Difference between revisions of "Talk:Icepeak Mountain"

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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)
 
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?'''

Revision as of 17:03, 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?