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Please Confirm Possible Bug


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#1 icuurd12b42

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Posted 20 December 2007 - 05:53 AM

GM7 file
Posted Image

GM6 file
Posted Image

OK, I just found out that a collision event is doubly called when 2 objects have a collision event for each other or an object collides with itself. Where one would expect

object0 notified of collision with object1
then
object1 notified of collision with object0

instead you get
object0 notified of collision with object1
then
object1 notified of collision with object0
then
object1 notified of collision with object0
then
object0 notified of collision with object1



Anybody want to confirm this for gm7 and gm6. Files are included.

The file tests obj0 collision with obj0
obj0 collision with obj1 with obj1 collision with obj0
obj2 collision with obj0

Thanks

[edit] I think I saved the file with the test inverted room2 (no bug), room1 (obj0 obj1 bug) and room0 (obj0 obj0 bug) please make sure to press Next...

Edited by icuurd12b42, 20 December 2007 - 06:14 AM.

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#2 Benaroth

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Posted 20 December 2007 - 05:58 AM

I downloaded both, and ran them with Gm 7 pro. I got 1 collision message both times.

Edited by Benaroth, 20 December 2007 - 05:59 AM.

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#3 icuurd12b42

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Posted 20 December 2007 - 06:07 AM

Hmm. Maybe I should reboot my computer and try again...

...Nope... Did you press Next to see the bug rooms or just quit at the first message...

Edited by icuurd12b42, 20 December 2007 - 06:12 AM.

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#4 Benaroth

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Posted 20 December 2007 - 06:57 AM

Oops sorry about that, I did quit after the first message :whistle:

I continued this time and I got 4 messages instead of two.
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#5 NakedPaulToast

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Posted 20 December 2007 - 07:58 AM

Nice job!

I get the exact same behavior. I also tried it in v5.3, the bug was there as well.

For kicks I threw a:
collision_occurred = false;
in the begin step.

and:
if collision_occurred exit;
collision_occurred = true;

in the beginning of the collision event.

This created the expected behaviour. Looks like the work around until 7.1/8.0.

Edited by NakedPaulToast, 20 December 2007 - 07:59 AM.

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#6 icuurd12b42

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Posted 20 December 2007 - 08:07 AM

Nice job!

I get the exact same behavior. I also tried it in v5.3, the bug was there as well.

For kicks I threw a:
collision_occurred = false;
in the begin step.

and:
if collision_occurred exit;
collision_occurred = true;

in the beginning of the collision event.

This created the expected behaviour. Looks like the work around until 7.1/8.0.

<{POST_SNAPBACK}>


Unfortunatelly, in my case, it screwed with my pool table collision when the ball would act twice...

Your solution works in most case but if you know you may have 3 objects colliding, you'll skip a beat, miss an object. In which case, I use a list and do a lookup then add if not in the list.
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I FRANTICALLY MADE MY 18000 POST TOPIC BEFORE MIKE ANNOUNCED A DELAY...
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