2010 MX Track Competition

Post anything about MX Simulator here. Please. I'm begging you.
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Zane_Mx#88
Posts: 467
Joined: Thu Jul 01, 2010 10:41 pm

Re: 2010 MX Track Competition

Post by Zane_Mx#88 »

I cant find where to download it on 2share.. Hmm
Zane_Mx#88
Posts: 467
Joined: Thu Jul 01, 2010 10:41 pm

Re: 2010 MX Track Competition

Post by Zane_Mx#88 »

Nevermind.
MXF_ATOC-x111
Posts: 141
Joined: Sat Feb 16, 2008 10:39 am
Team: Privateer
Location: France

Re: 2010 MX Track Competition

Post by MXF_ATOC-x111 »

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
jlv
Site Admin
Posts: 14951
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2010 MX Track Competition

Post by jlv »

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.
WhMx179
Posts: 1531
Joined: Wed Feb 18, 2009 4:31 pm
Team: Privateer
Location: Deep in the Heart of Autumn

Re: 2010 MX Track Competition

Post by WhMx179 »

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 :wink:

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

:)
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DJ99X
Posts: 15523
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: 2010 MX Track Competition

Post by DJ99X »

Tracks are now available from JLV's web server

And if you haven't noticed, the tracks are now up on the 19802 Server
d1abl019
Crushed Dissenter
Posts: 628
Joined: Fri Apr 30, 2010 3:01 pm
Team: Privateer
Location: USA

Re: 2010 MX Track Competition

Post by d1abl019 »

DJ 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
THANK YOU DJ :D
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 :D
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Juan357
Posts: 647
Joined: Tue Apr 14, 2009 9:17 pm
Location: Brasil , Rio de Janeiro

Re: 2010 MX Track Competition

Post by Juan357 »

i need help with badlands track.. when i will load the track , my game close, what is this?
Track Comp 2010 Champion!
pntra
Posts: 349
Joined: Mon Nov 23, 2009 12:25 pm
Team: Privateer

Re: 2010 MX Track Competition

Post by pntra »

do we throw that file into r personal file for the "fix" for badlands? or were does that go?
pntra
Posts: 349
Joined: Mon Nov 23, 2009 12:25 pm
Team: Privateer

Re: 2010 MX Track Competition

Post by pntra »

works now thank u jlv
staydown
Posts: 558
Joined: Mon Feb 02, 2009 7:53 pm
Team: Building Tracks Only
Location: Lehigh Valley, Pa

Re: 2010 MX Track Competition

Post by staydown »

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.
Juan357
Posts: 647
Joined: Tue Apr 14, 2009 9:17 pm
Location: Brasil , Rio de Janeiro

Re: 2010 MX Track Competition

Post by Juan357 »

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
Track Comp 2010 Champion!
mxer223
Posts: 574
Joined: Sun Apr 26, 2009 9:40 pm

Re: 2010 MX Track Competition

Post by mxer223 »

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
jlv wrote:I apologize for ruining all future MX games for you guys.
Voutare
Posts: 4891
Joined: Sun Jan 13, 2008 5:22 am
Team: Privateer
Location: Southern Vermont
Contact:

Re: 2010 MX Track Competition

Post by Voutare »

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?
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mxer223
Posts: 574
Joined: Sun Apr 26, 2009 9:40 pm

Re: 2010 MX Track Competition

Post by mxer223 »

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.
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