Tux Tollway convertion status

Tux Tollway convertion status

Postby papite59 » 16 May 2010, 22:36

Hi everyone!
I have worked a bit to convert Tux Tollway for alpha 2 and it's almost done!

I added Slowdown on the grass to prevent player to zap throught the grass in some spot.
There is one shortcut in the grass and it's only viable if you have a lot of nitro/zipper.

Collectable are ok, except one banana that double itself.
Driveline are ok
Checkline are ok

Things remaining to do :
-Figure why i can't get double-sided plane to appear properly in-game( it does in blender)
Specifically, the bushes, tree leaves and road barrier

-Add the movable roadcone and roadblock
-Block off acces to the higher hills where you can see the infinite box.

I'm uploading it so people can enjoy this race once again with Irrlicht!
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tuxtollway.zip
Unfinished convert (still playable)
(5.21 MiB) Downloaded 417 times
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Re: Tux Tollway convertion status

Postby Auria » 17 May 2010, 00:38

Hi,

thanks for the good work!
About two-sided textures, if I'm right this just isn't supported; I don't remember how it was done in 0.6 for this track, however.

If you can widen that tricky right turn near the start where karts stumble upon each other, that would be great too :)
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Re: Tux Tollway convertion status

Postby papite59 » 17 May 2010, 00:55

Thanks!! I'm gonna widen it and stress test it with the max number of ai kart until all is good.
And for the double-sided texture, thats just too bad, im gonna find a way around it.
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Re: Tux Tollway convertion status

Postby Auria » 17 May 2010, 01:22

Support for this probably could be added, though; but we'd need to discuss this with Joerg, our irrlicht expert here. Unfortunately he's on travel right now so I don't expect him to be able to look into that soon
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Re: Tux Tollway convertion status

Postby papite59 » 17 May 2010, 04:15

Hi,
passing by to say i found a way around to show both side and it work great !! But it's not finished yet.
The Drive line are better but there are still some stumbling when they turn with the aspiration effect.
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Re: Tux Tollway convertion status

Postby papite59 » 31 May 2010, 03:33

Hi all,
In to say i have less and less time to work on this tracks due to work and all.So if anyone want to pick up go ahead as I stumbled upon some problem while finishing the graphical fix.
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Re: Tux Tollway convertion status

Postby papite59 » 05 Jun 2010, 02:19

Hi all,
Found a quick way around what i was stuck on ( im lame as its so simple that way).

And i got f............. by my boss...I was discharged from a lot of work so i now have a lot of time.
Im gonna finish this up quick and fast and start working on something new for a change : P
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Re: Tux Tollway convertion status

Postby papite59 » 05 Jun 2010, 22:47

Hi all,this track is almost finished, all there is left is a small shadow ( i think) bug where some face look shaded but the other next to it dont.
If anyone want to look at it, go for it.

There is also a noticeable performance issue since the face count went up a bit.But it's not that much.
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tuxtollway-0.7a2.zip
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Re: Tux Tollway convertion status

Postby Auria » 06 Jun 2010, 01:42

Hi,

thanks for the conversion!!
I committed the track to SVN :) (with a couple modifications; I fixed lap counting and added back road cones)

thanks you, your work is appreciated
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Re: Tux Tollway convertion status

Postby papite59 » 06 Jun 2010, 05:44

Thanks!!

I completly forgot about the road cone, And i dont know why the lap counting was not working, as i tested it before sending the files and it was working fine.
Anyway, i thanks you for completing it!
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Re: Tux Tollway convertion status

Postby Varivar » 06 Jun 2010, 12:03

Good work :)

You can fix the shadow/light problem by adding light="N" to the leaf textures in the materials file.
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Re: Tux Tollway convertion status

Postby Auria » 06 Jun 2010, 15:53

Varivar: yes, I fixed that before committing, too :)
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Re: Tux Tollway convertion status

Postby acme_pjz » 06 Jun 2010, 16:44

I downloaded the latest svn and found that this track can't be loaded, the program crashes...
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Re: Tux Tollway convertion status

Postby acme_pjz » 06 Jun 2010, 17:06

Maybe becasue the roadcones ... I comment them in scenes.xml then it works ...

Another problem: When I play this map in some area I can't use item or nitro :| This problem doesn't occur in other maps ...
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Re: Tux Tollway convertion status

Postby Auria » 07 Jun 2010, 01:33

acme_pjz: can you run the program in a debugger and send us a backtrace?

And I don't know what's wrong with items/nitro, they work fine for me :/
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Re: Tux Tollway convertion status

Postby acme_pjz » 07 Jun 2010, 05:15

Yes, but I have VS2005 debugger only ... the last function in call stack is

// Init all track objects
m_track_object_manager->init();

in Track::loadTrackModel then everything goes wrong ...

Later I'll post full backtrace...
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Re: Tux Tollway convertion status

Postby acme_pjz » 07 Jun 2010, 06:18

There is a screenshot of debug screen... I added a code for debug, showing the address of TrackObject, but I don't know how to show the address of "init" function... and the call stack didn't show function "init" :|
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Re: Tux Tollway convertion status

Postby hiker » 09 Jun 2010, 06:57

Hi,

acme_pjz {l Wrote}:Yes, but I have VS2005 debugger only ... the last function in call stack is

I've tried it, and it worked for me (VS 2008). Could you try updating to VS 2008 (free express version is fine)?

Cheers,
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Re: Tux Tollway convertion status

Postby acme_pjz » 14 Jun 2010, 09:27

I debugged the code for some hours and finally I found that in PhysicalObject::init when run some lines of code then the stack corrupts :| ... maybe there are some problem in Irrlicht.dll :|
{l Code}: {l Select All Code}
//in PhysicalObject::init

    mesh_manipulator->transformMesh(m_animated_mesh, transform);//??? after this code the stack corrupt
00444065  mov         ecx,dword ptr [esi+1Ch]
00444068  fstp        dword ptr [esp+0F0h]
0044406F  fld         dword ptr [eax+4]
00444072  fstp        dword ptr [esp+0F4h]
00444079  fld         dword ptr [eax+8]
0044407C  lea         eax,[esp+0C0h]
00444083  fstp        dword ptr [esp+0F8h]
0044408A  mov         edx,dword ptr [edi]
0044408C  mov         edx,dword ptr [edx+0Ch]
0044408F  push        eax  //transform
00444090  push        ecx  //m_animated_mesh
00444091  mov         ecx,edi
00444093  call        edx  //after call transformMesh the stack (esp) changes 16 (0x10) ????


Any suggestions?
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Re: Tux Tollway convertion status

Postby acme_pjz » 14 Jun 2010, 10:04

Oh, There is some bug in VC++2005 optimizer :| ... when I disable the code optimization in physical_object.cpp and track_object_manager.cpp everything goes right :) ...

BTW: when I played this track the framerate is very slow (with roadcone)...
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Re: Tux Tollway convertion status

Postby hiker » 14 Jun 2010, 14:25

acme_pjz {l Wrote}:Oh, There is some bug in VC++2005 optimizer :| ... when I disable the code optimization in physical_object.cpp and track_object_manager.cpp everything goes right :) ...

Thanks for the confirmation - I somehow expected it to be a VC 2005 problem.

BTW: when I played this track the framerate is very slow (with roadcone)...

A patch that gives some performance improvements is coming soon :)

Cheers,
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Re: Tux Tollway convertion status

Postby acme_pjz » 14 Jun 2010, 18:30

BTW2: Where are the roadcones? I can't find them ... ( A stupid question :) )
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Re: Tux Tollway convertion status

Postby Auria » 15 Jun 2010, 01:13

Hum that's not normal, there are roadcones in many areas :( the first place is where you need to first turn right
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