Reverse mode

Re: Reverse mode

Postby ctdabomb » 23 Mar 2012, 20:52

Auria {l Wrote}:in fort magma, pretty much every platform in the tunnel causes a bump, I think they should be smoothed out (this is worse in reverse but to be honest I think it wouldn't hurt to smooth them in forward driving too)

I fixed that. (I assume, didn't have time to test it though.)
and I added some bananas/cones/sign to tux tollway and removed 17,000 faces from it.
still not sure what to do about that sign in jungle though.
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Re: Reverse mode

Postby Auria » 24 Mar 2012, 02:46

Hi,

thanks for the work :) I committed the changes with Fort Magma. I think the bumps are still a bit rough, but it's certainly better than before

In Tux Tollway, nice work on the poly count! however there are several modelling and texturing anomalies, see screenshots

Capture1.jpg

Capture2.jpg

Capture3.jpg

Capture4.jpg
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Re: Reverse mode

Postby betharatux1 » 24 Mar 2012, 07:19

check my idea for support jungle version2 :)
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Re: Reverse mode

Postby ctdabomb » 24 Mar 2012, 14:22

Auria {l Wrote}:Hi,

thanks for the work :) I committed the changes with Fort Magma. I think the bumps are still a bit rough, but it's certainly better than before

In Tux Tollway, nice work on the poly count! however there are several modelling and texturing anomalies

hummm..... did I do that? oh well, I will fix it. and about the faces reducing, it was actually that much, just really removing a few extra faces from some rocks the were underground and converting tris to quads on the main mesh :D
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Re: Reverse mode

Postby MCMic » 25 Mar 2012, 19:50

What do you guys think about the reverse mode being a feature that need to be unlocked by a challenge in 0.8 version?
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Re: Reverse mode

Postby Ludsky » 25 Mar 2012, 19:54

betharatux1 {l Wrote}:check my idea for support jungle version2 :)


I like your idea, is very good ;)
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Re: Reverse mode

Postby Auria » 25 Mar 2012, 23:19

betharatux1, yeah removing the jump altogether is a possibility but I think we should find other solutions because it's nice to have a few jumps I think

MCMic, yes I guess this could be locked
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Re: Reverse mode

Postby betharatux1 » 26 Mar 2012, 14:06

here, i make another idea. :)
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Re: Reverse mode

Postby Auria » 26 Mar 2012, 15:31

I like your idea 6 :) we may just need to tweak a bit the strength of the zippers, in idea 5 they are too strong, in idea 6 not strong enough
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Re: Reverse mode

Postby ctdabomb » 26 Mar 2012, 15:38

will this be used instead of a sign?
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Re: Reverse mode

Postby ctdabomb » 26 Mar 2012, 22:56

i fixed Hacienda :D
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Re: Reverse mode

Postby Auria » 26 Mar 2012, 23:21

ctdabomb {l Wrote}:i fixed Hacienda :D


Applied in SVN, thanks :)
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Re: Reverse mode

Postby betharatux1 » 27 Mar 2012, 20:44

i think, and how now ?
i did fix all palm tree using texture = "palm_tree_leaf.png", i mean some opposite-face leaf . so, a new screenshot jungle-track will be considered ? ;)
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Re: Reverse mode

Postby Iridium » 27 Mar 2012, 23:45

MCMic {l Wrote}:What do you guys think about the reverse mode being a feature that need to be unlocked by a challenge in 0.8 version?


Yes, definitely. A lot of kart games have an unlockable mirror/reverse mode.

Although, I would like it to be high up on a tiered challenge system I was going to suggest :)
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Re: Reverse mode

Postby betharatux1 » 29 Mar 2012, 12:39

i fixed minigolf mischief, for make it worked in reverse mode. :)
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Re: Reverse mode

Postby ctdabomb » 29 Mar 2012, 13:59

betharatux1 {l Wrote}:i fixed minigolf mischief, for make it worked in reverse mode. :)

I wasn't able to test this in game, but the ramp looks a bit steep. you could just make the ramp longer, but then it would get in the way of normal mode..... if you are really worried about low poly. there are two faces you can get rid of from the ramp
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Re: Reverse mode

Postby Auria » 30 Mar 2012, 02:11

betharatux1 {l Wrote}:i think, and how now ?
i did fix all palm tree using texture = "palm_tree_leaf.png", i mean some opposite-face leaf . so, a new screenshot jungle-track will be considered ? ;)



Thanks a lot, I committed your changes! :)

One thing however : in theory (I say in theory because our tracks have not quite been adapted to that decision yet) we prefer conveyor belts on the grounds to just zippers, But that's already an improvement :)
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Re: Reverse mode

Postby Auria » 30 Mar 2012, 02:23

betharatux1 {l Wrote}:i fixed minigolf mischief, for make it worked in reverse mode. :)


unfortunately this fixed minigolf is unplayably slow for me :? Do you have any idea of what has changed that could make it much slower than the previous version?
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Re: Reverse mode

Postby ctdabomb » 30 Mar 2012, 15:09

Auria {l Wrote}:we prefer conveyor belts on the grounds to just zippers, But that's already an improvement :)

conveyor belts???
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Re: Reverse mode

Postby Auria » 31 Mar 2012, 02:20

ctdabomb {l Wrote}:
Auria {l Wrote}:we prefer conveyor belts on the grounds to just zippers, But that's already an improvement :)

conveyor belts???


like in the canyon track, just maybe it would be better if they are integrated into the ground rather than bumps in the way
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Re: Reverse mode

Postby betharatux1 » 31 Mar 2012, 08:24

1. hm... make it "slow" mean like this ?
2. i erasing camera code from scene.xml, because something wrong will be find after finish race.
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Re: Reverse mode

Postby Auria » 31 Mar 2012, 21:24

By slow I meant it was running with like 2 frames per second (FPS), I have no idea why

This version doesn't have this problem, but other problems : the sky is too stormy, the golf balls are partially into the ground, some collectibles in the tunnel have gone missing. And did you scale the whole track up? I'm not sure I like the track to be bigger
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Re: Reverse mode

Postby betharatux1 » 31 Mar 2012, 23:40

Auria {l Wrote}:By slow I meant it was running with like 2 frames per second (FPS), I have no idea why

This version doesn't have this problem, but other problems : the sky is too stormy, the golf balls are partially into the ground, some collectibles in the tunnel have gone missing. And did you scale the whole track up? I'm not sure I like the track to be bigger


1. i'm so sorry make you disappointing, cause i dont understand. then, what should i do, return use track with normal scale and how about better ramp for vice-versa ? :think:
2. "running with like 2 frames per scond (FPS)",is really should to be real thing ? :?
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Re: Reverse mode

Postby ctdabomb » 01 Apr 2012, 00:36

betharatux1 {l Wrote}:2. "running with like 2 frames per scond (FPS)",is really should to be real thing ? :?

no, it should be like around 24/25 I think....
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Re: Reverse mode

Postby Auria » 01 Apr 2012, 14:09

betharatux1 {l Wrote}:
Auria {l Wrote}:By slow I meant it was running with like 2 frames per second (FPS), I have no idea why

This version doesn't have this problem, but other problems : the sky is too stormy, the golf balls are partially into the ground, some collectibles in the tunnel have gone missing. And did you scale the whole track up? I'm not sure I like the track to be bigger


1. i'm so sorry make you disappointing, cause i dont understand. then, what should i do, return use track with normal scale and how about better ramp for vice-versa ? :think:
2. "running with like 2 frames per scond (FPS)",is really should to be real thing ? :?


Yes I think keeping the original scale is better. With point #2, sorry I don't understand you, "is really should to be real thing" is not really well-formed english
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