Difference between revisions of "Position Jump Bug"

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(MASSIVE clean-up here. Several people were complaining that they could barely understand this page due to various grammatical and spelling errors.)
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== Position Jumping ==
 
== 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.
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If a player is meant to be in a different position than the one shown on-screen then this is classed as a position tracker bug. In fact it is a group of bugs which can occur for 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.
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A minor problem caused by this bug is that the player gets incorrect information about his ranking in the race. However an altogether more major issue is that the position tracker is the thing that determines which items should be granted to a player. Due to the face that the items selection is based on the shown position, the real leading player could have the opportunity to acquire more powerful items such as mushrooms which could then be used to dodge a blue shell unfairly - thus leading to poorly balanced racing where players in lower positions struggle to catch up to the leader.
  
Anyway, after final reaching the end of race, all positions are correct again, because the Wii compares the racing time of all players.
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That said, once people start crossing the finish line at the end of the race all positions are shown correctly again because the game compares the racing time of all players.
  
 
== Symptoms ==
 
== Symptoms ==
=== Temporary switching the positions ===
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=== Temporary switching of 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.
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This kind of glitch mostly occurs if the players path cross over, e.g. in circles. An unfortunate problem is that a checkpoint defines only a horizontal line and relates to all crossing paths regardless of their heights.
  
=== Wrong position after respawning ===
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=== Incorrect positions 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".
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This is another version of a temporary positioning bug. The cause is quite simple; a respawn point is set so that when a player uses it they are placed after one of the mandatory checkpoints, therefore players will pass them in the wrong order and the game will get confused and provide the wrong position information. Occasionally this bug results in a lap not counting and obviously this can lead to a huge disadvantage to anyone unfortunate enough to fall victim to it.
  
=== Missing a mandatory check point  ===
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=== Missing a mandatory checkpoint ===
  
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).  
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Sometimes a player drives a little outside of a mandatory checkpoint line, resulting in a failed lap count. When this happens the position tracker of the aforementioned player will often be shown as last place, but should correct itself after a while.  
  
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.
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Because of the simulation of other drivers until the next data transfer, other Wiis don't notice that the player has missed the checkpoint and will count them as being on another position.
  
 
=== All player at position 1 ===
 
=== 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 point. This works offline fine, but online each players is permanently registered as first after crossing the first lap counting check point.
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Some custom tracks are too long for the 5 minutes limit if playing online. One trick commonly used to overcome this is to set more than 1 lap counting check point. This works offline fine, but online each player is permanently registered as first after 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.
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If the real first place player finishes the race then all other players are registered as being in second place until the next player finishes, and so on.
  
==Fixing The Bug==
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== Fixing The Bug ==
  
Fixing it is quite easy, and should be done fast if done properly.
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Fixing it is quite easy, and should be a pretty quick fix if done correctly.
  
 
===Step 1===
 
===Step 1===
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In your course locate the areas in which this glitch takes place.
 
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.
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Once you've found each one, note down the area on the Minimap where it occurred.
  
 
===Step 2===
 
===Step 2===
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Next open up your course in the [[SZS Modifier]].
 
Next open up your course in the [[SZS Modifier]].
  
Ope your KMP and open up the "Check Points" section.
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Open your KMP file and then the "Checkpoints" section.
  
 
Look for the same areas on the Minimap Shown in the KMP Editor where you saw that the position jump glitch occured.
 
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.
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Now click a checkpoint that is placed slightly before the glitch occurs. See the key checkpoint 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.
 
Place more in the area ahead, and go in order of 1, to 2, to 3, and so on.
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Do this step in every area that this happens, and in each section right before two paths cross over/under eachother.
 
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.
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Look through the rest of you courses checkpoints and make sure every single other key checkpoint 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.
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So if the key checkpoint before it was 5, you would change it to 6.
  
 
===Step 3===
 
===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.
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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 is gone.
  
 
Also read the next section to make sure that your course turns out okay after doing this.
 
Also read the next section to make sure that your course turns out okay after doing this.
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===Important Info===
 
===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 none of your respawn points try to drop you past a key checkpoint. 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 checkpoint, or reset 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.
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Make sure that '''ALL''' key checkpoints go in numerical order. Failing to do so may also result in the lap not counting.
 
 
==Tracks Currently Known To Have This Bug==
 
 
 
* [[Daisy's Palace]]
 
* [[GCN Baby Park]]
 
* [[GCN Rainbow Road]] RC1, RC2
 
* [[N64 Rainbow Road - Lunar Edition]] (there is a special online version that fix it)
 
* [[Rezway]] v1, v1.1 and v2.0
 
* definitely more ...
 
  
 
[[category:Bug]]
 
[[category:Bug]]

Revision as of 15:52, 22 November 2012

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

Position Jumping

If a player is meant to be in a different position than the one shown on-screen then this is classed as a position tracker bug. In fact it is a group of bugs which can occur for several reasons.

A minor problem caused by this bug is that the player gets incorrect information about his ranking in the race. However an altogether more major issue is that the position tracker is the thing that determines which items should be granted to a player. Due to the face that the items selection is based on the shown position, the real leading player could have the opportunity to acquire more powerful items such as mushrooms which could then be used to dodge a blue shell unfairly - thus leading to poorly balanced racing where players in lower positions struggle to catch up to the leader.

That said, once people start crossing the finish line at the end of the race all positions are shown correctly again because the game compares the racing time of all players.

Symptoms

Temporary switching of positions

This kind of glitch mostly occurs if the players path cross over, e.g. in circles. An unfortunate problem is that a checkpoint defines only a horizontal line and relates to all crossing paths regardless of their heights.

Incorrect positions after respawning

This is another version of a temporary positioning bug. The cause is quite simple; a respawn point is set so that when a player uses it they are placed after one of the mandatory checkpoints, therefore players will pass them in the wrong order and the game will get confused and provide the wrong position information. Occasionally this bug results in a lap not counting and obviously this can lead to a huge disadvantage to anyone unfortunate enough to fall victim to it.

Missing a mandatory checkpoint

Sometimes a player drives a little outside of a mandatory checkpoint line, resulting in a failed lap count. When this happens the position tracker of the aforementioned player will often be shown as last place, but should correct itself after a while.

Because of the simulation of other drivers until the next data transfer, other Wiis don't notice that the player has missed the checkpoint and will count them as being on another position.

All player at position 1

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

If the real first place player finishes the race then all other players are registered as being in second place until the next player finishes, and so on.

Fixing The Bug

Fixing it is quite easy, and should be a pretty quick fix if done correctly.

Step 1

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

Once you've found each one, note down the area on the Minimap where it occurred.

Step 2

Next open up your course in the SZS Modifier.

Open your KMP file and then the "Checkpoints" 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 checkpoint that is placed slightly before the glitch occurs. See the key checkpoint 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 checkpoints and make sure every single other key checkpoint that occurs after the new ones you added are one number above the one before it.

So if the key checkpoint before it was 5, you would change it 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 is gone.

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

Important Info

Make sure that none of your respawn points try to drop you past a key checkpoint. 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 checkpoint, or reset the respawn position.

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