Page 1 of 3
2017-09-01 snapshot
Posted: Sat Sep 02, 2017 1:48 am
by jlv
- Added erode_min_slope setting.
- Changed erode_max_slope default to 0.5.
- Erode force can now be scaled according to slip speed.
- Added secondary erode radius.
- Client version is now 27.
Windows users:
http://mxsimulator.com/snapshots/mx-2017-09-01-1362.exe
Linux users: [url]ttp://mxsimulator.com/snapshots/mxbin-2017-09-01-1362[/url]
Replace mx.exe or mxbin with one of the above files. The default location for mx.exe should be "C:\Program Files (x86)\MX Simulator". I'd keep a backup of the originals since these aren't well tested.
Re: 2017-09-01 snapshot
Posted: Sat Sep 02, 2017 1:51 am
by jlv
I've updated the
tileinfo info topic to cover the new settings.
If you want to test the new settings make sure you have the client version set on your server. Otherwise you'll get inconsistent results due to the old clients.
Re: 2017-09-01 snapshot
Posted: Sat Sep 02, 2017 1:51 am
by Kenny154
Awesome! Loving the work its improving the game alot!
Re: 2017-09-01 snapshot
Posted: Sat Sep 02, 2017 2:05 am
by Ddavis
Thanks for the hard work, you're a baller.
Re: 2017-09-01 snapshot
Posted: Sat Sep 02, 2017 2:23 am
by dylangatlin876
Ddavis wrote:Thanks for the hard work, you're a baller.
Re: 2017-09-01 snapshot
Posted: Sat Sep 02, 2017 3:42 am
by checkerz
Thank you.
Can you explain a bit more what the min slope is intended for?
Very early testing shows the slip stuff helps with eroding on exits of corners.
Very early testing also shows I still can't get rid of the kickers on the top of jumps unless I just don't let them erode. It appears it is pushing the dirt "up" and not letting it cut through the lip or drop it to the backside. In the case of whoops for instance, it'll move the whole whoop in a line forward, steepen it and push it up.
Re: 2017-09-01 snapshot
Posted: Sun Sep 03, 2017 12:54 am
by jlv
erode_min_slope prevents it from pushing dirt downhill if the slope is below the specified threshold. It might help your kickers is you set it to the slope of the jump. Remember that when you're accelerating up a jump the force vector is backwards so the slope along that vector will be negative.
It will also prevent downhill braking bumps from forming, so you don't want to go nuts with it.
Re: 2017-09-01 snapshot
Posted: Tue Sep 05, 2017 3:38 am
by checkerz
Can you show us a tileinfo of what you'd suggest for SX?
Thus far, I'm using different tilemap for jumps/whoops/berms and then a general one for everything else. Playing with settings and such and just testing, but the jumps and whoops in SX are really throwing me for a loop, so I'd be curious as to your recommendations as a starting point.
Re: 2017-09-01 snapshot
Posted: Wed Sep 06, 2017 1:10 am
by jlv
The defaults are what I thought worked the best (admittedly under very limited testing). I was a little conservative with the new settings. Try reducing erode_min_slope to help with the kickers forming on jumps and using a slightly more aggressive erode_inner_depth to make it wear down more:
erode_min_slope -0.35
erode_depth 0.75
erode_inner_depth 0.5
Re: 2017-09-01 snapshot
Posted: Wed Sep 06, 2017 4:10 am
by checkerz
Thanks. I went back close to those settings and some results were positive. Jump faces are still not really rutting much at all except at start of sections and there they are getting booter kickers still:
https://i.gyazo.com/3fa50fb7ffa822976ec ... c1b3ee.png
With these settings:
Code: Select all
erode_depth 1.0
erode_lower 50.0
erode_upper 150.0
erode_displacement 1.50
erode_radius 3.0
erode_inner_depth 0.5
erode_inner_radius 2.0
erode_min_slope -0.35
erode_max_slope 0.65
erode_off_speed 10.0
erode_on_speed 15.0
erode_slip_base_scale 1.0
erode_slip_scale 2.0
erode_slip_lower 0.0
erode_slip_upper 5.0
Re: 2017-09-01 snapshot
Posted: Thu Sep 07, 2017 12:54 am
by jlv
I don't think reducing erode_radius is a good idea to begin with, and with the new inner radius setting it's a double bad idea. You need a the outer radius to be larger so it has somewhere to displace the dirt to. Try going back to 4 for erode_radius. Might even be worth going to 6 or 8 if you want more ruts with less berms/bumps.
Re: 2017-09-01 snapshot
Posted: Thu Sep 07, 2017 3:03 am
by checkerz
jlv wrote:I don't think reducing erode_radius is a good idea to begin with, and with the new inner radius setting it's a double bad idea. You need a the outer radius to be larger so it has somewhere to displace the dirt to. Try going back to 4 for erode_radius. Might even be worth going to 6 or 8 if you want more ruts with less berms/bumps.
For SX, a larger radius takes up too much of the berm and makes it super one lined, that's why the smaller number is used. I will go back to using a different setting for jumps versus berms and try the larger number.
Re: 2017-09-01 snapshot
Posted: Thu Sep 07, 2017 4:24 am
by checkerz
Tried 5, still getting big kicker on entrance jumps and nothing much on rhythm lanes in the middle.
Re: 2017-09-01 snapshot
Posted: Thu Sep 07, 2017 9:11 am
by MX4EVER
[quote="jlv"]
- Added erode_min_slope setting.
- Changed erode_max_slope default to 0.5.
Hi JLV, thanks for that. Are the default settings values you mention in the tileinfo topic something new or you did some tests to find new ones ?
Re: 2017-09-01 snapshot
Posted: Fri Sep 08, 2017 1:23 am
by jlv
checkerz wrote:Tried 5, still getting big kicker on entrance jumps and nothing much on rhythm lanes in the middle.
Keep the 5 radius and try setting erode_depth to 0 and erode_inner_depth to 1. Not something you'd want to use as your final setting but it should give you an idea of what the inner radius does. It should just make ruts that way without forming much in the way of berms.
You might want to try going down to -0.25 for the erode_min_slope setting if you want to stop the kickers.
MX4EVER wrote:Hi JLV, thanks for that. Are the default settings values you mention in the tileinfo topic something new or you did some tests to find new ones ?
I only changed the default for erode_max_slope. After thinking about it I realized it wasn't doing what I wanted so I relaxed the setting.