Re: 2019-11-17 snapshot
Posted: Sun Jan 12, 2020 2:17 am
nvm
what is the point of the snapshot?jlv wrote:Changes:Windows users: https://mxsimulator.com/snapshots/mx-20 ... 7-1519.exe
- Fixed buffer overflow with > 16 bones in "pose_statue".
- Added support for redirect commands from the server.
- Added 1st person gimbal setting for smoother camera action over rough terrain.
- Client version is now 41.
Linux users: https://mxsimulator.com/snapshots/mxbin-2019-11-17-1519
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.
You literally quoted it.lucas06martins wrote:what is the point of the snapshot?jlv wrote:Changes:
- Fixed buffer overflow with > 16 bones in "pose_statue".
- Added support for redirect commands from the server.
- Added 1st person gimbal setting for smoother camera action over rough terrain.
[/*]
hahaWahlamt wrote:You literally quoted it.lucas06martins wrote:what is the point of the snapshot?jlv wrote:Changes:
- Fixed buffer overflow with > 16 bones in "pose_statue".
- Added support for redirect commands from the server.
- Added 1st person gimbal setting for smoother camera action over rough terrain.
[/*]
Nothing imminent.Motoboy814 wrote:Any new snapshots coming up?
new sounds ? new bikes? new explained setup ? cmonjlv wrote:Nothing imminent.Motoboy814 wrote:Any new snapshots coming up?
beta for full rider falloff would be dope. something where it's only single player use for now just so we could mess around with itAdamoDago wrote:new sounds ? new bikes? new explained setup ? cmonjlv wrote:Nothing imminent.Motoboy814 wrote:Any new snapshots coming up?
TeamHavocRacing wrote:shadows?
jlv wrote: - Lighting entirely with HDR environment maps. Should be as fast as the current fragment shader.
- Make the terrain tessellator work on larger areas instead of tessellating down to 3x3 triangle fans. It'd make more triangles overall but require much less data to be sent to the GPU. This is one of the biggest performance problems in the current engine.
- Atlas the billboards and render them all in one draw call. This would be much faster but at the cost of perfect sorting for translucent billboards.
- Require large texture support. The current terrain engine goes through awful contortions to stay under 1024x1024 textures. Probably been over 10 years since a card had that limit.
- I'd kind of like to have displacement textures even though that would hurt the FPS.
Sorry, didn't realize you meant "what are you working on now". I've been working on the flagger animations. Tired of the sprites!AdamoDago wrote:new sounds ? new bikes? new explained setup ? cmonjlv wrote:Nothing imminent.Motoboy814 wrote:Any new snapshots coming up?
3D flaggers?jlv wrote:Sorry, didn't realize you meant "what are you working on now". I've been working on the flagger animations. Tired of the sprites!AdamoDago wrote:new sounds ? new bikes? new explained setup ? cmonjlv wrote: Nothing imminent.
I was going to just make some generic helmeted track worker. I guess I could try to scan myself with Meshroom if you guys are going to miss seeing me.TeamHavocRacing wrote:Does that mean a 3D JLV?