19:20
they work fine for objects; if they don't work for the camera, use a dummy object and use set camera to object orientation.

www.CyberLuke.com
Zed
23
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Joined: 20th Sep 2002
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Posted: 25th Aug 2003 19:51
CyberLuke, that's what I was doing (I should have checked before posting). After patch 4 the free flight commands were working for objects and not the camera so I used a combination of set object to camera orienation and set camera to object orientation. It now looks like these commands are broken. I've now posted on the Bug board with example code.

The free flight commands (I've only tested the camera ones) are now working.........
HoverFrog
22
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Joined: 7th Aug 2003
Location: Canada
Posted: 28th Aug 2003 01:28
When you say free flight commands are you reffering to Pitch, turn and roll camera (or object) commands? Cause I am also making a space combat game and these commands rotate the camera the same way Rotate Camera command does ie: around the world axis.

I have been scratching my head with that for a while if you have a solution to make this work I would love to see it. I have DBP V. 5
Fallout
23
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 28th Aug 2003 02:22
Like TCA said, the DB staff assure us there's nothing wrong with any of the rotation commands. They make no sense to me personally, and I cant figure out how to get the rotation I want without using a dummy object (which is obviously the wrong way of doing things), so your guess is as good as mine.

Insiiiiiiiiiiiiiiiiiiiiiiiide!
DMXtra
23
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Joined: 28th Aug 2002
Location: United States
Posted: 28th Aug 2003 03:04
Send all of the source code of what you want to have done along with the media. Make a very detailed description of what it the commands currently do and how you want them to perform.

Send this email to [email protected]

Dark Basic Pro - The Bedroom Coder's Language of choice for the 21st Century.
MicroMan
22
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Joined: 19th Aug 2003
Location: Stockholm, Sweden
Posted: 28th Aug 2003 03:43
Is there in fact a problem? The move objects command function with the orientation of the object. So, if you use a move object command I can imagine it would create a problem.

I don't know your code, of course. I haven't seen it. But if you move your object the the position object and the object rotate commands instead you could work around the issue.

That way, you could achieve a frictionless motion in any direction, without regard to the actual orientation of the object.

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HoverFrog
22
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Joined: 7th Aug 2003
Location: Canada
Posted: 31st Aug 2003 08:00
I guess i forgot to try the free flight commands again after i installed dbp v5, it works fine now.
dark puppus
22
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Joined: 16th Aug 2003
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Posted: 31st Aug 2003 12:38
x rotate is around object x axis.

y,z rotate are around y,z space axis.

You think there is'nt something wrong ?

I tested this on my xwing driving. See my last source code in the
xwing driving topic.

I adopted a new solution, but less elegant.
MicroMan
22
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Joined: 19th Aug 2003
Location: Stockholm, Sweden
Posted: 31st Aug 2003 17:19
But if you have a starting point at say x1,y1,z1 and then apply force in the object's orientation



Now it's a matter of applying force from the other direction.

If you have a fixed compass object in the level, which you substitute for universal coordinates, you can calculate the angle tilt and pan of your X-Wing, and apply the force in the opposite direction to reduce the thrust and turn.

I haven't tested the above code.

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They SAID that given enough time a million monkeys with typewriters could recreate the collected works of William Shakespeare... Internet sure proved them wrong.
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