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2011-01-23 snapshot
Posted: Sun Jan 23, 2011 5:30 am
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.
Re: 2011-01-23 snapshot
Posted: Sun Jan 23, 2011 5:33 am
by Juan357
Good job jlv , i will test it now.
Re: 2011-01-23 snapshot
Posted: Sun Jan 23, 2011 9:43 am
by CapperMxFreak
Thanks, good job!

Re: 2011-01-23 snapshot
Posted: Sun Jan 23, 2011 2:28 pm
by MX196
Thanks for another update!
Re: 2011-01-23 snapshot
Posted: Sun Jan 23, 2011 6:29 pm
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).
Re: 2011-01-23 snapshot
Posted: Sun Jan 23, 2011 10:24 pm
by jlv
I'll fix that, but snap mode isn't very important now. The tessellator does a much better job these days.
Re: 2011-01-23 snapshot
Posted: Tue Jan 25, 2011 5:53 am
by yopkiwi
Thank you JLV for this uptade

Re: 2011-01-23 snapshot
Posted: Tue Jan 25, 2011 5:23 pm
by TheLoco
Thx nice Man
Re: 2011-01-23 snapshot
Posted: Wed Jan 26, 2011 1:08 am
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).
?
Re: 2011-01-23 snapshot
Posted: Wed Jan 26, 2011 1:55 am
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?