R Soul on 17/4/2020 at 21:35
That sounds like the elevator bug where setting the TPath speed too low prevents them from moving at all. In either case what I think is happening is that the engine is checking the angle/location of the object at a very fast rate (e.g 0.01s, 0.001s etc). At low speeds, the change in angle/location between the two time frames is so small that the engine considers it to be 0. And having a faster processor means those time frames are much closer together. It'll probably work fine on a 400MHz Celeron :p
I think the best solution is to make your own jointed object(s). It may not be your preferred choice, but compare that to the time and effort you've been putting in to trying everything else.
Consider making the pendulum subobject wide and flat and making it reskinable.
vfig on 29/5/2020 at 19:27
Quote Posted by Sperry
Some good information here, thanks everyone. Yes john9818a, I'd prefer having it sway with both positive and negative values. I can't see why they would have made negative values invalid.
Negative values not being supported is an unfortunate side effect of the way Dark stores angles as an unsigned 16 bit integer.
Edit: oops, I didn't read the thread well enough. OldDark doesn't have DetailAttachement. And PhysAttach won't reflect the parent's rotation. But I guess the solution could still be useful for others.
But TweqRotate with a DetailAttachement [sic] and one weird trick can let you pretend you have negative angles in the rotation:
Inline Image:
https://i.imgur.com/W4KlVet.png[video=youtube_share;W4CelmgE5RE]https://youtu.be/W4CelmgE5RE[/video]
(That newdark pendulum flag is sweet!)