Hi every1
I am currently using the excellent dll by NuclearGlory & Sonic in one of my projects - for those who don't know / remember it was a dll that lets you effectively use polygon to polygon collision detection (which we all know doesn't work yet in DBP) so is very useful

I believe the way it does this is by looking at the *.x object and working out the maths of where each triangle is then tests for collision on that. However it works, it works very well
Anyway the trouble is, whilst it works perfectly in DBP3.1, it doesn't appear to work in betas of Patch 4

I was wondering if there's a quick work around, or whether this is to do with the new DBO format for models? If so then I guess I'm gonna have to wait till we get polygonal collision without this dll
The actual dba source code is below, but I doubt its to do with the code, more to do with the dll's reading of the model format (?)
player1controls:
rem ------------------------------------------------------------ Store Player1's 'old' Position
player__oldx# = object Position x(1) : player__oldy# = Object Position y(1) : player__oldz# = Object Position z(1)
rem ------------------------------------------------------------------------- Player 1 Controls
if upkey()=1 then move object 3, speed#
if downkey()=1 then move object 3, -speed#
if leftkey()=1 then position object 3,object position x(3)-speed#,object position y(3),object position z(3)
if rightkey()=1 then position object 3,object position x(3)+speed#,object position y(3),object position z(3)
position object 1, object position x(3),object position y(3),object position z(3)
dx#=dx#+mousemovey()/4 : cy#=wrapvalue(cy#+mousemovex()*0.2)
if dx#>90 then dx#=90
if dx#<-90 then dx#=-90
cx#=wrapvalue(dx#)
Rotate Object 1, cx#, cy#, cz#
Rotate Object 3, 0, cy#, 0
rem ------------------------------------------------------------ Store Player1's 'new' Position
player__x# = object Position x(1) : player__y# = object Position y(1) : player__z# = object Position z(1)
return
rem ------------------------------------------------------- Check Player 1 Collision with Level
player1collision:
rem ------------------------------------------------------------------- Check Sliding Collision
bHit = call dll(1, Dll_UpdateSlidingCollision$, Radius#, Gravity#, player__x#, player__y#, player__z#, player__oldx#, player__oldy#, player__oldz#)
rem -------------------------------------------------------------------- Update Player 1 Coords
player__x# = call dll(1, Dll_NewPlayerX$)
player__y# = call dll(1, Dll_NewPlayerY$)
player__z# = call dll(1, Dll_NewPlayerZ$)
rem --------------------------------------------------------------------- Get Collision Normals
if bHit = 1
HitNormalX = call dll(1, Dll_HitNormalX$)
HitNormalY = call dll(1, Dll_HitNormalY$)
HitNormalZ = call dll(1, Dll_HitNormalZ$)
EndIf
rem ------------------------------------------------------------------------- Position Player 1
Position Object 3, player__x#, player__y#, player__z#
return
Obviously the rest of the code is missing, as it doesn't relate to this question.
Any suggestions as to why the dll doesn't work (It doesn't hang or bring up any errors - just doesn't detect the collisions anymore

) will be appreciated. Or alternatively any suggestion as to when full polygonal collisions will work and whether they'll be as speedy as this method will be v welcome too
Thanks, Sam / Kangaroo2