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Author Topic: Model Status Update (Final for 0.06)  (Read 3308 times)
Codie Morgan
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« Reply #135 on: August 17, 2009, 06:09:43 am »

I will do.

Just as soon as I find where the funbox objects are. I can't find them. x_x' or that sky track thing. I thought the sandbox was supposed to have stuff in it? all I can find are three ramps. x.x

-dumb.-

check the folders. you will find them. swapp the objects and mtl files around
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« Reply #136 on: August 17, 2009, 06:17:13 am »

nope x_x

I found the directory with the funbox objects in, but that's it. I can't find the sandbox with them scattered all over the place like in the preview pictures.

Unless you intentionally left it out or something, because I have an empty sandbox, the desert one and the sandbox with three central ramps. O_o


The car is freaking awesome though. *-*
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« Reply #137 on: August 17, 2009, 07:01:12 am »

Me is back... Grin

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...Mac, you know what to do! (Maybe Jon should change your project status to Slinger's secretary/helper? Wink)
I know what to do? o.o

Personally, I wouldn't say no to myself and Weasel being given Development Team status. Wink
wind.

*farts*

Nah, add "wind" to the list of things to nag me about Wink (if you want to. It's a dead simple thing to add, so sooner or later I'll remember it, a day, week or month from now Wink)


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Yeah, but the memory leak is very marginal. Since the game destroys the joints after the game closes anyway, there's not that big an issue right now.

Still, it does need fixing.
It definitely needs fixing, in fact, it's just a matter of time before other things starts to crash... As you guessed, it's a coding problem (probably my mistake). I can't be sure, but I suspect that some other memory allocation (before the allocation of the "meta" data for the joints) didn't allocate enough memory, causing the data to be written past the area it should go to (a so called "overflow"), this should cause a crash as soon as the incorrectly allocated memory is read (after the free).

What we've done is basically cut of an arm to see if it continue to shake (to see if it's caused by signals by the brain, or by unexplained gravitation/magnetic waves), and we have concluded that it's the rest of the body that causes the shaking. SO now we have to stich the arm back to the subject... Wink

In order to continue the search for the real problem, could you please change the code to the following:
Code:
printf("test1\n");
free(target);
printf("test2\n");
And see if test1 or test2 gets printed before the crash?


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btw congrats on the 1,000+ post count. Wink
I would never have noticed if you hadn't told me... Shocked
(Now I'm looking forward to my 1337th post Wink)


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Slinger, is the perspective thing measured in meters? If so... I just set the game to have a 13-kilometer draw distance... and it only just covers the length of the sandbox I'm using. o_o
It should be, but (as usual) I might have made some mistake... Wink But that box is huge anyway...
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« Reply #138 on: August 17, 2009, 07:20:10 am »

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Nah, add "wind" to the list of things to nag me about Wink (if you want to. It's a dead simple thing to add, so sooner or later I'll remember it, a day, week or month from now Wink)
So long as it doesn't really affect the car... else it will totally screw handling up. Wink

I will try that code in a bit and see what gets outputted. Wink however, it may be that you need to do is find a way to output what joint it was that caused the crash (as I said, I believe it's the pillars, but I don't know which one).


@ Weasel - I definitely can't find the sky track and the sandbox-full-of-funboxes-and-ramps track anywhere. did you include them? o_O
« Last Edit: August 17, 2009, 07:23:37 am by Mac » Logged

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« Reply #139 on: August 17, 2009, 08:09:08 am »

The cars got so high mass, I doubt you'll notice the wind (it will be like wind in real life, only affect things that can easily be moved noticeably).


As for the crash, I think it has more to do with the obj for the pillars that are loaded, than the pillars that are simulated.

The reason I want you to try that modification, is that it will show if the game continues working even after the "free". Because if it does, it is a good thing: We can then (probably quite easily) find what memory access causes the crash (I suspect some of the graphics code), and thus what memory allocation is the reason for the problem. If it's the free that causes the problem, then me is gets really really sad... Cry



btw: Since suspension_elevation seems to take some time to get finished, so I'll start working on "4W drive/break" and "good camera" until you can tell me suspension elevation works the way you want (remember: what we want doesn't need to be like the original games... Preferably better Wink).

As you have probably guessed, I spent a lot of time away thinking about how to make the "good camera" movements as realistic as possible. Man, it feels like so long since I last worked with the "dot product"! Cheesy Anyway, eventually it came back to me, and I now have a mathematically approach for a neat, soft, realistic, <you-name-it> camera movement that I'm dying to try out. Grin
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« Reply #140 on: August 17, 2009, 08:34:13 am »

Nifty.

And no, the crash is not being caused by the pillar.obj I loaded an older version of the game that has the original dGeom (or dBody) pillars (basically, rendered cylinders) and the game still crashed. I then edited the code to remove the free{target}; line, recompiled, and it stopped crashing. Wink

Quote
btw: Since suspension_elevation seems to take some time to get finished, so I'll start working on "4W drive/break" and "good camera" until you can tell me suspension elevation works the way you want (remember: what we want doesn't need to be like the original games... Preferably better Wink).
I'm trying to do that. xD It's just the case of getting it to work like the original games so that I can improve it beyond the original games. Wink

Quote
As you have probably guessed, I spent a lot of time away thinking about how to make the "good camera" movements as realistic as possible. Man, it feels like so long since I last worked with the "dot product"! Cheesy Anyway, eventually it came back to me, and I now have a mathematically approach for a neat, soft, realistic, <you-name-it> camera movement that I'm dying to try out. Grin
Cheesy Cheesy neat, soft, realistic, awesome camera movement? Wink Wink

btw did you download the new model update thing? Codie said he put a sandbox will of ramps and funboxes in there, but I can't find it - only a sandbox with three central ramps and all the funboxes in the objects/ folder (which I can't use as there's no scripting yet to implement them as placeable objects... Sad)

edit

codie, wheel #7 appears to have been exported incorrectly. There's no wheel, only the rim.
« Last Edit: August 17, 2009, 08:46:15 am by Mac » Logged

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« Reply #141 on: August 17, 2009, 09:24:31 am »

Nifty.

And no, the crash is not being caused by the pillar.obj I loaded an older version of the game that has the original dGeom (or dBody) pillars (basically, rendered cylinders) and the game still crashed. I then edited the code to remove the free{target}; line, recompiled, and it stopped crashing. Wink
Neat! That means the problem is even older than I thought!

Hmm... Maybe that's a bad sign?.. Cheesy

Anyway, as soon as you try adding the printfs, we might be able to start hunting for the cause! Smiley


As for the new models, I'm kinda slow... "lazy" if you like, but I simply got so much to do, and so little time... I haven't had time to look at weasel's page at all... Embarrassed
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« Reply #142 on: August 17, 2009, 10:08:42 am »

You should. The new car is really nice. :]

and I'm like you. Lazy. xD



I jumped out the sandbox and then drove back hitting the wall at what was probably 600mph (I'm not joking). I really got sent flying.

Also, the draw distance is roughly 13.2km on my config Wink. -hint to codie that he can add background mountains to the desert, as they can be seen Wink)
« Last Edit: August 17, 2009, 10:10:47 am by Mac » Logged

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« Reply #143 on: August 18, 2009, 01:06:06 am »

I see the walls are now changed. Smiley
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Codie Morgan
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« Reply #144 on: August 18, 2009, 01:43:16 am »

nope x_x

I found the directory with the funbox objects in, but that's it. I can't find the sandbox with them scattered all over the place like in the preview pictures.

Unless you intentionally left it out or something, because I have an empty sandbox, the desert one and the sandbox with three central ramps. O_o


The car is freaking awesome though. *-*

Hmm , there should be a Default, A desert, a Default with funbox, a Default with Track Test.

Ill upload 2 seperate ones asap

http://files.cmsite.abdesigns.co.za/RCX/Updates/Test%20Tracks/
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Codie Morgan
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« Reply #145 on: August 18, 2009, 01:59:03 am »

WHeel # 7  D: ..   oh crap. Will fix
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« Reply #146 on: August 18, 2009, 03:00:34 am »

:]

Yeah, there was no "test track with funbox", just the other three.

Still, the layout seems different to the one in the screenshot Wink but zomg FUNBOXES xD -ramp ramp-
You might want to look into making the slopes a little smoother.

And I'll go compile that 4WD branch now x.x;
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« Reply #147 on: August 18, 2009, 03:33:20 am »

Yeah I had a different one that had a couple extra objects.
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« Reply #148 on: August 18, 2009, 03:34:27 am »

Do you still have it? Wink

Btw I just compiled the 4WD branch into the object loader build (Slinger added it to an old branch -_-) so I'll upload the files now.

Smiley I'll post a link when it's uploaded.
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« Reply #149 on: August 18, 2009, 03:44:15 am »

Download Link

Includes the 4WD / steering hack as well as the perspective, camera and freeze hack. Wink

Note - I disabled joint freeing (because it crashes on my XP system) and I haven't tested it on Vista so it may act funny. It shouldn't... at the very least it'll just leak a megabyte or so of memory if you spawn a building.

Perspective can be changed in internal.conf (it's currently at 13.2KM... or 1.32KM, depends how Slinger set it Wink) and the other stuff is in car.conf. I was playing with the new car and the new sandbox so... you may want to move the obj files around, but leave the car.conf as it is or just edit it.
You might also lag, as I set the stepsize to 200fps.

Be warned - it oversteers a lot o:

Btw what sounds cooler for the car? Aos-X or Airstorm-X? I'm going to call it one of the two.

edit

Nym, you might want to download this one as well. Wink
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