2011-01-23 snapshot

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jlv
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2011-01-23 snapshot

Post by jlv »

Changes:
  • Larger brush radius and zoom out in editor.
  • Editor can now hide all decals that are different than the selected decal. (The arrows, not the actual decals.)
  • Added "Copy Gradient" button.
  • Fixed buried rider bug.
  • Server to client reliable messages are now pipelined for more throughput on high latency connections.
  • Client version is now 8.
Windows users: http://mxsimulator.com/snapshots/mx-2011-01-23.exe
Linux users: http://mxsimulator.com/snapshots/mxbin-2011-01-23

Replace mx.exe or mxbin with one of the above files. I'd keep a backup of the originals since these aren't well tested.
Josh Vanderhoof
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Juan357
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Re: 2011-01-23 snapshot

Post by Juan357 »

Good job jlv , i will test it now.
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CapperMxFreak
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Re: 2011-01-23 snapshot

Post by CapperMxFreak »

Thanks, good job! :wink:
MX196
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Re: 2011-01-23 snapshot

Post by MX196 »

Thanks for another update!
totorox
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Re: 2011-01-23 snapshot

Post by totorox »

Thx for this one.
Just looking for 'snap' tool for editor, size is defined by 'force effect' and since precedent snapshot i can't set size bigger than a little square. (I have big flat zone to 'paint' now manually).
jlv
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Re: 2011-01-23 snapshot

Post by jlv »

I'll fix that, but snap mode isn't very important now. The tessellator does a much better job these days.
Josh Vanderhoof
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yopkiwi
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Re: 2011-01-23 snapshot

Post by yopkiwi »

Thank you JLV for this uptade :wink:
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TheLoco
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Re: 2011-01-23 snapshot

Post by TheLoco »

Thx nice Man
totorox
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Re: 2011-01-23 snapshot

Post by totorox »

jlv wrote:I'll fix that, but snap mode isn't very important now. The tessellator does a much better job these days.
What are you doing with tesselator ?

I'm trying to make a track using nice blender scult tool:
Using multires (x11) on a plane. I recover volume with a displacement modifier from a precedent terrain.png, sculting, then baking out result as 2049x2049 displacement map as 32 bit converted for mxs to 16 bit grey png.
Result is good but it look like i lose details when opening in mxs.
I want to keep a minimum lose during the process, so i should use the same grid (4Million polys). With terrain.hf content is :
10 0.550000 0.0000 200
The mesh handled by mxs should'nt have 4194304 polys too ?
It look like smoothed why ? (but I use a 0 smooth value only to get shading back).
Can I keep my blender normals ?

And trying to get back details with gradient too in editor, gradient paint mode looks buggy : force effect slider have an effect only between 0 and 1 (slider range is 0-16+) and curious effect at 0 (only one side of the gradient is painted).
?
jlv
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Re: 2011-01-23 snapshot

Post by jlv »

The game can't draw millions of polygons per frame so it combines relatively flat areas to use less polygons.

Instead of smooth at strength 0 try raise at strength 0. Smooth is not a no-op at 0.

BTW, has this snapshot fixed the lagged scoring for everyone?
Josh Vanderhoof
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