Difference between revisions of "Position Jump Bug"

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This is another version of a temporary positioning bug. The respawn point is set, so that a player can#t cross the mandatory check points in the correct order. Sometimes this bug results in a "not counting lap".
 
This is another version of a temporary positioning bug. The respawn point is set, so that a player can#t cross the mandatory check points in the correct order. Sometimes this bug results in a "not counting lap".
  
=== Not counting lap ===
+
=== Missing a mandatory check point  ===
  
Sometime the player (A) drives a little outside of a mandatory check point line. Then the current lap is not counting for the player. His position is shown correct after a while (normally as last player). Because of the simulation of other drivers (B) until the next data transfer other Wii don't notice that player A have missed the check point and count him on an other position.
+
Sometime the player (A) drives a little outside of a mandatory check point line. Then the current lap is not counting for the player. His position is shown correct after a while (normally as last player).  
 +
 
 +
Because of the simulation of other drivers until the next data transfer, other Wiis don't notice that player A have missed the check point and count him on an other position.
  
 
=== All player at position 1 ===
 
=== All player at position 1 ===

Revision as of 22:04, 7 January 2012

The page will explain what the Position Jump Bug is, and how to fix it.

Position Jumping

A positioning bug is, if the player is at one position while the Wii shows an other and wrong position. In fact it is a group of bugs with several symptoms and several reasons.

A minor problem of this bug is, that the player gets a wrong information about his ranking. A major problem is, that he gets wrong items, because the items selection is based on the shown position: The real leading player gets mushrooms ans if save for the blue shell, while another player get fakes boxes and meets the blue shell.

Anyway, after final reaching the end of race, all positions are correct again, because the Wii compares the racing time of all players.

Symptoms

Temporary switching the positions

This kind of glitch mostly occurs if the players path cross over, e.g in circles. A main problem is, that a check points defines only a horizontal line and is relates to all crossing paths in any height.

Wrong position after respawning

This is another version of a temporary positioning bug. The respawn point is set, so that a player can#t cross the mandatory check points in the correct order. Sometimes this bug results in a "not counting lap".

Missing a mandatory check point

Sometime the player (A) drives a little outside of a mandatory check point line. Then the current lap is not counting for the player. His position is shown correct after a while (normally as last player).

Because of the simulation of other drivers until the next data transfer, other Wiis don't notice that player A have missed the check point and count him on an other position.

All player at position 1

Some custom tracks are too long for the 5 minutes limit if playing online. One trick is to set more than 1 lap counting check points. This works offline fine, but online each players is permanently registered as first since crossing the first lap counting check point.

If the first player finish his race, all other player are registered on second place until the next player finish his race.

Fixing The Bug

Fixing it is quite easy, and should be done fast if done properly.

Step 1

In your course locate the areas in which this glitch takes place.

Once you've found each one, note down which area in the Minimap in Which this happened.

Step 2

Next open up your course in the SZS Modifier.

Ope your KMP and open up the "Check Points" section.

Look for the same areas on the Minimap Shown in the KMP Editor where you saw that the position jump glitch occured.

Now click a Check Point that is placed slightly before the Glitch occurs. See the Key Check Point setting, and change it to 0.

Place more in the area ahead, and go in order of 1, to 2, to 3, and so on.

Do this step in every area that this happens, and in each section right before two paths cross over/under eachother.

Look through the rest of you courses Check Points and make sure every single other Key Check Point That occurs after the new ones you added are one number above the one before it.

So if the Key Check Point before it was 5, you would change ot to 6.

Step 3

Try your course in Game and see if this Glitch Still occurs. In the case that it does, repeat steps 1 & 2 until the glitch no longer occurs.

Also read the next section to make sure that your course turns out okay after doing this.

Important Info

Make sure that not a single Respawn Point tries to drop you past a Key Check Point. This means that you fall down behind a point, and get respawned past it. If this happens, the Lap will not count. There may be various way to fix this depending on your course. You may have to change the model, move the Check Point, or Move the Respawn Position.

Make sure that ALL Keys check points go in numerical order. Failing to do so may also result in the lap not counting.

Tracks Currently Known To Have This Bug