Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Game handles fake wheel bones incorrectly on wheeled vehicles
Game handles fake wheel bones incorrectly on wheeled vehicles [message #483056] Sun, 11 August 2013 10:31 Go to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3813
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Unless this is already fixed in 4.0, I have noticed that Renegade does not correctly ignore fake (F) wheel bones. It seems to work perfectly fine for driving forward; however, once you throw the vehicle in reverse it will continue to go faster and faster until it's at the max speed of the torque*gear[0] ratio without something that is accounted for normally.

I assume the bug must be in the "Sophisticated Engine Simulation" beings the bug of the vehicle going faster in reverse than it can forward seems isolated to wheeled vehicles.



Re: Game handles fake wheel bones incorrectly on wheeled vehicles [message #483057 is a reply to message #483056] Sun, 11 August 2013 11:25 Go to previous messageGo to next message
saberhawk
Messages: 1068
Registered: January 2006
Location: ::1
Karma: 0
General (1 Star)
Negative. Fake wheels (even in stock code) immediately return from WheelClass::Compute_Force_And_Torque. It's the only thing that can influence the vehicle speed.
Re: Game handles fake wheel bones incorrectly on wheeled vehicles [message #483063 is a reply to message #483057] Sun, 11 August 2013 17:41 Go to previous message
Jerad2142 is currently offline  Jerad2142
Messages: 3813
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
saberhawk wrote on Sun, 11 August 2013 12:25

Negative. Fake wheels (even in stock code) immediately return from WheelClass::Compute_Force_And_Torque. It's the only thing that can influence the vehicle speed.

Well I just remade the test again, one model has 2 addition fake bones and the other doesn't. The one that does reaches 175mph in reverse before I run out of road, the other maxes out at 50mph before 1/10th of the road is traveled and never exceeds that.

Sure they don't count all the wheels outside that method or something, because it does make a difference if you add fake bones to the wheeled vehicle (Here's a test to make it fun! Very Happy).

(Files need to be named civtrkRapter.w3d to be used).

I suggest you do the fake wheels one first that way you can rage quit when the one with no fake wheels you only makes it to the third rock in 3 minutes.


Previous Topic: My crash report for the tt devs...
Next Topic: Players keep repsawning in the same building
Goto Forum:
  


Current Time: Sun Dec 22 07:29:15 MST 2024

Total time taken to generate the page: 0.00595 seconds