2013-09-11 snapshot

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Jeremy150
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Re: 2013-09-11 snapshot

Post by Jeremy150 »

wheels1758 wrote:
jlv wrote:
wheels1758 wrote:For things like the timing tower?
Yeah. I'm thinking at first it'll just be for track animations.
How about checking the track folder for startgate.jm and startgate.png?
Definitely +1. I would love for each track to have their own start gate.
Image
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Re: 2013-09-11 snapshot

Post by YaRdApe »

Norcal_51 wrote:At LOW speeds i am washing out a lot more now. i liked the 09-06 update better

100% agree with Norcal 09-06 was better.
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Re: 2013-09-11 snapshot

Post by AWood »

This snapshot was an inside job.

But really, this is he one I like the most, all dab improvements are there but alow speed is about where it used to be
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Re: 2013-09-11 snapshot

Post by jlv »

wheels1758 wrote:
jlv wrote:
wheels1758 wrote:For things like the timing tower?
Yeah. I'm thinking at first it'll just be for track animations.
How about checking the track folder for startgate.jm and startgate.png?
I'd add an extra field after the gate locations in the timing_gates file instead of requiring the models in the track folder. Which brings up and interesting question for compatibility. Right now the timing_gates file is read as a series of tokens separated by whitespace, with spaces and newlines being interchangeable. To add the extra field, it would have to read each line separately, which could break tracks that worked before in some cases.

For example, here are a few normal starting gates output by the track editor, which would still work:

[1500.000000 0.000000 920.000000] 1.570000
[1500.000000 0.000000 924.000000] 1.570000
[1500.000000 0.000000 928.000000] 1.570000

But if you created your gates by hand, you could have done something like this and still have it work:

[1500.000000 0.000000 920.000000] 1.570000 [1500.000000
0.000000 924.000000] 1.570000 [1500.000000 0.000000 928.000000]
1.570000

Obviously, that wouldn't work anymore if it read the gates by the line instead. So the question is, are there any important tracks that use weird formatting for the starting gate?
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Re: 2013-09-11 snapshot

Post by yzmxer608 »

I doubt it, every timinggates file I've looked at (that I can remember at least) has had the normal formatting. Even tracks with weird starts (like split starts) people usually use the gate tool. http://www.mxsimulator.com/gate.html
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Re: 2013-09-11 snapshot

Post by Boblob801 »

yzmxer608 wrote:People usually use the gate tool.
Hi
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Re: 2013-09-11 snapshot

Post by wheels1758 »

jlv wrote:So the question is, are there any important tracks that use weird formatting for the starting gate?
If someone finds one, I'll fix it :)
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Re: 2013-09-11 snapshot

Post by rafagas »

There are a couple of supermoto tracks with this kind of start (the gate is underground):
Image
Each gate is seperated by a new line so it will still work.

I have a question. When I make a SM track I always hide the starting gates underground and use a traffic light sequence. The problem is that the gates never drop at the exact same time so the sequence is not fully synchronized with the gates. Would it be possible to implement a system to decide whether you want random or exact seconds for the gate to drop?
I would like to make a supermoto championship in the future. It would be a big problem if the gate drops underground after the traffic light is green. I always do a lot of testing and the light sequence always ends after the gate drops but then, people would start before the green light.


It could be implemented in the timing gates file as:

random 1 --> (1 could be the default setting and 0 could be used when you want a fixed time)
(number of seconds for the gate to drop) --> (This line would only work when random is set to 0)
Image
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Re: 2013-09-11 snapshot

Post by wheels1758 »

rafagas wrote:There are a couple of supermoto tracks with this kind of start (the gate is underground):
http://www.mediafire.com/convkey/ebc1/1 ... w8ff6g.jpg
Each gate is seperated by a new line so it will still work.

I have a question. When I make a SM track I always hide the starting gates underground and use a traffic light sequence. The problem is that the gates never drop at the exact same time so the sequence is not fully synchronized with the gates. Would it be possible to implement a system to decide whether you want random or exact seconds for the gate to drop?
I would like to make a supermoto championship in the future. It would be a big problem if the gate drops underground after the traffic light is green. I always do a lot of testing and the light sequence always ends after the gate drops but then, people would start before the green light.


It could be implemented in the timing gates file as:

random 1 --> (1 could be the default setting and 0 could be used when you want a fixed time)
(number of seconds for the gate to drop) --> (This line would only work when random is set to 0)
This might be something that scripting could handle. If you could get the time of the gate drop (I'm assuming that time is picked while the race is loading or something) and offset the start time of the sequence to (gatetime - animationtime) or something.
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Re: 2013-09-11 snapshot

Post by jlv »

The lights can't be done the way you want now. Like Wheels said, this is something the scripting would be good for.
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rafagas
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Re: 2013-09-11 snapshot

Post by rafagas »

Ok, thanks for the answers.
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Re: 2013-09-11 snapshot

Post by barrington314 »

I have a friend that bought the game along time ago and has never done an update... does he need to download 1.8 and all the snapshots, or just this snapshot to be totally caught up?
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Re: 2013-09-11 snapshot

Post by Scotty226 »

i would say just this snapshot but i dunno really haha
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Re: 2013-09-11 snapshot

Post by Boblob801 »

barrington314 wrote:I have a friend that bought the game along time ago and has never done an update... does he need to download 1.8 and all the snapshots, or just this snapshot to be totally caught up?
Each snapshot overwrites the previous, so no, this one will do. I think it works the same for updates.
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Re: 2013-09-11 snapshot

Post by barrington314 »

cool thanks.
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