#Map not working on the beta but working fine on the regular game

1 messages · Page 1 of 1 (latest)

crimson coyote
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Like I mentioned, the map flood doesn't work on the beta but it used to work fine in the regular game. I recorded gameplay on both of the version and I have provided the video so that you can see what's wrong. Also I'm attaching the map for download.

novel hillBOT
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Status: Open
Priority: High

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Feel free to attach any additional screenshots, videos, or log files to help us understand the issue better!

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Thanks for the video! It has been attached to the issue.

crimson coyote
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somebody fixed the map to work on the beta and it sorta of works but it has visual issues, the water does some weird visual things from timt to time

novel hillBOT
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📢 New Comment by gurt90:

An investigation shows that a weld joint is used between big dynamic objects which already has elevatorAttachmentJoints. This causes instability issues within Box2D engine and causes the dynamic objects to "spasm" out. Deleting the weld joint and the water visually rises again.
SFD just inherits all the Box2D quirks, flaws and limitations. Been like that since the start. The map maker must ensure to not push the Box2D limits and create incompatible structures.

Nothing has been done to how Box2D operates or the physics.
Perhaps there are some subtle differences causing issues in the transition to 64 bits, NET 8, FNA from 32 bits, NET Framework 4.5.2, XNA and difference in framerate and performance causing the Box2D limitations to change in some way.

I'm making a note to further investigate weld joints and elevator attachment joints to see if there's something that can be done at all in the version of Box2D engine SFD uses.