2009-11-11 snapshot
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yomo
- Posts: 1930
- Joined: Tue Apr 22, 2008 10:00 am
Re: 2009-11-11 snapshot
Ahh thank you! So in theory a moving animated character could me made?
And thanks for clearing that up about billboards
And thanks for clearing that up about billboards

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Ashes
- Posts: 311
- Joined: Mon Mar 09, 2009 6:36 am
- Team: Privateer #65
Re: 2009-11-11 snapshot
If it says (not detected) in red in the menu next to "frame buffer objects" and "enable mapping" does that mean normal mapping won't work on my machine?
Cause for the life of me, I cannot get it (normal mapping) to work!
Cause for the life of me, I cannot get it (normal mapping) to work!
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matias
- Posts: 169
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- Team: Privateer
- Location: argentina
- Contact:
Re: 2009-11-11 snapshot
jlv , continues happening the same , its worst directly i miss frames ,the performance slow down and miss frames
i copy the config in game :
ground_detail=70.000000 ground_texture_detail=7.000000 ground_texture_dim=128x128 ground_mipmaps=No use_fbo=No use_shader=No roost_density=200.000000 lens_flare=No hide_rider=No rigid_camera=No model_detail=80.000000 model_texture_detail=10.000000 fov=105.000000 first_person_height=0.718750 first_person_angle=2.000000 volume=10.000000
and my pc has all set in performance mod , no AA no FA , no triple buffering, the VGA its 8600GTS, 2gb ram. and (here its where it suppose the problem radices's CPU sempron 2600+) .
ground_detail=70.000000 ground_texture_detail=7.000000 ground_texture_dim=128x128 ground_mipmaps=No use_fbo=No use_shader=No roost_density=200.000000 lens_flare=No hide_rider=No rigid_camera=No model_detail=80.000000 model_texture_detail=10.000000 fov=105.000000 first_person_height=0.718750 first_person_angle=2.000000 volume=10.000000
and my pc has all set in performance mod , no AA no FA , no triple buffering, the VGA its 8600GTS, 2gb ram. and (here its where it suppose the problem radices's CPU sempron 2600+) .
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Duckstream
- Posts: 1997
- Joined: Tue Nov 03, 2009 1:06 pm
Re: 2009-11-11 snapshot
SO this means is it possible to make moving trees? like wind movin grassh things? cuz if the waters possible why wouldnt the "wind" be?
Thank you Jlv again, as DD sayd this is far the most greatest updated week in history of mxs.
Iv been here now for 1 week? and all these GREAT updates are just pulling me towards buying my own game (thats not realy needet i have the game but i just dont play online cuz its bonas cd and hes computer
But anyways Thanks JLV i think your awsome! and i also suggest you get some help working on this game, then all the presures and stuff wont fall on yo
Thank you Jlv again, as DD sayd this is far the most greatest updated week in history of mxs.
Iv been here now for 1 week? and all these GREAT updates are just pulling me towards buying my own game (thats not realy needet i have the game but i just dont play online cuz its bonas cd and hes computer
But anyways Thanks JLV i think your awsome! and i also suggest you get some help working on this game, then all the presures and stuff wont fall on yo
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Duckstream
- Posts: 1997
- Joined: Tue Nov 03, 2009 1:06 pm
Re: 2009-11-11 snapshot
Sorry for douple post, but this update, does this mean the rain could be possible? cuz pasictly it can be done? Cuz the png files can now be animated to look like its raining? or something ;S
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DJ99X
- Posts: 15524
- Joined: Tue Jan 15, 2008 11:36 am
- Location: Land Down Under
Re: 2009-11-11 snapshot
I still dont think it would be possible to add rain. I think JLV might need to place a few billboards in front of the camera to do that.
And you could have windy trees. But we dont have the models to make anything decent out of it.
And you could have windy trees. But we dont have the models to make anything decent out of it.
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jlv
- Site Admin
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Re: 2009-11-11 snapshot
If it says not detected next to "Use Shader Programs" it will definitely not work.Ashes wrote:If it says (not detected) in red in the menu next to "frame buffer objects" and "enable mapping" does that mean normal mapping won't work on my machine?
Cause for the life of me, I cannot get it (normal mapping) to work!
Could you test this: http://mxsimulator.com/snapshots/mx-r811.exematias wrote:jlv , continues happening the same , its worst directly i miss frames ,the performance slow down and miss frames
It isn't a fix for the problem but it will help me narrow down what change started the slowdown.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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Ashes
- Posts: 311
- Joined: Mon Mar 09, 2009 6:36 am
- Team: Privateer #65
Re: 2009-11-11 snapshot
Damn - that sucks re shaders not working for me.
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mace-x
- Posts: 2303
- Joined: Wed Jan 02, 2008 5:53 am
- Team: your sister´s fan!
- Location: candy planet.
Re: 2009-11-11 snapshot
is there a way to add soft bodies to the game, that would be sweet, mostly for tire deformation, as a rigid body now i think that every small hole in the terrain affects it causing to have all the tracks to be supersmooth, also is there a way to add terrain deformation but not because the rear wheel dig, because the front wheel have some tension with the ground and have the half of the bike+rider weights over it...
really think that if those 2 features are viable this would be a so freaking good game, wel, it is now but even better
really think that if those 2 features are viable this would be a so freaking good game, wel, it is now but even better

Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
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cpt_Slow
- Posts: 683
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Re: 2009-11-11 snapshot
Can these animations be used on bike and rider models? I'm assuming not at the moment (I did try) but it would work well for a rippling shirt and maybe a basic mud build up.
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Duckstream
- Posts: 1997
- Joined: Tue Nov 03, 2009 1:06 pm
Re: 2009-11-11 snapshot
how about exhaust gas? idk if thats right (in english i mean) but that would be cool?cpt_Slow wrote:Can these animations be used on bike and rider models? I'm assuming not at the moment (I did try) but it would work well for a rippling shirt and maybe a basic mud build up.
But doesnt this also mean that we could animate some dirt withs joins bales or banners? but with sertain time.. like.. ou w8 that would be hard to figure when is a rider realy passing the banner, instead of the banner just filling up with dirt by itself ;S
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Garasaki
- Posts: 1959
- Joined: Mon Feb 04, 2008 4:33 pm
Re: 2009-11-11 snapshot
These snapshots are coming out way faster then I can keep up with them.

DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
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lucas slin
- Posts: 69
- Joined: Wed Mar 25, 2009 6:53 pm
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toonys66
- Posts: 1046
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- Team: Privateer
- Location: south france
Re: 2009-11-11 snapshot
hello, i was away for 3 weeks, i just download the last snapshot, it work well but the only thing is that when it start running the game, on the loading track, it take double ou triple the time that it used to be?? is it normal or is because of the new snapshot?? thanks for the answer

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Duckstream
- Posts: 1997
- Joined: Tue Nov 03, 2009 1:06 pm
Re: 2009-11-11 snapshot
Its normal if you use more detail on grafix, if your for example using shaders, it may take a while to check files, also the new snapshot has the animated things on it, if i ride wincott or some other very good and detailed track, it sertainly will take a whiletoonys66 wrote:hello, i was away for 3 weeks, i just download the last snapshot, it work well but the only thing is that when it start running the game, on the loading track, it take double ou triple the time that it used to be?? is it normal or is because of the new snapshot?? thanks for the answer



