2021-11-22 snapshot (Updated 2021-11-25)

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Jakob Hubbard
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Re: 2021-11-22 snapshot

Post by Jakob Hubbard »

jlv wrote: Wed Nov 24, 2021 12:57 amIt'd be really helpful to have something specific. What am I looking for and what track makes it happen?
2021 SX Tracks. Most of the stadiums just don't render the major section at all. I'm not really sure how I could help anymore but this is just what I've seen from myself and others.
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jlv
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Re: 2021-11-22 snapshot

Post by jlv »

Jakob Hubbard wrote: Wed Nov 24, 2021 1:02 am 2021 SX Tracks. Most of the stadiums just don't render the major section at all. I'm not really sure how I could help anymore but this is just what I've seen from myself and others.
Hm. That's a mystery. I'll look into it. Thanks!
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Re: 2021-11-22 snapshot

Post by jlv »

Wilson156 wrote: Tue Nov 23, 2021 6:23 pm I was getting frame drops from 125 sitting still then id move forward and it'd drop to 40. Also parts of my stadiums and signs weren't showing up.
Looking at the stadium, it's because the models are unlit (-2 exp) and have the specular intensity set to 0. I store that as the alpha value of the specular color and use it to scale the rest of the color, but when it's unlit that color is used as the ambient color and there it directly sets the alpha. So I inadvertently made the whole thing transparent.

It'll be fixed in the next update.

What do you guys think about ditching the statue wireframes in the editor?
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Re: 2021-11-22 snapshot

Post by Jakob Hubbard »

jlv wrote: Wed Nov 24, 2021 1:56 amWhat do you guys think about ditching the statue wireframes in the editor?
Ditch em, I guess their useful for sequence files for ables but if I'm able to figure out how to get my move_statue function to work, it'll be unnecessary.

Still can't figure out why the function returns zero, I've had other people look at it too and we're stumped, but I did update the code a little bit more and used the find_statue function to verify the indexes were being passed correctly.
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Re: 2021-11-22 snapshot

Post by Jakob Hubbard »

Jakob Hubbard wrote: Wed Nov 24, 2021 2:17 am Ditch em, I guess their useful for sequence files for bales but if I'm able to figure out how to get my move_statue function to work, it'll be unnecessary.
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jlv
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Re: 2021-11-22 snapshot

Post by jlv »

Jakob Hubbard wrote: Wed Nov 24, 2021 2:17 am Still can't figure out why the function returns zero, I've had other people look at it too and we're stumped, but I did update the code a little bit more and used the find_statue function to verify the indexes were being passed correctly.
Which function returns 0?
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Re: 2021-11-22 snapshot

Post by Jakob Hubbard »

jlv wrote: Wed Nov 24, 2021 2:32 am Which function returns 0?
mx.move_statue()

I have something like this

Code: Select all

if (mx.move_statue(index, x, y, z, a)
{
	mx.message('1');
}
else
{
	mx.message('0');
}
mx.move_statue returns 0 on error I just have it up to display the message 0 when it fails.
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Re: 2021-11-22 snapshot

Post by AdamoDago »

problem elsinore 04 in sx tracks . 125fps in moment the game is frezz
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Re: 2021-11-22 snapshot

Post by Jakob Hubbard »

Jakob Hubbard wrote: Wed Nov 24, 2021 3:44 am

Code: Select all

if (mx.move_statue(index, x, y, z, a))
{
	mx.message('1');
}
else
{
	mx.message('0');
}
forgot a parenthesis in my code here beforehand but obviously its syntactically correct in my ide
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motokid499
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Re: 2021-11-22 snapshot

Post by motokid499 »

jlv wrote: Wed Nov 24, 2021 1:02 am
motokid499 wrote: Tue Nov 23, 2021 6:25 am Something really wrong going on for me, random hitches and slow motion type freezing. FPS displays 124/125 consistently but game is unplayable.
You could get more hitches if you were running 1024x1024 terrain textures in copy mode before since copy mode limits that to 256x256. Now that copy mode is gone if you ask for 1024x1024 you get it along with all the hitches that come with that setting. Run it at 256x256 and it should be the same as before, maybe even a little faster since it avoids the back buffer to texture copy.
I normally run 256x256 shaders direct, ive tried playing with the settings but cant seem to fix it.
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Re: 2021-11-22 snapshot

Post by Jeremy150 »

jlv wrote: Wed Nov 24, 2021 1:56 am What do you guys think about ditching the statue wireframes in the editor?
I'd really prefer if you didn't. No other workaround?
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Re: 2021-11-22 snapshot

Post by Ash »

motokid499 wrote: Tue Nov 23, 2021 6:25 am Something really wrong going on for me, random hitches and slow motion type freezing. FPS displays 124/125 consistently but game is unplayable.
Same for me.
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Re: 2021-11-22 snapshot

Post by AdamoDago »

jlv wrote: Wed Nov 24, 2021 12:57 am
Jakob Hubbard wrote: Tue Nov 23, 2021 5:05 am I’ve seen issues with rendering large objects such as stadiums as well with this new snapshot that I thought I’d add in here
It'd be really helpful to have something specific. What am I looking for and what track makes it happen?
Cmon Bro . One Solution
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Re: 2021-11-22 snapshot (Updated 2021-11-24)

Post by jlv »

Updated to fix the transparent unlit objects and removed statue wireframes:

Windows users: https://mxsimulator.com/snapshots/mx-2021-11-22-1607.exe
Linux users: https://mxsimulator.com/snapshots/mxbin-2021-11-22-1607
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Re: 2021-11-22 snapshot

Post by jlv »

Jakob Hubbard wrote: Wed Nov 24, 2021 3:44 am
jlv wrote: Wed Nov 24, 2021 2:32 am Which function returns 0?
mx.move_statue()

I have something like this

Code: Select all

if (mx.move_statue(index, x, y, z, a)
{
	mx.message('1');
}
else
{
	mx.message('0');
}
mx.move_statue returns 0 on error I just have it up to display the message 0 when it fails.
Probably because it has a collision file. Moving objects with collisions is not currently allowed. My fault for not documenting this.

BTW, when you do this, make sure the statue position is a pure function of time. That will make it continue to work if you rewind in a demo.

As an example, if you want something to move along the x axis at "xv" feet/second, do it like this:
mx.move_statue(index, x + xv * mx.seconds, y, z, a);

Not like this:
x += xv * mx.seconds_per_tic;
mx.move_statue(index, x, y, z, a);
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