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Posted: 02 Nov 2014, 23:33
sebr
SuperMarket 1 last fix is ready

changelog comming soon (about 10 new graphic bugs ...)

Posted: 03 Nov 2014, 21:50
ThugsRook
great job SebR :)

Posted: 06 Nov 2014, 01:32
ThugsRook
ThugsRook @ Oct 14 2014, 07:31 PM wrote: Toytanic 2...
it rains under the roof in this area, because there is no actual roof ;)
just tested ~ i can block rain with instances+ncp B)

ill start repairs after SebR is finished with the World file.

Posted: 06 Nov 2014, 02:03
sebr
sebr @ Nov 2 2014, 07:03 PM wrote: SuperMarket 1 last fix is ready

changelog comming soon (about 10 new graphic bugs ...)
Because DROPBOX stop simple image sharing

clic here for original message

Posted: 06 Nov 2014, 23:53
ThugsRook
a few bugs still left in Toy World 1...







:)

Posted: 07 Nov 2014, 02:31
sebr




=> fixed ;)

=================================================================



But for this one i have to create more than 10 extra mesh or loosing the window ...

i think it's too much work

Posted: 07 Nov 2014, 16:53
Killer Wheels
Great improvements !
Just one little thing though :

for me the fix here was better before, because you end up with a "flat wall" instead of a consistent 3D shape. These things helps immersion by not showing flat polygons that do not exists in real life. B)

Anyway, thx for the work !

Posted: 07 Nov 2014, 22:40
ThugsRook
thx for the TW1 fixes SebR :)
now for the 100+ repairs needed for its rev mode :rolleyes:


(ill check SM1's display counters for consistency)

some of the end panels are chrome, some are transparent, not consistant.
(they should probably be chrome) and there is this little problem...


:)

Posted: 08 Nov 2014, 00:37
sebr
Shame on me ! I miss that at two differents places ... :unsure:

@Killer Wheels : I'll have a look at this too, i've got one or two ideas to change that in a better way :P


Is it better like this ? (updated)

Posted: 14 Nov 2014, 23:15
Killer Wheels
I still prefer the triangle shapes on the one just after the start grid :D

Anyway, seems fixed to me, great work again !

Posted: 01 Feb 2015, 06:37
sebr
Killer Wheels @ Nov 14 2014, 06:45 PM wrote: I still prefer the triangle shapes on the one just after the start grid :D

Anyway, seems fixed to me, great work again !
I finaly did it : Market 1

Posted: 05 Feb 2015, 02:32
sebr
I think Toytanic 2 is ready...

TOYTANIC 2 changelog
















And because I start from Dreamcast file this one was already fixed :




Secial Fix for MilkFix :

Posted: 05 Feb 2015, 06:03
jigebren
Still hard to believe there was so much issues in the stock tracks. :blink:

Congrats on finding them all, and above all, documenting them that way, it makes this thread very relevant.
:thumbs-up:

Posted: 05 Feb 2015, 08:39
ThugsRook
he does nice work doesnt he? ;)

SebR was actually the inspiration for the entire Milkfix project :cheers:

Posted: 06 Feb 2015, 00:19
sebr
THX :P

now Toytatic 1 ...

Posted: 07 Feb 2015, 10:12
ThugsRook
sebr @ Feb 5 2015, 07:49 PM wrote: THX  :P
no problem ~ here's some more work for ya ;)




[HIDE=Show more]








[/HIDE]

Posted: 07 Feb 2015, 20:13
sebr

How the hell did you go there with Rc-Bandit ??


How the hell did you go there with Rc-Bandit ??
Ok for the top part
But at the bottom I think it will be easyer to modify the Roof.prm ... but i'll have a look too
I have a look more carefuly and Roof.prm need to go up


it's the same "Roof.prm" work ;)


can't find where it is :blink:


Unfortunately I can't realy do anything here because i need left and right wall ...


what's the problem here ?

Posted: 07 Feb 2015, 20:43
VaiDuX461
sebr @ Feb 7 2015, 04:43 PM wrote: How the hell did you go there with Rc-Bandit ??
DEV mode, free view (F6) and F10 key (player car position teleporter).

P.S. Great job on those track fixes, SebR.

Posted: 07 Feb 2015, 21:06
sebr
ok I see

Posted: 07 Feb 2015, 23:42
ThugsRook

How the hell did you go there with Rc-Bandit ??
Ok for the top part
But at the bottom  I think it will be easyer to modify the Roof.prm ... but i'll have a look too I have a look more carefuly and Roof.prm need to go up
we cant fix this with the roof.prm, causes a collision bug. needs to be fixed thru world file or we need to add a second PRM w/o ncp.

it's the same "Roof.prm" work ;)
yup same location from a different angle, so you can see the problem from a car. theres one on the other side too. (for rev mode)

can't find where it is  :blink:
this is right next to where the panel1.prm is, as you are headed for the pool ~ to right. (delete your panel1.prm, its being removed)

what's the problem here ?
gap in the floor. (area player cant get to) i might need to add another PRM panel there if you cant cover it. it doesnt need NCP.

:)

Posted: 08 Feb 2015, 00:46
sebr

and


Ok download again ship2 fix (same link as before) to see how it will look like, not finished

But roof.prm realy need to go up



Posted: 08 Feb 2015, 06:34
ThugsRook
roof.prm cannot go up.

thx for the fixes :)

Posted: 08 Feb 2015, 23:55
sebr
all Ship2 fix are done

only 1 big is missing :

but do we realy need to something here ?

Posted: 09 Feb 2015, 00:31
revolting
so "They were in the boat with [...], mending their nets," awesome guys :)

Posted: 09 Feb 2015, 01:23
ThugsRook
sebr @ Feb 8 2015, 07:25 PM wrote: all Ship2 fix are done

only 1 big is missing :

but do we realy need to something here ?
its your call, but it would be nice to see a solid white roof without any of those gaps. (think of Coptor and flying cars)

also cams might be getting fixed, you never know where they will want to place them for some cool angles. having to avoid seeing the wheelhouse might be limiting.

:)

Posted: 10 Feb 2015, 21:22
nevermind
I am not sure if this is a graphic bug, a visiboxes bug, a Direct3D issue, or whatever, and I do not know if you may be able to sort it out. But here you are, just in case:



That bug behaves like this as you drive in SM1:

(IE users may not see the animation. A good reason to choose Firefox :P)

And it does happen in latest beta, not only in alpha builds.

Posted: 10 Feb 2015, 21:33
VaiDuX461
nevermind @ Feb 10 2015, 05:52 PM wrote:I am not sure if this is a graphic bug, a visiboxes bug, a Direct3D issue, or whatever.
Track Visiboxes.
Not really a bug, just overlook by developer when 'Vizibox' edit mode was used.

Posted: 10 Feb 2015, 22:20
ThugsRook
yea, there are actually 3 visibox bugs in SM1 ~ wish someone knew how to fix those.

Posted: 11 Feb 2015, 07:11
ThugsRook
SebR ~ we missed a couple...
(right were i was working too)


Posted: 11 Feb 2015, 18:53
jigebren
I've split the discussion started by Abc in this topic to keep this thread clean.

Posted: 14 Feb 2015, 21:23
sebr
ThugsRook @ Feb 11 2015, 02:41 AM wrote: SebR ~ we missed a couple...
(right were i was working too)

The wood texture come from a double-sided face so there is nothing to do here

i'll turn the other one

EDIT : OK it's done

I still have the big missing one left to do

Posted: 15 Feb 2015, 00:07
ThugsRook
good enough ~ thx :)

ElectricBee and I have both Ship tracks completed, just waiting on the world files.

Posted: 19 Feb 2015, 10:46
revolting
Awesome guys, quick question, does applying the fixes have any effect in the performance of Re-volt? Such as: you appear to be cheating to others when racing online or you run way faster :)

Posted: 19 Feb 2015, 11:22
ThugsRook
revolting @ 19 Feb 2015, 06:16 AM wrote: Awesome guys, quick question, does applying the fixes have any effect in the performance of Re-volt? Such as: you appear to be cheating to others when racing online or you run way faster :)
there should be no difference in performance and the files should be completely multiplayer compatible. that goes for SebR's world file repairs and the entire Milkfix project. (and sub-projects)

:)

Posted: 20 Feb 2015, 03:23
revolting
do you guys think it might be possible to increase the performance, like faster loading, by modifying the world files and other related files?

Posted: 20 Feb 2015, 03:28
ThugsRook
^ no.

but if you use the -sload command line tracks load much faster.

Posted: 20 Feb 2015, 05:19
revolting
IK but, how can you use that setting in Game Ranger?

Posted: 20 Feb 2015, 23:18
Abc
revolting @ 19 Feb 2015, 08:49 PM wrote: IK but, how can you use that setting in Game Ranger?
you can't because gameranger doesn't allow commandlines: Simple

Posted: 22 Feb 2015, 10:38
revolting
That's why we love RVH :), which is becoming deciduous to give birth to RVGL, btw do you know if you'll start a new project to improve the world files with OGL in mind?

Posted: 27 Feb 2015, 04:37
sebr
Toytanic 1 is ready

changelog will come this week-end, in fact it's the same as toytanic 2

Wich's the next track in the wish list ? :D

Posted: 27 Feb 2015, 11:23
ThugsRook
theres a hole in the ramp. (upper left) ship1 & ship2.


Posted: 27 Feb 2015, 21:15
Abc
ThugsRook @ 27 Feb 2015, 02:53 AM wrote: there's a hole in the ramp. (upper left) ship1 & ship2.
SebR didn't just fixed that? :blink:

Posted: 28 Feb 2015, 00:09
ThugsRook
Abc @ 27 Feb 2015, 11:45 AM wrote:
ThugsRook @ 27 Feb 2015, 02:53 AM wrote: theres a hole in the ramp. (upper left) ship1 & ship2.
SebR didn't just fixed that? :blink:
^ he did fix the ramp, but left a hole.

Posted: 28 Feb 2015, 21:49
sebr
ThugsRook @ 27 Feb 2015, 07:39 PM wrote:
Abc @ 27 Feb 2015, 11:45 AM wrote:
ThugsRook @ 27 Feb 2015, 02:53 AM wrote: there's a hole in the ramp. (upper left) ship1 & ship2.
SebR didn't just fixed that? :blink:
^ he did fix the ramp, but left a hole.
hole ? where hole ? :P
Toytanic 1 & Toytanic 2 are ready with Track Zone fix

Posted: 01 Mar 2015, 03:56
ThugsRook
^ nice thx :)

can you give me more info about the TAZ files?
(milkfix doesnt currently host any TAZ files)

Posted: 01 Mar 2015, 05:18
revolting
[HIDE=Offtopic]how does a TAZ file interact with the game? :)[/HIDE]

Posted: 01 Mar 2015, 08:01
Abc
revolting @ 28 Feb 2015, 08:48 PM wrote: [HIDE=Offtopic]how does a TAZ file interact with the game? :)[/HIDE]
[HIDE=Offtopic]TAZ stands for Track Zones, load a track in Track Zone edit mode and you'll see how it works.[/HIDE]

Posted: 01 Mar 2015, 09:33
revolting
[HIDE=Offtopic]I think I remember, It's the thing that is red and other colors to define the zones of the track right, and that allows shortcuts if correctly configured, isn't it?[/HIDE] :huh:

Posted: 01 Mar 2015, 11:03
Abc
[HIDE=Yep][/HIDE]

Posted: 01 Mar 2015, 20:41
sebr
TOYTANIC 1 changelog




















Special MilkFix