2011-01-28 snapshot

Post anything about MX Simulator here. Please. I'm begging you.
Magnus42
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Re: 2011-01-28 snapshot

Post by Magnus42 »

ShackAttack12 wrote:
FMXIAN wrote:So, it's been 2 months (plus a few days) since this snapshot was released, and I can't hold in my excitement anymore...tee hee
Can you give us a little sneak peak on what the new snapshot's got in store? I'm assuming since it's been so long, it's something amazing, I may be horribly mistaken though.
Running a supercross series that you are building tracks for every week isn't exactly easy. Be patient man, we will probably see some things after the series is finished.
+1

But a little sneak peak would have been awesome don't you think? :wink:
Mona
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Re: 2011-01-28 snapshot

Post by Mona »

From Shack's point:

How would he give a preview of anything if he hasn't worked on a thing (snapshot wise)?
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Re: 2011-01-28 snapshot

Post by FMXIAN »

I had no clue he hadn't worked on anything.
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jlv
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Re: 2011-01-28 snapshot

Post by jlv »

As Shack said, I've only been making minor changes and bug fixes during the SX series. Here's my SVN log since the last snapshot -

------------------------------------------------------------------------
r991 | josh | 2011-03-21 17:47:55 -0400 (Mon, 21 Mar 2011) | 1 line

ignore warmup bike when scoring
------------------------------------------------------------------------
r990 | josh | 2011-02-15 15:31:20 -0500 (Tue, 15 Feb 2011) | 1 line

fix segfault on null model/texture
------------------------------------------------------------------------
r989 | josh | 2011-02-04 19:22:58 -0500 (Fri, 04 Feb 2011) | 1 line

always clear Z buffer
------------------------------------------------------------------------
r988 | josh | 2011-01-30 18:12:48 -0500 (Sun, 30 Jan 2011) | 1 line

fix copy_gradient bug - didn't reset arrays first
------------------------------------------------------------------------
r987 | josh | 2011-01-30 17:44:48 -0500 (Sun, 30 Jan 2011) | 1 line

allow null textures/models in statues
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ddmx
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Re: 2011-01-28 snapshot

Post by ddmx »

Just out of curiosity, how many lines of code do you have wrapped up in this game? One of the XNA projects I opened up had approx. 20,000 so just curious.
yzmxer608
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Re: 2011-01-28 snapshot

Post by yzmxer608 »

jlv wrote:ignore warmup bike when scoring
Does that mean no more having to ride through a timing gate in warm up to see the final results?
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wheels1758
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Re: 2011-01-28 snapshot

Post by wheels1758 »

yzmxer608 wrote:
jlv wrote:ignore warmup bike when scoring
Does that mean no more having to ride through a timing gate in warm up to see the final results?
That would be my guess.

And the copy gradient thing I believe will make it so those extra nodes that you have to remove wont show up any more.

I see something about null textures/models, Is it possible to have an "animated" shape file? Say you want to place some bales (like the mechanics do) after the start. I know you can place them and put a sequence tex so they aren't visible at first, but is there some way to do that with the shape file?

And is it an easy fix to check the track folder for a startgate.jm/.png when loading a track before loading the default? I would like to be able to model/skin different starting gates for different tracks, if that makes sense.
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Re: 2011-01-28 snapshot

Post by jlv »

ddmx wrote:Just out of curiosity, how many lines of code do you have wrapped up in this game? One of the XNA projects I opened up had approx. 20,000 so just curious.
The game itself is 56,000 lines right now. There's also 24,000 lines of OS specific code.
wheels1758 wrote:
yzmxer608 wrote:
jlv wrote:ignore warmup bike when scoring
Does that mean no more having to ride through a timing gate in warm up to see the final results?
That would be my guess.
That's correct.
And the copy gradient thing I believe will make it so those extra nodes that you have to remove wont show up any more.

I see something about null textures/models, Is it possible to have an "animated" shape file? Say you want to place some bales (like the mechanics do) after the start. I know you can place them and put a sequence tex so they aren't visible at first, but is there some way to do that with the shape file?
I'd like to embed Spidermonkey (Mozilla's Javascript engine) in the game at some point. It would come in handy for a lot of different things including moving models around.
And is it an easy fix to check the track folder for a startgate.jm/.png when loading a track before loading the default? I would like to be able to model/skin different starting gates for different tracks, if that makes sense.
It's on my list. Not sure when I'll get around to it.
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articwolf01
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Re: 2011-01-28 snapshot

Post by articwolf01 »

What do you mean snapshot? :? Like a photo or something? Thats the first thing that hits my mind, Hit prt scrn and you got a snapshot. :P hahaha. :lol:
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yzmxer608
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Re: 2011-01-28 snapshot

Post by yzmxer608 »

They're updates for the game.
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articwolf01
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Re: 2011-01-28 snapshot

Post by articwolf01 »

So about this snapshot, I open the mx simulator file, and all i got was the application to MXS, and 4 .saf files and the unistall program... I know im looking in the wrong file, so where is the correct file im supposed to look for?
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FMXIAN
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Re: 2011-01-28 snapshot

Post by FMXIAN »

No dude, you DOWNLOAD THE LATEST SNAPSHOT (In this case, the one on the first page of this thread) then go to the folder your in, rename your mx.exe file to mxorig.exe, move it somewhere safe, THEN put the snapshot in the folder you were just in and rename it to mx.exe
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articwolf01
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Re: 2011-01-28 snapshot

Post by articwolf01 »

OH! hahaha. I get it now. Thank you.
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jesplind
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Re: 2011-01-28 snapshot

Post by jesplind »

Been a long time since a new snapshot... Guess you have something big going on!
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yzmxer608
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Re: 2011-01-28 snapshot

Post by yzmxer608 »

Or he's been putting all of his time into the SX series. He posted what he's done so far on this page.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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