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2009-09-02 snapshot

Posted: Thu Sep 03, 2009 2:28 am
by jlv
Sorry, it's 12 minutes late...

Changes:
- Roost density can now be set through the menus.
- Map now shows player's status. (green=leading gray=finished)
- Roost no longer rendered when it gets close to the camera.
- New track file, "tileinfo".
- Roost is now tile specific.
- Friction can now be set depending on slip speed.
- Rolling resistance can now be set depending on angular velocity.
- Shading can now have twice the dynamic range. The new file is named "shadingx2.ppm".

Windows users: http://mxsimulator.com/snapshots/mx-2009-09-02.exe
Linux users: http://mxsimulator.com/snapshots/mxbin-2009-09-02

Replace mx.exe or mxbin with one of the above files. I'd keep a backup of the originals since these aren't well tested.

Update:
Here's a track that uses some of the new features.

Update2:
The above track, newtiletest.zip, is public domain. Feel free to use it or modify it any way you like.

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 2:30 am
by jlv
I'll be posting an explanation of the new tileinfo file and a sample track later.

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 2:32 am
by Netdemon01
Came on at just the right time! :mrgreen:

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 2:40 am
by DJ99X
Awwww yeeaahhh.

First problem I've noticed. Need to get rid of the "cant open shadingx2.ppm" error message, as it will happen for all the previously released tracks.

Its definitely noticeable when you put in those settings you posted in the Game Suggestions thread :shock:

I'm guessing shadingx2.ppm is used when you have erode on?

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 2:54 am
by DJ99X
Oh wow, just tried the shadingx2.ppm, it brightens things! That is absolutely awesome

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 2:57 am
by jlv
It completely replaces shading.ppm. The shadingx2.ppm colors are blended sort of like overlay mode, except full white only doubles the color underneath instead of turning it completely white.

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 3:02 am
by DJ99X
OK, I see. Well, that is excellent. I was trying to make 'ruts' in shading.ppm, but the lack of white made it hard. But this makes it totally possible. Sweet!

And it helps with some rut that is hard to see. Awesome!

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 3:34 am
by DJ99X
If you aren't gonna post an explanation tonight, can you at least give the parameters for the roost, they seem to be the only thing you didnt give in Game Suggestions

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 3:51 am
by Garasaki
jlv wrote:- New track file, "tileinfo".
whats this file do?

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 4:07 am
by jlv
It's where the new friction, rolling resistance and roost parameters go.
DJ wrote:If you aren't gonna post an explanation tonight, can you at least give the parameters for the roost, they seem to be the only thing you didnt give in Game Suggestions
I'm still hoping to get the sample track finished tonight. For now, here's a full roost line with every parameter set to the default value:

roost texture=@roost.png splash=0 count=10 dig=1.0 slip_threshold=4.0 slow_speed=0.0 fast_speed=64.0 slow_angle=1.57 fast_angle=0.196 size=0.25 grow=4.0 drag=0.5 vscale=1.0 randomize=15.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-256

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 4:16 am
by Mikey
SICK!

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 4:30 am
by ddmx
Thanks jlv, everything works perfectly! Just in time for the track contest I might add, but I'm sure you had that in mind. :wink:

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 5:41 am
by rideblue56
thanks for the new snapshot, JLV. this is exactly why MvA will never match mxsim.

also any idea how long the track will take? im not trying to rush it or anything, i just wondering weather i should just go to bed, if it isnt gonna be done for a while. seeing as its already 1:40AM. lol im really excited to test it out. :P

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 6:38 am
by DJ99X
jlv wrote:It's where the new friction, rolling resistance and roost parameters go.
DJ wrote:If you aren't gonna post an explanation tonight, can you at least give the parameters for the roost, they seem to be the only thing you didnt give in Game Suggestions
I'm still hoping to get the sample track finished tonight. For now, here's a full roost line with every parameter set to the default value:

roost texture=@roost.png splash=0 count=10 dig=1.0 slip_threshold=4.0 slow_speed=0.0 fast_speed=64.0 slow_angle=1.57 fast_angle=0.196 size=0.25 grow=4.0 drag=0.5 vscale=1.0 randomize=15.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
Oh wow, certainly didnt restrict us on the parameters! Thats sweet! Now to have a play....

Re: 2009-09-02 snapshot

Posted: Thu Sep 03, 2009 6:42 am
by jlv
The test track is now linked in the first post.