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PostPosted: Tue Jan 20, 2004 4:00 am 
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I've fixed everything but 2 things.

1. i still have to do something about that short you found, Cope. Didn't do it now because i ran out of time

2. Your problem with the bridge being to slippery i don't really understand. i mean, you are correct that it is to slippery, but i can't do nothing about it. The texture type is set to cement, and grip depth is set to 1. So if anyone can help me out how to make the bridge less slippery, please do.

Also the strange thing the map does on the bridge i dunnow how to fix. I've tried changing those lines, but traxx itself puts that strange line there.

Finally, i think there is a possible short when entering Paris in lap2. I think you can turn right and jump onto the rails. I'll have to look into it because i'm not sure, but i really got to run now.

cyaz

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PostPosted: Tue Jan 20, 2004 6:19 am 
Glow Ball
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> 2. Your problem with the bridge being to slippery i don't really understand.

Which bridge? And is this still the link ?

http://users.pandora.be/mumhra/newtrack/x-raidbeta.zip

> the map


Delete segments 141,142,143. If you want to make the ends look pretty, you can point 141 the other way (away from the bridge) but that's about all you can do. The map does not allow you to cross the edge of the terrain.


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PostPosted: Tue Jan 20, 2004 7:28 am 
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I think Cope means the bridge made of groundboxes. It is the same bridge as where i'm having those map problems. It's located behind the finish line, and it's used to get back to the startline as quickly as possible. I've used C8BR100.RAW as texture model, switched its type to cement (instead of default) and let the grip depth on '1'. Is it maybe less slippery when i leave it on default type ?

Finally, the link still is http://users.pandora.be/mumhra/newtrack/x-raidbeta.zip yes, but i have not uploaded a newer version yet. It's the same as yesterday. I'll upload a next version as soon as i've done something about that last short Cope found, but i'm kinda busy today...

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PostPosted: Tue Jan 20, 2004 7:49 am 
Glow Ball
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> Cope means the bridge made of groundboxes.

Ground box texture type and grip comes from the terrain texture below it. Since you switched those two I mentioned earlier, I suspect the bridge will be much better now. We'll wait for the next version before jumping to conclusions tho.


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PostPosted: Tue Jan 20, 2004 8:25 am 
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Just uploaded next version (actually uploading now lol). Haven't changed anything about the bridge, so i still think it's too slippery. Will try switching texture type to default. Maybe that'll help, i dunnow :?

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PostPosted: Tue Jan 20, 2004 8:40 am 
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Ground box texture type and grip comes from the terrain texture below it.


So, he can, if needed, in Traxx, copy tp8dt00.raw and 8gclc143.raw then paste them as mumdt00.raw and mumlc143.raw, assign the cement type to them, then paint the terrain under the bridge sections.


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PostPosted: Tue Jan 20, 2004 9:02 am 
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Wait a minute, i think i've misunderstood you.

So what you are saying, is that the grip when driving on that bridge is not cement/1 (because with that texture i've painted the bridge), but actually dirt/5 (because that's the texture of the terrain under the bridge, bottom of the sea) ???

Now then i have 2 options, i can do what hmmm says and copy and paste those textures, but i also can just put asphalt under that bridge. because it's below the water level you guys won't see it. Unless you go scooba diving that is :D

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PostPosted: Tue Jan 20, 2004 9:21 am 
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> So what you are saying, is that the grip when driving on that bridge is not cement/1 ... but actually dirt/5 (because that's the texture of the terrain under the bridge, bottom of the sea)

Yes.

> Now then i have 2 options

- you can change the type already there
- you can replace what's there and set the replacement to something less slippery. And yes, it makes sense to use what's already in the track.. that way you don't add to the texture requirement.


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PostPosted: Tue Jan 20, 2004 10:55 am 
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The bridge is slightly better than it was, but it could defintely be improved. Upon further inspection I found two more minor adjustments that need to be made:

Close this off. It's a means to a short to cp 2, believe it or not. I haven't taken the time to develop it in order to determine how much faster it is, but I can tell it's "at least" as fast, so with a little experimenting and fine tuning I'm fairly certain I could make it work to my advantage...and so could a lot of other people lol.

And speaking of cp 2, the poles are floating just a tad. That's a shot of the right pole. The left is floating as well, just not as much. ;)

Hehe it's looking good, mum...real good; a marked improvement compared to the very first beast you tossed in here lol. To touch briefly on a subj Phin raised about your extended switchbacks, yes you're right, racers like 'em, but in my opinion after one trip through you've seen enough and you're ready to move on to a different type of challenge. In this case I think you have enough variety to get away with doubling up the way you did. If the switchbacks were your main features that would be another story. Still, for future reference consider the words "less is sometimes more". :) That doesn't apply to track reviews, where less is actually less lol. I'm working on that though (still).

Good job, partner!


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PostPosted: Tue Jan 20, 2004 11:20 am 
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Well, that's that. Finished. i must say i had a lot of fun building this one. Hope you guys enjoyed it to [;)]

I'm not sure who made this track, you guys or me lololololol. I kept a version of that very first beast, you can believe what a difference it turned out to be lol.

About those switchbacks. I put that in twice, because you normally just drive one lap on this track. If i make a shorter version of it, i'll deffinataly leave on of those 2 out.

I just fixed those floating poles and tried something to stop you guys from looking for shorts from cp1 to 2. (Jumper is unbelievable lol, i couldn't believe he used that jump at the eiffeltower to land on the train tracks lmao). Also grip should be fine now on top of that bridge.

Thnx all very much, and when i have an idea for a new track i will pop in here again to let you guys test it, you can put money on that...

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PostPosted: Tue Jan 20, 2004 4:18 pm 
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I must say it's always interesting to work on good projects along with the MTMG beta crew. You guys are really incridible. The support you guys provide to this game is out of this world.

I think i'll never say it enough, we MTMers owe you guys a lot for everthing you're doing for us.

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PostPosted: Tue Jan 20, 2004 11:42 pm 
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I hope it's not to late, Just found another bad cut here cp6 to 7 part 1 and cp 6 to 7 part 2.

Then this one from cp 9 to 10.

I'm still looking for more bad helicopter cuts and other stuff. So hold on. Finding cuts is time consuming.


Edit: There ya go, now it's fixed. Seems like you went "4" crazy - had and extra one in there lol.

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PostPosted: Wed Jan 21, 2004 1:10 am 
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Nice Jump. Btw, the 2nd zip for the cp 6 to 7 short doesn't work, bud...and from the looks of it mum hasn't released it yet. :)


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PostPosted: Wed Jan 21, 2004 2:29 am 
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Nope, didn't do that yet lol. Found a bad blended texture yesterday evening while running it with Evil, so decided to wait (otherwise Cope would kill me lol).

Good thing i did. Will take a look at cuts later on...
And you are right Jumper, Heli cuts sure suck bigtime

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 Post subject:
PostPosted: Wed Jan 21, 2004 9:36 am 
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Quote:
the 2nd zip for the cp 6 to 7 short doesn't work,


Fixed. The link was missing the .zip at the end

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PostPosted: Wed Jan 21, 2004 10:17 am 
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I emailed you some screenies with cuts Mum!


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PostPosted: Wed Jan 21, 2004 11:22 am 
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Thnx scrooch ;-) So i think what you drove yesterday wasn't the final version lol.

About that cut part 2 Jumper. In a later version i have put an ivisible wall in between that entrance and exit of that airport. The invisible wall goes all the way back to the first city. I did that because i figured out myself that you could enter that section at the exit, and you would gain time by doing that.

Now the problem. I hate invisible walls, and i've noticed that you guys also have some problems with it. I can't put mountains there, because it just isn't wide enough. Water, in a desert ??? Difficult....
The prettiest thing to do would be some sorta pipeline or something, but i don't have any objects to spare. Unless i leave out Paris, which i don't want to do.

All i can come up with is, is just replacing that cp, so it's closer to the entrance. If anybody has another suggestion, feel free to let me know :)

Now i'm going to take a look at scroochie's screenshots. Who knows what he found lol.

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PostPosted: Wed Jan 21, 2004 11:32 am 
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Thnx scrooch. It's not easy looking at 'm like this, but i think i get it.

If i counted correctly you found 4 (!!!) shorts. 1 i knew (heading upto cp2). I tried that one yesterday, and it ain't faster. The other 3 really need fixing and will be asap.

For now, it dinner time. French fries lol, so no time now

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PostPosted: Wed Jan 21, 2004 11:54 am 
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I can't put mountains there, because it just isn't wide enough. Water, in a desert ??? Difficult....


A ditch deep enough to trap a truck (dry river bed) or something of that nature would do the job. I know this would represent a large amount for work compare as an invisible wall but with all you've already invested in there, i think it's worthed to do whatever it take. Beside. it's not like a contract. doesn't really matter when you release it. At any rate, in the end it's your call of course.

Scrooch wrote
Quote:
I emailed you some screenies with cuts Mum!


Hey Scrooch!, send those pics to me i'll upload them for ya so you can post them over here for all to see what you found.

here are scrooch's pics

<a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture01.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture01.jpg" width="44" height="33" alt="" border="0" align=""></a> <a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture02.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture02.jpg" width="44" height="33" alt="" border="0" align=""></a> <a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture03.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture03.jpg" width="44" height="33" alt="" border="0" align=""></a>

<a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture05.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture05.jpg" width="44" height="33" alt="" border="0" align=""></a> <a href="Phttp://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/icture06.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture06.jpg" width="44" height="33" alt="" border="0" align=""></a> <a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture07.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture07.jpg" width="44" height="33" alt="" border="0" align=""></a>


<a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture09.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture09.jpg" width="44" height="33" alt="" border="0" align=""></a> <a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture10.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture10.jpg" width="44" height="33" alt="" border="0" align=""></a> <a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture11.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture11.jpg" width="44" height="33" alt="" border="0" align=""></a>

<a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture12.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture12.jpg" width="44" height="33" alt="" border="0" align=""></a> <a href="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/Picture13.jpg"><img src="http://www.teamslo.net/beta_tracks/Xraidbeta/4/scrooch/tn_Picture13.jpg" width="44" height="33" alt="" border="0" align=""></a>

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"In theory, there is no difference between theory and practice. But, in practice, there is."
Jan L.A. van de Snepscheut
<a href="http://www.hof.slojumper.com" target="_blank" class="postlink">Team SLO's hall of fame</a>


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 Post subject:
PostPosted: Wed Jan 21, 2004 1:22 pm 
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I'm willing to work on it jumper. No problem for me making a ditch there. but i think it won't look natural.

I actually had something diff in mind. How about a ramp (like the ones at finish line), placed when jumping out of airport section. That way it will be impossible to drive in through the exit.
I will have to sacrifice some objects here and there, but i think it's the prettiest solution to this problem.

As for those pics scrooch made, i'll send them to ya Jumper. I dunnow how often Scrooch comes here[nyuk], so i'll do it for him.

If he already mailed them to ya, don't post them here twice :D

P.S. I've mailed them to your adress i found on teamslo website. Dunnow if you have more then one, but that's the one i used

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