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so-called bugs
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since this forum's livechat now has a 'so-called bug' [cannot reply] i moved it to here:

quote tinsoldier: 'heres a "so called bug" https://cdn.discordapp.com/attachments/636617669591957531/932510016622170163/unknown.png'

'unknown'? are you using a keyboard emulator? as that list is for keyboard controls. personally, for a car game i'd be scripting it to use gamepads, and the same thing can be done for keyboards too, so it is just a 'so-called bug' likely specific to your system/setup as that list is fine for me.
but probably you corrupted it by changing key assignments willy-nilly.

...also, most people  want to play games with configurable controls, [and analog steering] so using that option is just lazy and only useful for testing. you should instead use the configure controls object linked to pcar with a script.
Created on: 8 months ago
Edited on: 8 months ago
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You're way off base.
That project has only one eventoninput, what i screen captured was the first time opening it to configure it and you see what i saw..
No keys to select, all were unknown
I also added a configure controls after that, the keys there were also all listed as unknown.
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I recreated the project with new objects, and all worked fine the 2nd time around.
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You seem to be under the conclusion that all errors are user created
you would be wrong
I also have another screen capture of a skinmesh object ( cant find it on my system anymore, but its there somewhere) which shows all 6 inputs for location & rotation being messed up
4 box's were blank as in nothing in them, not even a  zero.
2 of them had random text in them ( not numbers).

I also have had objects that stopped working, replacing them with a new object fixed them.
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3drad is a corrupt POS period.
Created on: 8 months ago
Edited on: 8 months ago
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i have a project i've worked on randomly for over 6 years and never seen anything like that once. yet you get it 1st time on a new project? maybe your anti-virus is corrupting things? i've seen them do all kinds of weird stuff - corrupting control panel items, and certain programs. bad ram can corrupt stuff too. or maybe u are right and can say 'i told u so' down the track.

[SPOILER: ignore the following if you even get that error on a project with absolutely NO deadlinks]

from what i've read of your previous reports, you have a habit of unlinking and linking objects randomly during prototyping, then you wonder why u get such corruption. 3drad has hardlinks that are not deleted by unlinking, that's why you must plan and think out your links before hand, or at least test them out 1st, but not save the project. once it works you re-open the project and build the links fresh, otherwise u get deadlinks everywhere from testing them, and getting all the wires crossed.

you can unlink things and relink them later to THE SAME object and it will work as before and with the same id, this is by design, otherwise the link is lost by other ones taking over it, which would corrupt things even worse. it's obvious this is how 3drad works, as unlinked script objects keep their id [say OBJ_22], while the next new link will ignore 22 and use 44 even though 22 is no longer used, keep doing that and you'll run out of id's sooner. to keep things tidy, i usually only allow maybe 3 deadlinks out of 10 before i rebuild the object with the same id order. too many deadlinks also slow processing and loading, overloading the former may well cause 'so-called bugs'.

TIP: u can tell where any deadlinks are when the id's are not in sequential increments of 22 on any object, and if you notice it on a new link, can nip it in the bud before it grows too much. it's also better to de-activate/re-activate an object rather than unlink/link it for testing, as it may still be processed by the link in the background otherwise.
Created on: 8 months ago
Edited on: 8 months ago
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well, you're not wrong about your spoiler info etc, but what you call "hard links" , i call bad design or bad coding... but you may have a valid point to prevent link issues, i'll have to try that some time..

But if you didnt hear, i'm currently setting up my newish ( 7 month old laptop) and, the new machine "may" fix a few issues if my current POS is causing any of these issues..
Time will tell.
Created on: 8 months ago
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the new machine "may" fix a few issues

... or make them worse, time will tell for sure
Created on: 8 months ago
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it's not bad design or coding, it's just simple which is all 3drad ever claimed to be, but sure, they could have added deadlink detection and a warning.  and no matter if they chose hard or softlinks u can't please everyone, with softlinks, instead of having to re-add/re-link objects you would have to change EVERY reference to the object in ALL your scripts and linked objects if you relink it later. imagine if OBJ_22 was a car and later became a tree, which is now getting instructions for the car - a nightmare.

if you want complete control of the links yourself, u should use unity or unreal blue prints, which can use nodes to link objects together by drawing the 'wires' yourself, and you can remove links by deleting the wires, so long as you can remember where they go if you want to re-link them later.
Created on: 8 months ago
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I sort of agree with that, buuuuttt, if i created my project that way, i would blame myself for bad coding..
My view is
If i unlink objects, all references should be undone as if  that link never happened in the first place...
That in my view would be / should be expected from 3rad.
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How can anyone know in advance about so called "hard links" if the eveloper doesn't tell us about this and how to work with them...
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But frankly, i've never heard of hardlinks before, and in my view, this is something you created to deal with this issue, again IMO
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I may be wrong, i may be right.. i don't know, but i will at some point play with you link idea..
Lets hope it does help.
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And the only issue i see here is you seem to imply the problem is objects interacting with other objects as the issue.
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In ALL my corruption, the objects them selves are being messed up internally, their scripting inside is not working and that shows in the objects config box when displayed.
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I can only remember 1 instance where one single array value had its data changed, but all the other array values around it were fine, it wasn't a miss count or anything like that, 3drad did something ( a hiccup) while saving the array i assume.
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And  i just remembered, that array issue, i didn't look into it further to figure out if it was a saving data or loading data issue, or if it happened in 3drad before saving or loading..
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I remember that there were no visual clues before that the array had corrupted, it only showed up the next day when loading then displaying and the data was messed up and different than the day before. ( object positions were way off from the original values) and because as mentioned with the skinmesh data values, 2 + 2 = 4 in my head.. it very much looked like another skinmesh data corruption issue, just like before.
Created on: 8 months ago
Edited on: 8 months ago
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i didn't 'create' hard/dead links, they are there and u can clearly see them in script id's, for other objects i don't know, i assume u were using scripts as well when u had all these errors. call me pedantic, but when i 1st saw deadlinks i didn't like having non-sequential numbers as it's confusing and doesn't feel right, leaving unused junk lying around is never a good thing, so i got in the habit early on of removing them, maybe that's why i never had this issue, and also why the dev was not aware of it.

also, when rebuilding deadlinks i only delete/replace the script object that has the deadlinks, not all the objects connected to it, you just need to write down their id's 1st is all. if the script is linked to other scripts, they seem to assign the new one the same id as before [a benefit of hardlinks, otherwise all scripts would have to be rebuilt]

edit: have u ever had those errors with no scripts at all in the project? then there's your answer.
Created on: 8 months ago
Edited on: 8 months ago
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...the only way to know for sure what caused your issue, is to upload a copy of the project BEFORE you fixed it, if you didn't save it, check in undo folder. me or anyone else interested may be able to pinpoint the cause, as replacing all objects seems like an overkill fix.
Created on: 8 months ago
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cant do that, the original is no more, i deleted it after recreating the new one, and the undo folder have all been overwritten..
Plus, these errors don't happen ever time, it's a hit or miss process, ussually a couple months between each happening.
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Plus i don't see any thing that would be gained by somebody else looking at the project, it's hard enough to get people to even test a good project, let alone try to help fix somebody else's stuff.
And 3drad is all but dead now too, there are only a couple of us still playing around with it.
Created on: 8 months ago
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ok, but it's odd that kulu never had your issue on his projects either, likely as he did little scripting.

but other than deleting deadlinks, my advice is it's better to leave an unused object linked to a script, than to unlink and leave a deadlink, as it's possible the hardlink may send null data from nowhere causing such corruption.
Created on: 8 months ago
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Heres another Keyboard issue

In 3drads script help it says -
"
bool iKeyDown(int);
   Return true if the specified key is pressed
   int = key code. Use the iKeyCode() function to find the key code for specific keyboard keys.
         Set this value to -1 to check if any key is pressed
   NOTE: not all keyboards allow for more than two simultaneous key presses to
         be detected, unless one of them is [Ctrl] or [Alt].
"
The "NOTE" part is false, 3drads iKeyInput(-1) doesn't detect "SHFT+" key inputs, thats a 3drad input issue, not a blanket "NOTE: not all keyboards allow for more than two simultaneous key presses to be detected" as the help file says.

SHIFT+ any key works fine in windows everywhere EXCEPT 3drad, also, the capslock also doesn't create uppercase letters using the ikeyInput{} function.

One caveat here,
I'm using jestermons text input functions, there may be an issue on how they work and uppercase letters, i need to do more testing of the ikeyInput{} function and cap inputs.
Created on: 4 months ago
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Yeah so... there is an issue with jestermans text input script...
All the needed keys can be captured, so i'll need to adjust that code to work a little diff than the basic code jestermon supplied.
Created on: 4 months ago
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