Difference between revisions of "Talk:Sahara Hideout"

From Custom Mario Kart
Jump to navigation Jump to search
m (typos fixed & indention)
Line 23: Line 23:
  
 
After a fast offline test I found some small bugs:
 
After a fast offline test I found some small bugs:
* Since some month, I test with activated performance monitor. It shows the CPU + GPU utilization. And this track has a utilization of 90% in some situations in single player offline. And this usually means a [[slow motion bug]] online in full rooms. For compartment: v1.7 has a max rate of about 65-70%.
+
* Since some month, I test with activated performance monitor. It shows the CPU + GPU utilization. And this track has a utilization of 90% in some situations in single player offline. And this usually means a [[slow motion bug]] online in full rooms. For comparement: v1.7 has a max rate of about 65-70%.
 
* If using the temple shortcut with Mega Mushroom, you hit an invisible wall at the end of the short cut.
 
* If using the temple shortcut with Mega Mushroom, you hit an invisible wall at the end of the short cut.
* In my very first race I tried different things in the first lap. Then in the second lap, I was always respawned at the start line. It way curios, because I can't confirm this bug in a second race.
+
* In my very first race I tried different things in the first lap. Then in the second lap, I was always respawned at the start line. It's way curios, because I can't confirm this bug in a second race.
 
-- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 09:31, 20 April 2019 (UTC)
 
-- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 09:31, 20 April 2019 (UTC)
  
 
+
:* We have had this bug where you always spawn at the startline when you fall off before and we arent sure whats causing it, its been a noticed problem since v1.61 after it was tested in a froom and nobody has replicated it since. so we are unsure of how we can fix this issue.
* We have had this bug where you always spawn at the startline when you fall off before and we arent sure whats causing it, its been a noticed problem since v1.61 after it was tested in a froom and nobody has replicated it since. so we are unsure of how we can fix this issue.
+
:* As for the slow motion bug, we usually wait for CTGP testing frooms so we can test how much it lags and what we can try to do to reduce it, so lag reducing will come after testing sessions.
 
+
: -- [[User:IEF◇Spyro|IEF◇Spyro]] ([[User talk:IEF◇Spyro|talk]]) 12:20 20 April 2019 (UTC)
* As for the slow motion bug, we usually wait for CTGP testing frooms so we can test how much it lags and what we can try to do to reduce it, so lag reducing will come after testing sessions.
 
-- [[User:IEF◇Spyro|IEF◇Spyro]] ([[User talk:IEF◇Spyro|talk]]) 12:20 20 April 2019 (UTC)
 

Revision as of 12:29, 20 April 2019

v1.6 bugs

Sahara Hideout Bugs.png

While testing offline with cpu controlled enemies, I found a temporary position bug and a lap not count bug (enemies). Both happens in the very first U-turn in the very north. For the lap not count bug: Drive behind all enemies and watch you position. -- Wiimm (talk) 15:46, 1 January 2019 (UTC)

There are at least 3 invalid Check Point Quadrilaterals (see yellow circles at image). One of them is a mandatory check point, and all are used for respawning. -- Wiimm (talk) 18:11, 1 January 2019 (UTC)
There are mor invalid check points:
         + WARNING: Check points #4 and #5 do not form a convex quadrilateral (pos bug?).
         + WARNING: Check points #7 and #8 do not form a convex quadrilateral (pos bug?).
         + WARNING: Check points #16 and #17 do not form a convex quadrilateral (pos bug?).
         + WARNING: Check points #21 and #22 do not form a convex quadrilateral (pos bug?).
         + WARNING: Check points #32 and #33 do not form a convex quadrilateral (pos bug?).
         + WARNING: Check points #47 and #48 do not form a convex quadrilateral (pos bug?).
-- Wiimm (talk) 18:13, 1 January 2019 (UTC)

v1.62.nether is same as 1.61.day

Both files are identical -- Wiimm (talk) 06:16, 15 January 2019 (UTC)

v2 bugs

After a fast offline test I found some small bugs:

  • Since some month, I test with activated performance monitor. It shows the CPU + GPU utilization. And this track has a utilization of 90% in some situations in single player offline. And this usually means a slow motion bug online in full rooms. For comparement: v1.7 has a max rate of about 65-70%.
  • If using the temple shortcut with Mega Mushroom, you hit an invisible wall at the end of the short cut.
  • In my very first race I tried different things in the first lap. Then in the second lap, I was always respawned at the start line. It's way curios, because I can't confirm this bug in a second race.

-- Wiimm (talk) 09:31, 20 April 2019 (UTC)

  • We have had this bug where you always spawn at the startline when you fall off before and we arent sure whats causing it, its been a noticed problem since v1.61 after it was tested in a froom and nobody has replicated it since. so we are unsure of how we can fix this issue.
  • As for the slow motion bug, we usually wait for CTGP testing frooms so we can test how much it lags and what we can try to do to reduce it, so lag reducing will come after testing sessions.
-- IEF◇Spyro (talk) 12:20 20 April 2019 (UTC)