Page 1 of 1
Tux Tollway convertion status

Posted:
16 May 2010, 22:36
by papite59
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!
Re: Tux Tollway convertion status

Posted:
17 May 2010, 00:38
by Auria
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

Re: Tux Tollway convertion status

Posted:
17 May 2010, 00:55
by papite59
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.
Re: Tux Tollway convertion status

Posted:
17 May 2010, 01:22
by Auria
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
Re: Tux Tollway convertion status

Posted:
17 May 2010, 04:15
by papite59
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.
Re: Tux Tollway convertion status

Posted:
31 May 2010, 03:33
by papite59
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.
Re: Tux Tollway convertion status

Posted:
05 Jun 2010, 02:19
by papite59
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
Re: Tux Tollway convertion status

Posted:
05 Jun 2010, 22:47
by papite59
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.
Re: Tux Tollway convertion status

Posted:
06 Jun 2010, 01:42
by Auria
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
Re: Tux Tollway convertion status

Posted:
06 Jun 2010, 05:44
by papite59
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!
Re: Tux Tollway convertion status

Posted:
06 Jun 2010, 12:03
by Varivar
Good work
You can fix the shadow/light problem by adding light="N" to the leaf textures in the materials file.
Re: Tux Tollway convertion status

Posted:
06 Jun 2010, 15:53
by Auria
Varivar: yes, I fixed that before committing, too

Re: Tux Tollway convertion status

Posted:
06 Jun 2010, 16:44
by acme_pjz
I downloaded the latest svn and found that this track can't be loaded, the program crashes...
Re: Tux Tollway convertion status

Posted:
06 Jun 2010, 17:06
by acme_pjz
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 ...
Re: Tux Tollway convertion status

Posted:
07 Jun 2010, 01:33
by Auria
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 :/
Re: Tux Tollway convertion status

Posted:
07 Jun 2010, 05:15
by acme_pjz
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...
Re: Tux Tollway convertion status

Posted:
07 Jun 2010, 06:18
by acme_pjz
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"

Re: Tux Tollway convertion status

Posted:
09 Jun 2010, 06:57
by hiker
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,
Joerg
Re: Tux Tollway convertion status

Posted:
14 Jun 2010, 09:27
by acme_pjz
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?
Re: Tux Tollway convertion status

Posted:
14 Jun 2010, 10:04
by acme_pjz
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)...
Re: Tux Tollway convertion status

Posted:
14 Jun 2010, 14:25
by hiker
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,
Joerg
Re: Tux Tollway convertion status

Posted:
14 Jun 2010, 18:30
by acme_pjz
BTW2: Where are the roadcones? I can't find them ... ( A stupid question

)
Re: Tux Tollway convertion status

Posted:
15 Jun 2010, 01:13
by Auria
Hum that's not normal, there are roadcones in many areas

the first place is where you need to first turn right