Difference between revisions of "Talk:Icepeak Mountain"

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: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 11:54, 18 September 2015 (UTC)
 
: -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 11:54, 18 September 2015 (UTC)
  
::Animations do not really cause Slow Motion Bug. In this track's case, the models have too much facepoints.
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::Animations do not really cause Slow Motion Bug. In this track's case, the models have too much facepoints (see below).
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::--[[User:Maczkopeti|maczkopeti]] ([[User talk:Maczkopeti|talk]]) 13:20, 18 September 2015 (UTC)
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The course_model has '''124,038''' facepoints. That's more than 2 times the amount in Bowser's Castle ('''41,423'''). Even with BrawlBox, I can only get it down to '''104,164'''. It's the same for the minimap, which has '''25,056''' ('''10,310''' after removing the UVs and normals, and optimizing the model, which is still a bit over Mushroom Gorge's '''8592'''), and the KCL, with '''54,304''' vertices. (For reference, Maple Treeway has only '''23,829'''.)
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Besides model optimizations, you should add [[AREA#AREA type 0x01 (EnvEffect)|AREA type 1]] to the cave to disable the snowfall inside it.<br>
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--[[User:Maczkopeti|maczkopeti]] ([[User talk:Maczkopeti|talk]]) 13:20, 18 September 2015 (UTC)
  
::The course_model has '''124,038''' facepoints. That's more than 2 times the amount in Bowser's Castle ('''41,423'''). Even with BrawlBox, I can only get it down to '''104,164'''. It's the same for the minimap, which has '''25,056''' ('''10,310''' after removing the UVs and normals, and optimizing the model), and the KCL, with '''54,304''' vertices. (For reference, Maple Treeway has only '''23,829'''.)
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: This is a really wonderful track. But it seems the authors has lost the motivation to fix the slowmotion bug on splitscreen. On one player modus the slowmotion bug is a bit too. Pity. Really pity. I like this this track. i am suprised to see this track on CTGP . because the track is unplayable on splitscreen Online with two players because the heavy slowmotion bug.--[[User:Snake|Snake]] ([[User talk:Snake|talk]]) 13:43, 7 March 2016 (UTC)
  
::Aside from model optimizations, you should add [[AREA#AREA type 0x01 (EnvEffect)|AREA type 1]] to the cave to disable the snowfall inside it.
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:: We've tried our best, but we cant optimize the model, that it gets no slowmo bug without beeing jsut blank and beeing a completely unenjoyable track. maybe one day we'll come up with it again .... but who knows
::--[[User:Maczkopeti|maczkopeti]] ([[User talk:Maczkopeti|talk]]) 13:20, 18 September 2015 (UTC)
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:: -- [[User:FloMaster35000vr|FloMaster35000vr]] ([[User talk:FloMaster35000vr|talk]]) 13:27, 12 June 2016 (UTC)
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== Second KTPT to fix finish line position at minimap ==
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This track uses a special starting box. So the finish line at the mininmap is drawn at the wrong position. [[LE-CODE]] can fix it: If a second [[KMP#KTPT|KTPT]] point is defined, it is used as draw position. So I plan to edit the track and to add an addtional KTPT to fix this bug. After testing, I will release it as v1.2. <br>'''Is this ok?''' -- [[User:Wiimm|Wiimm]] ([[User talk:Wiimm|talk]]) 17:04, 19 May 2019 (UTC)
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== Checkpoints rearranged to prevent 2 No-Lap-Count glitches ==
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It has been highly requested in the past few days that a No-Lap-Count glitch (NLC) in this custom track get fixed. I made necessary changes to the checkpoints in order to prevent players from going around key checkpoints in 2 spots. No other changes were made to the custom track.
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The first spot is located to the right of the first bridge after the cave section. The second spot I found while editing the KMP and is located just before the last bridge, very far to the right.
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Updated custom track download: https://drive.google.com/file/d/1UztwSCN1GiRC7dARTyyVx2nRgTGNwv_j/view?usp=sharing
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After testing, I will release it as v1.2.2
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'''Is this ok?''' {{sig|Demir}}
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: That's perfectly good to do. [[User:Trainiax|Trainiax/SwampyGator]] ([[User talk:Trainiax|talk]]) 17:16, 27 April 2021 (UTC)

Latest revision as of 17:16, 27 April 2021

Hey guys. It is really pity. it is a wonderfull track. i like it very much. But on offline split screen it has a hard slowmotion bug. Unter uns. Tolle Arbeit. Nur der Zeitlupeneffekt muss weg. --Snake (talk) 11:25, 18 September 2015 (UTC)

Solutions
  • Remove trees from model and use KMP trees.
  • Reduce animations (maybe only n a special _d variant)
  • Simplify KCL and minimap.
-- Wiimm (talk) 11:54, 18 September 2015 (UTC)
Animations do not really cause Slow Motion Bug. In this track's case, the models have too much facepoints (see below).
--maczkopeti (talk) 13:20, 18 September 2015 (UTC)

The course_model has 124,038 facepoints. That's more than 2 times the amount in Bowser's Castle (41,423). Even with BrawlBox, I can only get it down to 104,164. It's the same for the minimap, which has 25,056 (10,310 after removing the UVs and normals, and optimizing the model, which is still a bit over Mushroom Gorge's 8592), and the KCL, with 54,304 vertices. (For reference, Maple Treeway has only 23,829.)

Besides model optimizations, you should add AREA type 1 to the cave to disable the snowfall inside it.
--maczkopeti (talk) 13:20, 18 September 2015 (UTC)

This is a really wonderful track. But it seems the authors has lost the motivation to fix the slowmotion bug on splitscreen. On one player modus the slowmotion bug is a bit too. Pity. Really pity. I like this this track. i am suprised to see this track on CTGP . because the track is unplayable on splitscreen Online with two players because the heavy slowmotion bug.--Snake (talk) 13:43, 7 March 2016 (UTC)
We've tried our best, but we cant optimize the model, that it gets no slowmo bug without beeing jsut blank and beeing a completely unenjoyable track. maybe one day we'll come up with it again .... but who knows
-- FloMaster35000vr (talk) 13:27, 12 June 2016 (UTC)

Second KTPT to fix finish line position at minimap

This track uses a special starting box. So the finish line at the mininmap is drawn at the wrong position. LE-CODE can fix it: If a second KTPT point is defined, it is used as draw position. So I plan to edit the track and to add an addtional KTPT to fix this bug. After testing, I will release it as v1.2.
Is this ok? -- Wiimm (talk) 17:04, 19 May 2019 (UTC)

Checkpoints rearranged to prevent 2 No-Lap-Count glitches

It has been highly requested in the past few days that a No-Lap-Count glitch (NLC) in this custom track get fixed. I made necessary changes to the checkpoints in order to prevent players from going around key checkpoints in 2 spots. No other changes were made to the custom track.

The first spot is located to the right of the first bridge after the cave section. The second spot I found while editing the KMP and is located just before the last bridge, very far to the right.

Updated custom track download: https://drive.google.com/file/d/1UztwSCN1GiRC7dARTyyVx2nRgTGNwv_j/view?usp=sharing

After testing, I will release it as v1.2.2

Is this ok? --Unsigned comment by Demir (talk).

That's perfectly good to do. Trainiax/SwampyGator (talk) 17:16, 27 April 2021 (UTC)