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If you have found a bug in Phun this is the forum where you should tell me about it. But before you post a new topic please read this:
* Make sure the bug hasn't been reported before
* Tell me exactly what version of Phun you are using on what platform (e.g. "Phun 4.11 on 64-bit linux" or "Phun 4.13 on windows vista").
* Check Logfile.txt found in your Phun installation directory. If it reports any errors for the last run, post these. Always post the last entries of Logfile.txt if Phun crashes.
* If possible, tell me exactly how to reproduce the problem. This helps a lot with fixing bugs.
Thank you for reading and for helping me weed out the bugs!
Phun Beta 4.13 windows vista
When you scale a complex figure connected with hinges, (i.e. ragdoll) some of the hinges connect to the background causing the figure to deform and stick to the background. Example: Take the default phunlet "ragdoll" and scale it to a larger size. See what happens.
Last edited by Jrv2005 (2008-07-21 17:17:30)
Phun beta 4.0 - 4.13 windows xp
The arrangement of hinges, fixates, or springs will change in a complex machine if moved or cloned
here's a link and follow the directions in the description
Last edited by Its_Friday (2008-07-21 17:21:31)
When i try to save a Phunlet it shuts down phun
Version: 4.13 windows Xp
this only happens to complex files btw
its not to important though it still saves the Phunlet
Phun beta 4.13
July 25 2008, 04:12:17
04:12:17: Init SDL...
04:12:17: Loading language English...
04:12:17: Application created
04:12:17: Parsing C:/Program Files/Phun/autoexec.cfg...
04:12:17: Parsing C:/Program Files/Phun/config.cfg...
04:12:17: Creating window...
04:12:17: Destroying GL resources
04:12:17: Setting up SDL
04:12:17: Setting video mode
04:12:17: Init GLEW...
04:12:17: Setting vsync
04:12:17: Setting viewport
04:12:17: Checking for alpha framebuffer
04:12:17: Loading all resources...
04:12:17: Reloading N9rendering7TextureE
04:12:18: Reloading N9rendering6ShaderE
04:12:18: Loading the rest...
04:12:18: 33 resources loaded
04:12:18: Done loading resources.
04:12:18: Window created.
04:12:18: Available OpenGL extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
04:12:18: Prefetching resources
04:12:18: Loaded scene C:/Program Files/Phun/scenes/_ONEXITSAVE.phn
04:12:18: Running program...
04:12:18: sleep precision=2ms, timer precision: 1ms
04:12:18: Entering game loop
04:12:25: Phunlet saved to C:/Program Files/Phun/scenes/phunlets/_ONEXITSAVE.phn
04:12:50: Phunlet saved to C:/Program Files/Phun/scenes/phunlets/model .phn
Last edited by Deathlyhollows (2008-07-25 06:15:49)
07:19:28: Entering game loop
07:19:28: -- Warning: Failed to find image "blank"
07:19:30: Destroying GL resources
07:19:30: Subsystem::Run returned, saving config...
07:19:30: Destroying subsystem
07:19:30: Returning 0 from main
thats just the last things but i cant save my phunlet.
im on mac and im trying to save my human.
Last edited by Adam55771 (2008-09-27 10:37:09)
4.22 windows xp
I have stumbled on this accidentally. when I had 2 objects fixated together and I cloned them, after I cloned them, I deleted the fixate. however, when I unpaused it, the 2 objects continued to function as if they were fixated together. I checked and made sure that there were no fixates or glues to it, paused and unpaused. I eventually recloned the original objects without the fixate and it worked just fine. I don't know if it was a one time thing or not, but it was just something I noticed once.
when i save scenes, they dont show up in file but i can load them and stuff. Im using windows vista and phun beta 4.22 any suggestions?
i dont think this is supposed to be a topic to post bugs
I want to make sure I know which settings are required for running a scenario without losing energy.
when I use: no air, friction=0 and Bounciness=1, the system as a whole still loses energy (last info line number, while all items are selected ) and motions are slowed down - until it virtually stops.
What did I miss? (Phun beta 4.22 on WinXP 32bit)
When Scaling springs (wanted to get a "wider" look, even if this results in a huge, bad looking circle around them, which i am able to cover with another shape.) i accidentally made both points of the spring to get attached to nothing, then the game crashed.
Phun Beta 4.22 on WinXP 32Bit.
EDIT: looks like it happens too when mirroring.
Last edited by RA2lover (2009-02-14 10:32:19)