2009-11-11 snapshot

Post anything about MX Simulator here. Please. I'm begging you.
jlv
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Re: 2009-11-11 snapshot

Post by jlv »

The first thing to do is not overclock. There is no point in trying to debug something on an overclocked CPU since it might just not work at that speed. Next time it crashes, click view details and tell me the faulting module and fault address.
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DJ99X
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Re: 2009-11-11 snapshot

Post by DJ99X »

OK, I think I have found a bug, and I dont know whether it is the games fault or mine, or both. With some of the objects that use normal maps, some of the faces stay jet black. At first, it appears to be happening to faces the were unwrapped by projection, but then the pipe was unwrapped properly. Also does it on my YZ125, and the fences on broadmeadow and cypress. Looking back at the previous snapshot, the same thing happens, but instread of jet black, they stay at 100% ambient. Its weird, because the normal map at these points are just [128 128 255].

Image

EDIT: Yeah, its even worse for the CRF (this is using the normal map for the YZF, hence the wierd shapes everywhere). I think its definitely a bug with the game

Image
chris465
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Re: 2009-11-11 snapshot

Post by chris465 »

jlv wrote:The first thing to do is not overclock. There is no point in trying to debug something on an overclocked CPU since it might just not work at that speed. Next time it crashes, click view details and tell me the faulting module and fault address.
I will do that. But I have been playing the game on this puter without any issues to speak of for the last 3 or 4 updates. This had only started on this last one.
scheeve3
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Re: 2009-11-11 snapshot

Post by scheeve3 »

can you make something so we don't have to download all skins and stuff manual?
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jlv
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Re: 2009-11-11 snapshot

Post by jlv »

DJ wrote:OK, I think I have found a bug, and I dont know whether it is the games fault or mine, or both. With some of the objects that use normal maps, some of the faces stay jet black. At first, it appears to be happening to faces the were unwrapped by projection, but then the pipe was unwrapped properly. Also does it on my YZ125, and the fences on broadmeadow and cypress. Looking back at the previous snapshot, the same thing happens, but instread of jet black, they stay at 100% ambient. Its weird, because the normal map at these points are just [128 128 255].

http://i923.photobucket.com/albums/ad77 ... ackbug.jpg

EDIT: Yeah, its even worse for the CRF (this is using the normal map for the YZF, hence the wierd shapes everywhere). I think its definitely a bug with the game

http://i923.photobucket.com/albums/ad77 ... icshit.jpg
If you have any faces that have 0 area in the texture they will mess up the tangent vectors for all the vertices they touch. The tangent space for a triangle with no area is undefined. Since the tangent vector for each vertex is the average for all the triangles that use it, one bad triangle will affect all of its neighbors. I can make it not divide by zero in that case, but the normals will still have the wrong orientation when they aren't [128 128 255].
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DJ99X
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Re: 2009-11-11 snapshot

Post by DJ99X »

Hmmm, that makes sense. How come it turned black instead of 100% ambient from the last snapshot?

This is going to be fun giving everything texture space.
jlv
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Re: 2009-11-11 snapshot

Post by jlv »

I'm not sure. With a divide by zero you will tend to get either Inf, 0 or NaN on further operations. Probably getting NaN instead of Inf now. Either way it's just different garbage answers.
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NIKK SPILLANE #244
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Re: 2009-11-11 snapshot

Post by NIKK SPILLANE #244 »

how do i install update?
Duckstream
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Re: 2009-11-11 snapshot

Post by Duckstream »

NIKK SPILLANE #244 wrote:how do i install update?
Can you not read anything yourself?
Install by replacing the old exe with this one.
it says that on the freaking first post in this topic.
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.
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Re: 2009-11-11 snapshot

Post by Kawasakis »

Download it,rename to 'mx.exe' and put it in Folder where you mxs is,its should be here C:\Program Files\MX Simulator
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Image
Image
NIKK SPILLANE #244
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Re: 2009-11-11 snapshot

Post by NIKK SPILLANE #244 »

how am i supost to know where and what mx.exe is?
Duckstream
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Re: 2009-11-11 snapshot

Post by Duckstream »

Let me explain.
Personal folder is not where to put them (thats where skins and tracks goes)
But mx sim folder with zzzz.saf files and etc.
you can find that folder by rigth mouse on the mxs:s desktop icon and choose open folder or something like that.
then there it is. the exe of mxs.
replace that, make a new shortcut to the desktop and there you go
ddmx
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Re: 2009-11-11 snapshot

Post by ddmx »

NIKK SPILLANE #244 wrote:how am i supost to know where and what mx.exe is?
FAQ covers almost everything you would ever need to know.
Phathry25
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Re: 2009-11-11 snapshot

Post by Phathry25 »

Windows search works well for locating files also.

Damn these computers are complex!!!!
ddmx
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Re: 2009-11-11 snapshot

Post by ddmx »

Way to bring back a dead thread I know, but I would love to know how to call a .seq file to be used as a texture on a model.

@summitten/lheidelrem_stadium_crowd.seq


ANIM1 6 9 8 1
0 1 2 3 4 5 6 7 8 7 6 5 4 3 2 1
PNG @summitten/crowd_1.png
PNG @summitten/crowd_2.png
PNG @summitten/crowd_3.png
PNG @summitten/crowd_4.png
PNG @summitten/crowd_5.png
PNG @summitten/crowd_6.png
PNG @summitten/crowd_7.png
PNG @summitten/crowd_8.png
PNG @summitten/crowd_9.png

The model is not loading the texture, and when the game first comes up it says "Error Reading .seq frame 0"
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