2010 MX Track Competition
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- Posts: 467
- Joined: Thu Jul 01, 2010 10:41 pm
Re: 2010 MX Track Competition
I cant find where to download it on 2share.. Hmm
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- Posts: 467
- Joined: Thu Jul 01, 2010 10:41 pm
Re: 2010 MX Track Competition
Nevermind.
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- Posts: 141
- Joined: Sat Feb 16, 2008 10:39 am
- Team: Privateer
- Location: France
Re: 2010 MX Track Competition
Crash with Badlands
Here the logfile:
[12:20:42.12] Logfile "C:/Documents and Settings/Administrateur/Local Settings/Application Data/MX Simulator/lastlog.txt" opened
[12:20:42.12] JUGL 0.31
[12:20:42.12] Registry mode is 1920x1080x32@60hz
[12:20:42.12] Found mode 640x480x8@60hz
[12:20:42.12] Found mode 640x480x16@60hz
[12:20:42.12] Found mode 640x480x32@60hz
[12:20:42.12] Found mode 800x600x8@75hz
[12:20:42.12] Found mode 1024x768x8@60hz
[12:20:42.12] Found mode 1152x864x8@75hz
[12:20:42.12] Found mode 1280x1024x8@60hz
[12:20:42.12] Found mode 1600x900x8@60hz
[12:20:42.12] Found mode 1680x1050x8@60hz
[12:20:42.12] Found mode 1920x1080x8@60hz
[12:20:42.12] Found mode 800x600x16@60hz
[12:20:42.12] Found mode 1024x768x16@60hz
[12:20:42.12] Found mode 1152x864x16@75hz
[12:20:42.12] Found mode 1280x1024x16@60hz
[12:20:42.12] Found mode 1600x900x16@60hz
[12:20:42.12] Found mode 1680x1050x16@60hz
[12:20:42.12] Found mode 1920x1080x16@60hz
[12:20:42.12] Found mode 800x600x32@60hz
[12:20:42.12] Found mode 1024x768x32@60hz
[12:20:42.12] Found mode 1152x864x32@75hz
[12:20:42.12] Found mode 1280x1024x32@60hz
[12:20:42.12] Found mode 1600x900x32@60hz
[12:20:42.12] Found mode 1680x1050x32@60hz
[12:20:42.12] Found mode 640x480x4@1hz (ignored)
[12:20:42.12] Found mode 800x600x4@1hz (ignored)
[12:20:42.46] Options:
[12:20:42.46] threaded: [off]
[12:20:42.46] Creating window
[12:20:42.50] DirectInput roll call...
[12:20:42.50] Souris (Souris)
[12:20:42.50] 3 axes, 7 keys
[12:20:42.50] axis 0 is relative
[12:20:42.50] axis 1 is relative
[12:20:42.50] axis 2 is relative
[12:20:42.50] Clavier (Clavier)
[12:20:42.50] 0 axes, 128 keys
[12:20:42.50] XBCD XBox 360 Gamepad (XBCD XBox 360 Gamepad)
[12:20:42.51] 7 axes, 13 keys
[12:20:42.51] axis 0 is absolute
[12:20:42.51] axis 1 is absolute
[12:20:42.51] axis 2 is absolute
[12:20:42.51] axis 3 is absolute
[12:20:42.51] axis 4 is absolute
[12:20:42.51] axis 5 is absolute
[12:20:42.51] axis 6 is absolute
[12:20:42.51] Can't set buffer size
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 0"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 1"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 2"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 3"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 4"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 5"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 6"
[12:20:42.53] Razer Lycosa (Razer Lycosa)
[12:20:42.53] 0 axes, 573 keys
[12:20:42.53] Wow! This thing has a lot of buttons!
The first ignored button is called "Bouton 500"
[12:20:42.53] Button count (573) doesn't match actual number of buttons (500)
[12:20:42.55] Razer Lycosa (Razer Lycosa)
[12:20:42.55] 0 axes, 3 keys
[12:20:42.55] End of DirectInput roll call
[12:20:42.69] Creating OpenGL context
[12:20:42.77] 4 texture units
[12:20:42.77] GL_VENDOR: NVIDIA Corporation
[12:20:42.77] GL_RENDERER: GeForce GTX 260/PCI/SSE2
[12:20:42.77] GL_VERSION: 3.2.0
[12:20:42.77] GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[12:21:11.02] Contacting server
[12:21:11.20] Sending client info
[12:21:11.37] Sending track acknowledgment
[12:21:11.38] MXF_Atoc_x111 connected
[12:21:11.53] Sending bike acknowledgment 6
[12:21:11.55] Key Verified
[12:21:11.73] Sending bike acknowledgment 7
[12:21:11.92] Sending bike acknowledgment 8
[12:21:12.10] Sending bike acknowledgment 9
[12:21:12.27] Sending bike acknowledgment 11
[12:21:12.43] Sending bike acknowledgment 12
[12:21:12.65] Resetting...
[12:21:12.67] Remembering lines...
[12:21:12.68] Cleaning up...
[12:21:12.70] Deallocating bikes
[12:21:12.70] Finished deallocating bikes
[12:21:12.70] Loading track...
[12:21:14.92] Can't read @shadertest/rippleab000.png
Here the logfile:
[12:20:42.12] Logfile "C:/Documents and Settings/Administrateur/Local Settings/Application Data/MX Simulator/lastlog.txt" opened
[12:20:42.12] JUGL 0.31
[12:20:42.12] Registry mode is 1920x1080x32@60hz
[12:20:42.12] Found mode 640x480x8@60hz
[12:20:42.12] Found mode 640x480x16@60hz
[12:20:42.12] Found mode 640x480x32@60hz
[12:20:42.12] Found mode 800x600x8@75hz
[12:20:42.12] Found mode 1024x768x8@60hz
[12:20:42.12] Found mode 1152x864x8@75hz
[12:20:42.12] Found mode 1280x1024x8@60hz
[12:20:42.12] Found mode 1600x900x8@60hz
[12:20:42.12] Found mode 1680x1050x8@60hz
[12:20:42.12] Found mode 1920x1080x8@60hz
[12:20:42.12] Found mode 800x600x16@60hz
[12:20:42.12] Found mode 1024x768x16@60hz
[12:20:42.12] Found mode 1152x864x16@75hz
[12:20:42.12] Found mode 1280x1024x16@60hz
[12:20:42.12] Found mode 1600x900x16@60hz
[12:20:42.12] Found mode 1680x1050x16@60hz
[12:20:42.12] Found mode 1920x1080x16@60hz
[12:20:42.12] Found mode 800x600x32@60hz
[12:20:42.12] Found mode 1024x768x32@60hz
[12:20:42.12] Found mode 1152x864x32@75hz
[12:20:42.12] Found mode 1280x1024x32@60hz
[12:20:42.12] Found mode 1600x900x32@60hz
[12:20:42.12] Found mode 1680x1050x32@60hz
[12:20:42.12] Found mode 640x480x4@1hz (ignored)
[12:20:42.12] Found mode 800x600x4@1hz (ignored)
[12:20:42.46] Options:
[12:20:42.46] threaded: [off]
[12:20:42.46] Creating window
[12:20:42.50] DirectInput roll call...
[12:20:42.50] Souris (Souris)
[12:20:42.50] 3 axes, 7 keys
[12:20:42.50] axis 0 is relative
[12:20:42.50] axis 1 is relative
[12:20:42.50] axis 2 is relative
[12:20:42.50] Clavier (Clavier)
[12:20:42.50] 0 axes, 128 keys
[12:20:42.50] XBCD XBox 360 Gamepad (XBCD XBox 360 Gamepad)
[12:20:42.51] 7 axes, 13 keys
[12:20:42.51] axis 0 is absolute
[12:20:42.51] axis 1 is absolute
[12:20:42.51] axis 2 is absolute
[12:20:42.51] axis 3 is absolute
[12:20:42.51] axis 4 is absolute
[12:20:42.51] axis 5 is absolute
[12:20:42.51] axis 6 is absolute
[12:20:42.51] Can't set buffer size
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 0"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 1"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 2"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 3"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 4"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 5"
[12:20:42.51] Adding axis "XBCDXBox360Gamepad axis 6"
[12:20:42.53] Razer Lycosa (Razer Lycosa)
[12:20:42.53] 0 axes, 573 keys
[12:20:42.53] Wow! This thing has a lot of buttons!
The first ignored button is called "Bouton 500"
[12:20:42.53] Button count (573) doesn't match actual number of buttons (500)
[12:20:42.55] Razer Lycosa (Razer Lycosa)
[12:20:42.55] 0 axes, 3 keys
[12:20:42.55] End of DirectInput roll call
[12:20:42.69] Creating OpenGL context
[12:20:42.77] 4 texture units
[12:20:42.77] GL_VENDOR: NVIDIA Corporation
[12:20:42.77] GL_RENDERER: GeForce GTX 260/PCI/SSE2
[12:20:42.77] GL_VERSION: 3.2.0
[12:20:42.77] GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[12:21:11.02] Contacting server
[12:21:11.20] Sending client info
[12:21:11.37] Sending track acknowledgment
[12:21:11.38] MXF_Atoc_x111 connected
[12:21:11.53] Sending bike acknowledgment 6
[12:21:11.55] Key Verified
[12:21:11.73] Sending bike acknowledgment 7
[12:21:11.92] Sending bike acknowledgment 8
[12:21:12.10] Sending bike acknowledgment 9
[12:21:12.27] Sending bike acknowledgment 11
[12:21:12.43] Sending bike acknowledgment 12
[12:21:12.65] Resetting...
[12:21:12.67] Remembering lines...
[12:21:12.68] Cleaning up...
[12:21:12.70] Deallocating bikes
[12:21:12.70] Finished deallocating bikes
[12:21:12.70] Loading track...
[12:21:14.92] Can't read @shadertest/rippleab000.png
Re: 2010 MX Track Competition
Looks like there's a bug when it can't find a file for an animated sequence. I'll fix that in the next snapshot. The missing file is from http://mxsimulator.com/tracks/shadertest.zip.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
-
- Posts: 1531
- Joined: Wed Feb 18, 2009 4:31 pm
- Team: Privateer
- Location: Deep in the Heart of Autumn
Re: 2010 MX Track Competition
I would like to give my 2$ about southwick because i was looking forward to it more than anything else...
Track/Layout-- The layout was almost spot on which i was very impressed with, theres a few sections that were really short when there not like that in real life, but it's no big deal. Also some of the track was a little on the thin side and not wide enough, and some of the berms were waayyyy too high when its not really like that, but that was only in a few sections...but still, i was impressed
Enviroment-- Very good enviroment in my opinion, it had a good southwick feel and i really liked it, plenty of trees where they need to be
Terrain-- Alot of people are complaining about the roughness. Yes i understand southwick can get really rough but not until a few motos have gone by, plus this is a video game and i want it to be rideable. So in a nutshell it was rough enough to my standards and it was rough in the right places as i would be in real life.
Fun factor-- LOTS of fun! i couldnt stop riding it, ill definatley be on this track for awhile
Overall-- I really liked this track, and it was pretty accurate to the real thing. I've ridden at southwick a countless amount of times so i was really glad you made this voutare. A few hiccups here in there but hey its better than anything i could do. I'd give it a 9/10 great work
Track/Layout-- The layout was almost spot on which i was very impressed with, theres a few sections that were really short when there not like that in real life, but it's no big deal. Also some of the track was a little on the thin side and not wide enough, and some of the berms were waayyyy too high when its not really like that, but that was only in a few sections...but still, i was impressed
Enviroment-- Very good enviroment in my opinion, it had a good southwick feel and i really liked it, plenty of trees where they need to be
Terrain-- Alot of people are complaining about the roughness. Yes i understand southwick can get really rough but not until a few motos have gone by, plus this is a video game and i want it to be rideable. So in a nutshell it was rough enough to my standards and it was rough in the right places as i would be in real life.
Fun factor-- LOTS of fun! i couldnt stop riding it, ill definatley be on this track for awhile
Overall-- I really liked this track, and it was pretty accurate to the real thing. I've ridden at southwick a countless amount of times so i was really glad you made this voutare. A few hiccups here in there but hey its better than anything i could do. I'd give it a 9/10 great work
Re: 2010 MX Track Competition
Tracks are now available from JLV's web server
And if you haven't noticed, the tracks are now up on the 19802 Server
And if you haven't noticed, the tracks are now up on the 19802 Server
-
- Crushed Dissenter
- Posts: 628
- Joined: Fri Apr 30, 2010 3:01 pm
- Team: Privateer
- Location: USA
Re: 2010 MX Track Competition
THANK YOU DJDJ wrote:Tracks are now available from JLV's web server
And if you haven't noticed, the tracks are now up on the 19802 Server
i couldn't figure out how to download off of the first link soooo... it might just be my incompetence :/ but this one works so idc
Re: 2010 MX Track Competition
i need help with badlands track.. when i will load the track , my game close, what is this?
Track Comp 2010 Champion!
Re: 2010 MX Track Competition
do we throw that file into r personal file for the "fix" for badlands? or were does that go?
Re: 2010 MX Track Competition
works now thank u jlv
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- Posts: 558
- Joined: Mon Feb 02, 2009 7:53 pm
- Team: Building Tracks Only
- Location: Lehigh Valley, Pa
Re: 2010 MX Track Competition
hmm thats strange, I guess I must have referenced the .seq files from that snapshot when I first started making the track. Even though I have all necessary files in the track folder, I guess I never changed it so that it was called out from the right folder.
Re: 2010 MX Track Competition
idk what is.. but my friend have this problem too and in Hillbrook Raceway says : client track modified.. what this mean?
sry for bad english
sry for bad english
Track Comp 2010 Champion!
Re: 2010 MX Track Competition
BEST ------- DAY OF MY LIFE
Last edited by jlv on Tue Sep 21, 2010 1:52 am, edited 1 time in total.
Reason: removed profanity
Reason: removed profanity
jlv wrote:I apologize for ruining all future MX games for you guys.
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Re: 2010 MX Track Competition
mxer223 wrote:BEST ------- DAY OF MY LIFE
Bitter sweet for me.
6 hours of homework, tracks released, First day at my new job (8-12), and get a call from a way better company with almost double the pay. Hah.
Anyway, I think we need to get a petition together getting yFMX to start working on more MXS projects, eh?
Re: 2010 MX Track Competition
Ok I follow the link click download and it takes me to diplomasforjobs.com wtf?
jlv wrote:I apologize for ruining all future MX games for you guys.