oh… I didn’t even think this would extend into ALL modifiers! Just tested a mess of them… all crash the BGE. To the BugTacker I go! (it’s my first time)
hi guys
2.9 rc2 just give me this massage then shuts down
the application failed to initialize properly (0xc0150002).click OK to terminate the application
and 954_Blender 2.50 [19725]
the application failed to start because the application configuration is incorrect reinstalling the application
may fix the problem
i already have 2.8a installed do i need to remove it first ?
i have windows xp pro sp2 on 2.2 celeron and ATI redeon 7500
It would be really good if GameLogic.getSceneList() and GameObject.sensors/controllers/actuators returned a list like scene.objects where the object name can be used as a key.
Also, the isValid variable on GameObjects got removed?
Otherwise, the API is awesome. Love the clean-up job
@andrew-101
invalid replaces isValid attribute since isValid() is a shader function.
Added a new sequence type since 2.49rc2 that replaces getSensor(), getSensors(), same for actuators, and objects sensors controllers actuators, this is thin wrapped so it wont need to fill the list when called so its faster.
eg…
s = cont.sensors[‘Foo’]
for s in cont.sensors: …
ob.controllers[‘blah’]
actu = cont.sensors[0]
Is it me or does this version seem to kill every file with the vehicle conatraint? All of my test files don’t work, the vehicle gets launched up into the air…
Recreated the same joystick controller problems moving the default cube around to ensure it wasn’t an error with my blend. The throttle problem, on joystick3, is linked to the linked to right axis problem on joystick2. When activated ether or both stay on.
Has this been reported to the bug tracker.
Thanks everyone for the bug reports. Benoit fixed the problem with IPOs and dynamic objects, and he also fixed the problem with modifiers crashing the ge. So, you can stop reporting these two bugs
Cyborg Dragon:
They were commits 20163 (modifiers) and 20166 (IPOs on dynamic objects)
pygmies:
Benoit is the one who fixed the bugs . I’m just reporting it so people stop posting the same bugs in the tracker. The modifier one ended up in there at least three times
But I’m glad people are reporting bugs. Dealing with duplicates is better than no one submitting bugs! So keep testing away!
Is there a chance that we can get random actuators to actually generate random numbers? Or maybe at least the ability to seed with a property (and thus be able to seed with time)? These actuators are largely useless, as they generate the same “random” numbers each time the game is run. I know that this has been how the random actuator has been since its introduction, but it doesn’t necessarily seem like a bug, more like a feature request. Should I post this? It shouldn’t be THAT hard to implement… maybe I’ll try and patch it :p.
I believe this can be done with Python. There is a KX_RandomActuator.seed property. So, just get the property to you want to use as a seed, and assign it as a seed.