14.07.2014, 22:45
Alright, thanks for the confirmation. I am looking forward to the next release even more.
Regarding this bug:
I was writing a code which would have (at least in theory) solved the issue with cars lagging into the ground if the terrain changes suddenly. Obviosuly, the main issue is that AddMovement does not set the car's proper rotation data (as far as I can tell, this is not a bug, as merely setting the pos of the NPC is the intended usage of this function) and it appears that the car "lags" into the ground whenever there is a big terrain change because the car's rotation never changes.
I was writing a fix which would have solved this issue by simply calculating the slope between the two nodes and setting the vehicle's pitch accordingly (basic trig, converting it into SAMP trig was the main issue). This would have made up for the lack of default rotation and would have caused nicer movement, but it didn't work at all, now I know why.
Regarding this bug:
I was writing a code which would have (at least in theory) solved the issue with cars lagging into the ground if the terrain changes suddenly. Obviosuly, the main issue is that AddMovement does not set the car's proper rotation data (as far as I can tell, this is not a bug, as merely setting the pos of the NPC is the intended usage of this function) and it appears that the car "lags" into the ground whenever there is a big terrain change because the car's rotation never changes.
I was writing a fix which would have solved this issue by simply calculating the slope between the two nodes and setting the vehicle's pitch accordingly (basic trig, converting it into SAMP trig was the main issue). This would have made up for the lack of default rotation and would have caused nicer movement, but it didn't work at all, now I know why.