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mars-game's Issues

First mission loading

Good day!

We just tested your great program on Macos. The main idea connect virtual world directly to browser is important.
For sad look like it is some bag in the very start. In first mission some cylinder block the way for Manny and all Missions are failed.
We have tested this on Safari, Chrome and Firefox under Macos 10.12
Can you check the code?
http://www.buddism.ru/___SANGHA___/_MULTIMEDIA_/_LIBRARY_3D/_VWF/Screen%20Shot%202017-02-05%20at%2019.54.36.png
http://www.buddism.ru/___SANGHA___/_MULTIMEDIA_/_LIBRARY_3D/_VWF/Screen%20Shot%202017-02-05%20at%2019.54.49.png

With best regards
Alexander Stroganov

Issues from Study

  • Close blockly window on scenario failure or scenario start @AmbientOSX
  • Try to reproduce: Blockly button does nothing after resetting the scenario with blockly window open. @ajiraffe I could not reproduce this.
  • Creating nodes dynamically logs warnings about not having a valid behaviors array and cannot find uri. These warnings are logged in objects.js (vwf core). @scottnc27603 Do you have time to look into this? @eric79 @davideaster Any ideas?

@kadst43 Feel free to add anything.

Trouble loading game - config? documentation?

Hey, I was really impressed with the mars game demo at I/ITSEC and really eager to play with it myself... I was wondering if I was missing something booting it with vwf... locally, I get a 404 on http://localhost:3000/proxy/vwf.example.com/blockly/manager.vwf?callback=jQuery110207568049374967813_1417752316802&_=1417752316803

I see there are config files but not really documentation for what goes where.

I also can't seem to load the game (from http://virtual.wf) from chrome without WebSocket proxy errors, and Firefox will either fail with require.js timeouts or hit the loading screen and then fail due to TypeErrors (this.overlay.loginmenu is undefined).

I know it's not a mature project but I think it's super cool and some documentation about getting it up and running locally would be greatly appreciated!

Helicam Visibility

@kadst43 I finally tracked this down. The helicam being visible in front of the rover is a result of the rover being set to visible when the camera mode is switched to top down (it would do the same with third person). This is an issue with always setting visibility recursively in VWF.

@eric79 Has there been any more thought on making that optional?

I tried fixing it in various ways in the components, but nothing has worked so far.

Things that need doing

  • Clean up bugs on Redmine list
  • RAM
  • Battery
  • Failure (Brett)
  • Success
  • Add minirover (Brett)
  • Add non-communication model to minirover (Brett)
  • Reset scenario on failure

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