Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Hi there guys.
I'm fiddling around with some things in a test bot. One think I want to get working is EEphysics.
I looked at the wiki on how to start the thing. There comes my first problem >.<
In the wiki it says that I have to put the 'physicsWorld.HandleMessage(m);' in the message handler.
The problem is that whenever I start the bot and connect it to my world it crashes...
I have no idea what I am doing wrong. Is the .dll outdated? I got it from here > URL to github
Some help would be nice
Ingame: marten22 My steam: MartenM
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Try downloading EEPhysics from Nuget, if you're using Visual Studio 2012 or above goto: Project > Manage Nuget Packages > Browse and search for "EEPhysics"
You should see this:
When you installed the latest version (v1.4.4.1 as todays post).
You can use this example source: http://pastebin.com/5jmjeKpK
Thanks a lot, Sensei1, for drawing this amazing avatar for me <3
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Thanks you!
Because I'm an idiot I use the 2010 version (The one used in the tutorial) XD
I have the newest visual studio 2015 too but I feel like it works slower (starting a debug for example).
I downloaded the Nuget Packet and copied the .dll's into my own project
Everything works fine now
Thank you again
Ingame: marten22 My steam: MartenM
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ERROR...
Everything works fine. Except when I let the bot move (I move too) it crashes in the EEphysics.dll somewhere. Shouldn't the bot id thingy prevent this?
Ingame: marten22 My steam: MartenM
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You should probably post the error you got.
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As you guys requested. Here is the all the 'info' I can get from this error.
Happens when I run this code and move at the same time:
And seems to take place in the EEphysics DLL
So it seems like it takes track of the bot too for some reason I think, is it supposed to be like this?
Everything else like the getting players positions works great. It only crashes when I move the bot and I my self move too. (Yeah I tested it while standing still...)
So any idea on how to fix this?
Exluding the bot from the whole EEphysics thing might work...
EDIT:
I might have found the problem. It has to do with a block (ID: 1042 (the moraphle half blocks of the domestic pack)). Whenever you jump move on it EEphysics crashes.
Ingame: marten22 My steam: MartenM
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▼Lots of text
Off-topic: Lel, didn't know you were also Dutch
On-topic: If it's because You move both the bot and yourself at the same time, I think it's best you file in the bug so he can fix it (though I think he uses player id and not username).
If it's because of the half blocks... you should also file in the bug so he can fix it, don't forget it's helpful you give him all the information he needs so he can reproduce it, meaning a piece of the map where it goes wrong and the code you use.
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Yes, I have to agree with den3107, I wasn't able to reproduce the bug.
Do you also get this bug when you're using the example source I gave?
Thanks a lot, Sensei1, for drawing this amazing avatar for me <3
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This is the best way I can share what happens
Please use fullscreen, its 1080P80FPS
So the ERROR is thrown when someone moves on one of those half slabs. I used the example of EEphysics that jesse posted in the first response
You can use this example source: http://pastebin.com/5jmjeKpK
This should be enough to recreate the bug your selfs guys. I can't fix this bug because I have no idea what's going on in the EEphysics DLL :/
I think a lot of bots crash due to this bug (including bombot maybe?)
Ingame: marten22 My steam: MartenM
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I've published pull request with a potential fix for @MartenM's crashes. https://github.com/cap9/EEPhysics/pull/15
It stopped crashing for me after that.
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Thank you Thanel.
I've merged Thanel's pull request and updated EEPhysics on nuget.
You should now be able to update to EEPhysics v1.4.4.3
Thanks a lot, Sensei1, for drawing this amazing avatar for me <3
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God bless developers that help with stuff and social developer stuff and stuff.
Yep.
Don't forget to close the thread, Marten, as I assume it's fixed now?
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