Difference between revisions of "Talk:The Plain of Atlantis"

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: Idea: Rotate the track by 45 degrees and center it (move it into the range of ±131071). Then reduce the height of the upper plane. The will test the first point tomorrow. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 13:28, 20 November 2018 (UTC)
 
: Idea: Rotate the track by 45 degrees and center it (move it into the range of ±131071). Then reduce the height of the upper plane. The will test the first point tomorrow. -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 13:28, 20 November 2018 (UTC)
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:: I see :'c I was actually expecting something similar to happen, but not for the items. So when I tested the track offline, I thought it would work similarily online. But seemingly not... :( <br> Is this a problem related to the server, or how the MKW system codes the online game ? If it's a code matter, maybe it would be possible to create a code that uses more bits to store the coordinates of the items ? (which would obviousely allow much larger floats and fix the problem)
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:: --[[User:Jiyuu|Jiyuu]] ([[User talk:Jiyuu|talk]]) 13:39, 20 November 2018 (UTC)
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::: About the rotating idea : I'll try to do this. But I'll also try to calculate what is the volume of the possible drop/throw area for items to see if I can shift the track to fix x and z. For Y I'll try to find another solution :(
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::: --[[User:Jiyuu|Jiyuu]] ([[User talk:Jiyuu|talk]]) 13:39, 20 November 2018 (UTC)

Revision as of 13:39, 20 November 2018

Thank you very much

Four and a half years ago, Nintendo closed its WFC doors. And yet authors always make us, the community, happy with such beautiful tracks that still work. The last surprising ones were the tracks New Moon Manor, The Plain of Atlantis and Warp Pipe Island. Many thanks to you, Jiyuu, for your great tracks! Keep it up!!

-- Wiimm (talk) 19:45, 19 November 2018 (UTC)

Oh thank you very much for this wonderful message ! That's really so sweet ! I truely appreciate it and of course I'm going to continue to create new tracks~ \(^ω^)/
--Jiyuu (talk) 21:02, 19 November 2018 (UTC)

Glitch report

Greetings. We tested the track yesterday and found some issues that you should be aware of.

  • On the part with the trickable pillars on the road, one pillar has a wall effect: video
  • If you are having a mini-turbo before the entrance of the cave, or a fast vehicle, you hit the ceiling sometimes: video
  • The last cannon sometimes sends players the wrong way around, a 180 degree spin: video
  • Throwable items in a majority of the track disappear immediately. This problem occurs, when a track is too big and the item is thrown in an area with negative measurement values (it's hard to explain for me, I had the same problem in Cyberstate and Wiimm fixed it for me).
  • Position Jump Bug in the spiral before the cave and also in the ice cave/crystal section.
  • The ice cave is nearly unplayable for some outside-drifters. Maybe make it normal road instead of slippery?

--Buschkling (talk) 10:53, 20 November 2018 (UTC)

About item bug and positions

I'm sorry to say this (please don't kill the carrier): Items work online only, if they are dropped/thrown in the position range from -131071 to +131071 for all 3 axis (and y must be >0; and never tested larger y). This is because of the limited online protocol (131072 == 2^17, and the exponent of this number is too large).

The x-coordinate are OK, but the y coordinates (for ITPT) are 17850 .. 175955 and the z coordinates are -152526 .. 196184. This can't be fixed by simply shifting the track into other coordinates. A re-design is necessary (Really a pity!!).

-- Wiimm (talk) 13:14, 20 November 2018 (UTC) :)

Idea: Rotate the track by 45 degrees and center it (move it into the range of ±131071). Then reduce the height of the upper plane. The will test the first point tomorrow. -- Wiimm (talk) 13:28, 20 November 2018 (UTC)
I see :'c I was actually expecting something similar to happen, but not for the items. So when I tested the track offline, I thought it would work similarily online. But seemingly not... :(
Is this a problem related to the server, or how the MKW system codes the online game ? If it's a code matter, maybe it would be possible to create a code that uses more bits to store the coordinates of the items ? (which would obviousely allow much larger floats and fix the problem)
--Jiyuu (talk) 13:39, 20 November 2018 (UTC)
About the rotating idea : I'll try to do this. But I'll also try to calculate what is the volume of the possible drop/throw area for items to see if I can shift the track to fix x and z. For Y I'll try to find another solution :(
--Jiyuu (talk) 13:39, 20 November 2018 (UTC)