Search found 14679 matches

by jlv
Thu Jan 21, 2010 11:24 pm
Forum: Suggestion Box
Topic: Game Suggestions
Replies: 3220
Views: 239012

Re: Game Suggestions

Can we have an option to turn off the "feature" in the track editor that constantly resets your highest and lowest elevation factor and adjusts the terrain.png's brightness/contrast to go all the way white to all the way black? Its REALLY annoying when you use photoshop for disp mapping. When you c...
by jlv
Thu Jan 21, 2010 11:20 pm
Forum: Racing
Topic: 2010 Supercross Series Rd 3 - Thursday Night Jan 21
Replies: 138
Views: 15875

Re: 2010 Supercross Series Rd 3 - Thursday Night Jan 21

Instead of seeding by points, the heats will be seeded by lap times from the stats site tonight. I'll be using the following order. If someone isn't there, everyone behind moves up a position in the seeding order. Heat 1: 1 8 9 16 17 24 25 32 33 40 Heat 2: 2 7 10 15 18 23 26 31 34 39 Heat 3: 3 6 11 ...
by jlv
Wed Jan 20, 2010 11:40 pm
Forum: General Discussion
Topic: Screenshots?
Replies: 4
Views: 320

Re: Screenshots?

It will be named "screenshot001.png".
by jlv
Wed Jan 20, 2010 11:30 pm
Forum: Racing
Topic: 2010 Supercross Series Rd 3 - Thursday Night Jan 21
Replies: 138
Views: 15875

Re: 2010 Supercross Series Rd 3 - Thursday Night Jan 21

I really don't see the problem you guys are having. When I'm racing that though never even crossed my mind. I guess when I look at those pics from replay I can see what you're talking about, but whilst in race mode it's never been an issue. True. When you're moving you have a better sense of depth....
by jlv
Wed Jan 20, 2010 6:33 am
Forum: Racing
Topic: 2010 Supercross Series Rd 3 - Thursday Night Jan 21
Replies: 138
Views: 15875

Re: 2010 Supercross Series Rd 3 - Thursday Night Jan 21

Also, I assume dirtwerks has outsourced their jump construction to Egypt looking at this track. :lol: The constant slope takeoffs are what make the jumps so neutral. That's something you should try to copy in your track. Good point on the jump visibility. I'll see what I can do for the next one. I ...
by jlv
Wed Jan 20, 2010 5:25 am
Forum: Racing
Topic: 2010 Supercross Series Rd 3 - Thursday Night Jan 21
Replies: 138
Views: 15875

Re: 2010 Supercross Series Rd 3 - Thursday Night Jan 21

elsinore.mxsimulator.com:19802 is now running this track.
by jlv
Wed Jan 20, 2010 3:28 am
Forum: General Discussion
Topic: Screenshots?
Replies: 4
Views: 320

Re: Screenshots?

Windows Start Menu / All Programs / MX Simulator / MX Simulator Personal Folder.
You can also use "%LOCALAPPDATA%\MX Simulator" if you need to type it in.
by jlv
Wed Jan 20, 2010 2:57 am
Forum: Racing
Topic: 2010 Supercross Series Rd 3 - Thursday Night Jan 21
Replies: 138
Views: 15875

Re: 2010 Supercross Series Rd 3 - Thursday Night Jan 21

Thanks. That's what I get for copy/pasting posts...
by jlv
Wed Jan 20, 2010 2:55 am
Forum: Ban Court
Topic: Banned from elsinore.mxsimulator.com!
Replies: 919
Views: 102937

Re: Banned from elsinore.mxsimulator.com!

He's been banned for 1 week. Next one will be permanent.
by jlv
Wed Jan 20, 2010 2:34 am
Forum: Racing
Topic: 2010 Supercross Series Rd 3 - Thursday Night Jan 21
Replies: 138
Views: 15875

2010 Supercross Series Rd 3 - Thursday Night Jan 21

Current points / past results here. Where: elsinore.mxsimulator.com:19802 When: Thursday Jan 21 2010, 9:00 PM EST (Click here for other time zones.) . Format: No signups, just show up and race. The race format will depend on how many show up. 1-10 riders: All go directly to main. 11-20 riders: 2 he...
by jlv
Wed Jan 20, 2010 2:27 am
Forum: Track Editing
Topic: Supercross 2010 - Who's making what
Replies: 265
Views: 19719

Re: Supercross 2010 - Who's making what

Garasaki wrote:Furthermore you people should have full approval of JLV before you make your tracks public.

These way too early beta's really ruin the experience of the series.
No, I want them public. If everyone hates the track I want to know while I still have time to do it myself.
by jlv
Wed Jan 20, 2010 12:24 am
Forum: Track Editing
Topic: Disp Complexity
Replies: 3
Views: 639

Re: Disp Complexity

Yes. The terrain geometry setting controls how far out of the plane (in screen space) a vertex can be before that triangle is subdivided.
by jlv
Wed Jan 20, 2010 12:01 am
Forum: Track Editing
Topic: Disp Complexity
Replies: 3
Views: 639

Re: Disp Complexity

A 1025x1025 map would use over 2,000,000 triangles if not optimized. MX Sim, like any good terrain engine, uses less geometry for flat terrain.
by jlv
Tue Jan 19, 2010 11:49 pm
Forum: General Discussion
Topic: Game crashes
Replies: 10
Views: 1571

Re: Game crashes

Really hard to say without even knowing the faulting module.
by jlv
Tue Jan 19, 2010 11:46 pm
Forum: General Discussion
Topic: mxserver-2009-05-08
Replies: 230
Views: 25221

Re: mxserver-2009-05-08

You want to change "Target". "Start in" is the folder to the server runs in.