Update 1.9 Brainstorm

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MX4EVER
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Re: Update 1.9 Brainstorm

Post by MX4EVER »

Hi guys.
Here are some improvements I thought to mxsim be better, months ago in another topic.

1) When you go to the track or skin list, see highlighted the last item selected and be directly on the item page when you re-open the track/skin list. It'll make us save nearly 1 million click/year.

2) The ability to change the RPM arrow color. I know it's hardcoded, but I think you can easly replace it with a variable like hex code for exemple, and add a box in graphic menu to let us put the value, like #000000 for black. I know this is really minor, but it can be cool for RPM jauge skinning.

3) Add an history of servers in multiplayer menu. You'll tell me we can find them with pageup/down, yes, but it's better to have an history.
You can add a table at the same place we see connected guys when we're connected. Just change the table status if we're connected or not.

4) Playback race menu : instead of lunching the demo when clicking the name, it could be cool to be able to select it, then choose if you want to playback it, race against OR DELETE IT (I know, you can delete it from the PF.... but it'll be better to do it here for neophytes).

5) Point series menu : Have 2 tables with an arrow --> in the middle. One with your tracklist on the left, then when you press the arrow it put the track in the list.
At the bottom, just let us set a name for the series, a lap number and a time. Fore you it's just a creation of a serie file in the series folder. It can really be pretty cool for guys wich aren't playing online for some reasons.

6) Customize control : Let us choose more keys you hardcoded, like for the cameras (be able to change with the numpad for exemple), the key to delete billboards (yeah I don't have delete key on my mac keybord and I'm gonna fool when I put a billboard at the wrong place).

7) In graphic sound, have something like a combobox to choose the resolution. Another million of clicks saved.

8 ) Remove the ability to put letters in rider number
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jlv
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Re: Update 1.9 Brainstorm

Post by jlv »

Beast2013 wrote:
Phathry25 wrote:I was just implying you were stupid. :wink:

I suppose if I zoom in enough I can see them just fine, buuuuut when playing it looks like I don't have any spokes.

http://i218.photobucket.com/albums/cc28 ... 143299.png

From the free roam camera it looks like this.

http://i218.photobucket.com/albums/cc28 ... c02d30.png

1920x1080 everything 10 or 100...
Does it really matter that one little thing? Give jlv a brake he's trying his best. Remember there would be no game if it wasn't for him. :roll:
Actually, feedback like that is extremely useful. Only problem is I don't think I'll be able to fix it easily. To really fix it I'd have to fully model the spoke with geometry instead of billboarding it. Might be able to improve it a bit with a custom mipmap.
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Boblob801
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Re: Update 1.9 Brainstorm

Post by Boblob801 »

jlv wrote: Actually, feedback like that is extremely useful. Only problem is I don't think I'll be able to fix it easily. To really fix it I'd have to fully model the spoke with geometry instead of billboarding it. Might be able to improve it a bit with a custom mipmap.
So you used planes instead of a triangle mesh?
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Re: Update 1.9 Brainstorm

Post by jlv »

Assuming by plane you mean a planar quad, yes, I used a plane for each spoke. Thought about using one plane for each pair of crossing spokes but decided it was better to have the spokes aligned with the texture.
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AWood
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Re: Update 1.9 Brainstorm

Post by AWood »

Since youre on a modeling binge me and someone else decided it would be amazing if you updated some SX models, like not so much bales but overhangs, the stands by the finish, modeling a new scoretower (also would be cool to get some of that scripting thing set up where it actually is functional). etc
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Re: Update 1.9 Brainstorm

Post by Boblob801 »

jlv wrote:Assuming by plane you mean a planar quad, yes, I used a plane for each spoke. Thought about using one plane for each pair of crossing spokes but decided it was better to have the spokes aligned with the texture.
I'm curious as to why you did it this way, the tyre itself is amazing.
AWood wrote:Since youre on a modeling binge me and someone else decided it would be amazing if you updated some SX models, like not so much bales but overhangs, the stands by the finish, modeling a new scoretower (also would be cool to get some of that scripting thing set up where it actually is functional). etc
I have some stuff. I'll show you when its done. As far as scripting goes, Jlv, could we also get .shp and .jm files to work with .seq.
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Re: Update 1.9 Brainstorm

Post by AWood »

Boblob801 wrote:
jlv wrote:Assuming by plane you mean a planar quad, yes, I used a plane for each spoke. Thought about using one plane for each pair of crossing spokes but decided it was better to have the spokes aligned with the texture.
I'm curious as to why you did it this way, the tyre itself is amazing.
AWood wrote:Since youre on a modeling binge me and someone else decided it would be amazing if you updated some SX models, like not so much bales but overhangs, the stands by the finish, modeling a new scoretower (also would be cool to get some of that scripting thing set up where it actually is functional). etc
I have some stuff. I'll show you when its done. As far as scripting goes, Jlv, could we also get .shp and .jm files to work with .seq.

only problem is with .seq you would need a PNG of EVERY combination of numbers that could be up there.....

theres a few amazing brand new models i think JLV should use
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Leclair wrote:i fuck you
2014 rF GNC 22nd Overall - 2014 rF 450 SX 12th - 2014 rF 450 MX 11th Overall
2013 rF GNC 17th Overall - 2013 rF 450 SX 17th - 2013 rF 450 MX 8th - 2013 EMF French Cup Open World 6th
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Re: Update 1.9 Brainstorm

Post by jlv »

Boblob801 wrote:
jlv wrote:Assuming by plane you mean a planar quad, yes, I used a plane for each spoke. Thought about using one plane for each pair of crossing spokes but decided it was better to have the spokes aligned with the texture.
I'm curious as to why you did it this way, the tyre itself is amazing.
I was trying to save some geometry. If I used 4 sided cylinders for the spokes with a step for the spoke nipple it'd add about 15% to the vertex and triangle count. I actually thought the billboard spokes looked pretty good so I went with them. It'd be pretty easy to turn them into real geometry if you guys think it's important.
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FlyinHigh
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Re: Update 1.9 Brainstorm

Post by FlyinHigh »

I think as Andrew and Steven were just saying, imo i'd rather see a working score tower first. Would it be too hard to setup a script that displays who is in what position by taking the information from everyone and displaying it in real time, just like we do with the live stream live scoring feed?
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onefoureight
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Re: Update 1.9 Brainstorm

Post by onefoureight »

I wonder if any of these suggestions are going in the latest snapshot.
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Boblob801
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Re: Update 1.9 Brainstorm

Post by Boblob801 »

jlv wrote:I was trying to save some geometry. If I used 4 sided cylinders for the spokes with a step for the spoke nipple it'd add about 15% to the vertex and triangle count. I actually thought the billboard spokes looked pretty good so I went with them. It'd be pretty easy to turn them into real geometry if you guys think it's important.
Its up to you but I just went with a 3 sided cylinder (triangle) and skipped out the spoke nipple it'd double the spoke poly count if you added the step. I can't comment a lot because I haven't actually seen your plane spokes properly. At the end of the day its up to you.
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podium1
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Re: Update 1.9 Brainstorm

Post by podium1 »

Boblob801 wrote:
jlv wrote:I was trying to save some geometry. If I used 4 sided cylinders for the spokes with a step for the spoke nipple it'd add about 15% to the vertex and triangle count. I actually thought the billboard spokes looked pretty good so I went with them. It'd be pretty easy to turn them into real geometry if you guys think it's important.
Its up to you but I just went with a 3 sided cylinder (triangle) and skipped out the spoke nipple it'd double the spoke poly count if you added the step. I can't comment a lot because I haven't actually seen your plane spokes properly. At the end of the day its up to you.
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MxJunkie86
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Re: Update 1.9 Brainstorm

Post by MxJunkie86 »

JLV when do you think 1.9 update will be out?
west
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Re: Update 1.9 Brainstorm

Post by west »

MxJunkie86 wrote:JLV when do you think 1.9 update will be out?
when it will be ready :mrgreen:
link of the topic : http://forum.mxsimulator.com/viewtopic.php?f=15&t=27353[/size] => new engine's sounds
Viriya
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Re: Update 1.9 Brainstorm

Post by Viriya »

I just want erode function in multiplayer and then this game is done! :cry:
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