Difference between revisions of "Talk:Icepeak Mountain"
Maczkopeti (talk | contribs) m |
|||
(7 intermediate revisions by 5 users not shown) | |||
Line 8: | Line 8: | ||
: -- [[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. | + | ::Animations do not really cause Slow Motion Bug. In this track's case, the models have too much facepoints (see below). |
+ | ::--[[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, 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#AREA type 0x01 (EnvEffect)|AREA type 1]] to the cave to disable the snowfall inside it.<br> | ||
+ | --[[User:Maczkopeti|maczkopeti]] ([[User talk: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.--[[User:Snake|Snake]] ([[User talk: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 |
− | : | + | :: -- [[User:FloMaster35000vr|FloMaster35000vr]] ([[User talk: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 [[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) | ||
+ | |||
+ | == 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?''' {{sig|Demir}} | ||
+ | |||
+ | : 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)