MX Bikes Official Forum

General Category => General Discussion => Topic started by: PiBoSo on January 22, 2014, 11:09:28 PM

Title: Questions
Post by: PiBoSo on January 22, 2014, 11:09:28 PM
A forum member asked some questions via PM.
Since they may be interested for the community, too, it is probably better to answer them here.

Quote
Will there be terrain deformation, and how good will it be?
Will there be a tear-off system?
Are the physics good for both supercross and motocross?
Will there be different tractions, example, sand, hardpacked etc.
Will the game support an xbox360 controller, and will it work with dual sticks? (left = bike, right = rider)
What kind of animations will be in the game?
Will the trackobjects have physics? (haybales moving once you hit them etc)
Will the bike have any damage system?
Is there an online mode?
And can you tell me some more about making tracks. I've made quite a lot of heightmaps for other games already, and I would love to make some tracks for mx-bikes in the future, but I want to know what will be posible (Objects, traction etc...)

- Terrain deformation is in progress. Will probably not be featured in the first release, but integrated later.
- Yes, there are tearoffs
- What is the difference? ??? It should work for both.
- Of course different terrains will be simulated, and it will be possible to choose between different tires to better fit different conditions.
- The xbox 360 controller is supported ( no pre-defined profiles, though, controls must be manually assigned ), and it will be possible to use the right stick for the rider movements
- All the needed animations will be ingame  :)
- Trackside objects will be static
- No damage is planned for the bike
- It will be possible to race online
- It's too early to tell, because tools are still in progress. Tracks will start with 16 bits heightmaps, and then it will be possible to assign different terrain materials and integrate 3D objects.
Title: Re: Questions
Post by: MxMonster725 on January 24, 2014, 08:55:08 PM
Wow nice news!, But are there also two strokes and 85cc bikes?
Title: Re: Questions
Post by: PiBoSo on January 24, 2014, 09:28:55 PM
Quote from: MxMonster725 on January 24, 2014, 08:55:08 PM
Wow nice news!, But are there also two strokes and 85cc bikes?

MX Bikes will support modding, so it will be possible to add any bike.
Title: Re: Questions
Post by: MxMonster725 on January 24, 2014, 09:47:37 PM
what do you specifically mean by adding any bike ?
Title: Re: Questions
Post by: PiBoSo on January 24, 2014, 10:22:16 PM
Quote from: MxMonster725 on January 24, 2014, 09:47:37 PM
what do you specifically mean by adding any bike ?

http://en.wikipedia.org/wiki/Mod_%28video_gaming%29

Advanced users will be able to create models, physics and sounds for new bikes.
Title: Re: Questions
Post by: MxMonster725 on January 24, 2014, 10:35:34 PM
Ok, thanks ! :D
Title: Re: Questions
Post by: LauZzZn on January 24, 2014, 10:36:58 PM
Quote from: PiBoSo on January 24, 2014, 10:22:16 PM
http://en.wikipedia.org/wiki/Mod_%28video_gaming%29

Advanced users will be able to create models, physics and sounds for new bikes.
already in alpha/beta 1?
Title: Re: Questions
Post by: Ruubs on January 24, 2014, 11:45:26 PM
Thanks for the fast reply PiBoSo, really appriciated.
I can absolutly NOT wait for this game to come out. Even though I will probably lose a lot of speed in Mx Simulator when I'm going to play this game (different physics and such).
Here's something I've worked on the last 2 days. It isn't specific for any game, I just wanted to try out the program once more, and I'll probably make a render out of it (and maybe it will work for mx-bikes?).

Who can guess what track this is?
(http://gyazo.com/a6594b12c62de78f0c4d37912470da2f.png)
Title: Re: Questions
Post by: MxMonster725 on January 25, 2014, 12:43:03 AM
Indeed PiBoSo, we really want to thankyou for the fast reply's.
And sorry Sandbiter i can't guess it haha   :(
Title: Re: Questions
Post by: GDUBMX on January 25, 2014, 09:17:20 AM
This game sounds promising, will the game include and in-game track editor like mx sim?
Title: Re: Questions
Post by: lmuzillo on January 25, 2014, 11:03:44 AM
Good work guys,keep it up
Title: Re: Questions
Post by: Twitch135 on January 26, 2014, 12:24:35 AM
Sounds like a great game :) I'm always p for new MX games. Keep up the good work.
Title: Re: Questions
Post by: javif1 on January 26, 2014, 01:05:50 AM
Wow! That good looking
Title: Re: Questions
Post by: Motoboss on January 26, 2014, 02:24:27 PM
I have a lot of tracks waiting to be released .... I really hope this forum doesn't turn into the immature, unappreciative forum of Mx Simulator..Witch I wont be releasing another track for...
Title: Re: Questions
Post by: kamloops on January 26, 2014, 06:03:40 PM
Quote from: Motoboss on January 26, 2014, 02:24:27 PM
I have a lot of tracks waiting to be released .... I really hope this forum doesn't turn into the immature, unappreciative forum of Mx Simulator..Witch I wont be releasing another track for...
Total agree..

Quote from: PiBoSo on January 24, 2014, 09:28:55 PM
Quote from: MxMonster725 on January 24, 2014, 08:55:08 PM
Wow nice news!, But are there also two strokes and 85cc bikes?
MX Bikes will support modding, so it will be possible to add any bike.
It will be possible to add just model or physics ? Or both ?
If we can add model, what type of model ? Just bike, or also helmet, wheels ect.. ?
Title: Re: Questions
Post by: KaseoDip on January 27, 2014, 12:22:58 AM
This is going to be sick!
Title: Re: Questions
Post by: PiBoSo on January 27, 2014, 04:03:27 PM
Quote from: kamloops on January 26, 2014, 06:03:40 PM
Quote from: PiBoSo on January 24, 2014, 09:28:55 PM
Quote from: MxMonster725 on January 24, 2014, 08:55:08 PM
Wow nice news!, But are there also two strokes and 85cc bikes?
MX Bikes will support modding, so it will be possible to add any bike.
It will be possible to add just model or physics ? Or both ?
If we can add model, what type of model ? Just bike, or also helmet, wheels ect.. ?

Helmets, bike models, physics... Everything will be moddable.
There are checks to prevent clients from running with different physics on the same server, though.
Title: Re: Questions
Post by: kamloops on January 27, 2014, 04:56:21 PM
Ok, that will be very great !
Title: Re: Questions
Post by: Midbeck on January 27, 2014, 05:10:48 PM
Always nice to see another MX game! Is this game gonna be more similar to Mx simulator or MX vs atv alive for example?
Title: Re: Questions
Post by: Ruubs on January 27, 2014, 05:25:41 PM
How will sizing the rider/bike work? Is it posible to size a bike down? Or will the rider sit in the wrong spot then?
It'd be cool to have 'joints' which you can put on your bike model, so the rider's position will be good.
Title: Re: Questions
Post by: PiBoSo on January 27, 2014, 06:57:23 PM
Quote from: Sandbiter on January 27, 2014, 05:25:41 PM
How will sizing the rider/bike work? Is it posible to size a bike down? Or will the rider sit in the wrong spot then?
It'd be cool to have 'joints' which you can put on your bike model, so the rider's position will be good.

It is possible to set the rider position.
Title: Re: Questions
Post by: acr21 on January 27, 2014, 07:13:22 PM
If possible it would be really great to have separate model/texture files for each piece of gear. That way we can mix and match gear just by selecting a different helmet or different gloves, etc. instead of having to edit the model or skin files directly.
Title: Re: Questions
Post by: PiBoSo on January 27, 2014, 07:41:38 PM
Quote from: Acr21 on January 27, 2014, 07:13:22 PM
If possible it would be really great to have separate model/texture files for each piece of gear. That way we can mix and match gear just by selecting a different helmet or different gloves, etc. instead of having to edit the model or skin files directly.

Helmet, suit, boots and gloves use a separate texture. The helmet model can be changed, too.
Title: Re: Questions
Post by: Midbeck on January 27, 2014, 07:44:59 PM
Will there be a possibility to run private servers and host premiere events? Such as Replicas of the AMA supercross series and the National series? With heats/semi/lcq and mains?
Title: Re: Questions
Post by: acr21 on January 27, 2014, 07:47:17 PM
Quote from: PiBoSo on January 27, 2014, 07:41:38 PM
Helmet, suit, boots and gloves use a separate texture. The helmet model can be changed, too.

Awesome, that sounds great. Don't forget the neck brace :)
Title: Re: Questions
Post by: Ruubs on January 27, 2014, 08:16:36 PM
Quote from: Midbeck on January 27, 2014, 07:44:59 PM
Will there be a possibility to run private servers and host premiere events? Such as Replicas of the AMA supercross series and the National series? With heats/semi/lcq and mains?
To add on this. Will it be posible to use scripts in the server?
I'd also like to know if there's something like an user ID?

Also something good to know is the maximum tris count for bike, and rider models in this game. I asume it's higher than Mx Sim, so then I'll be making some more detailed models for sure!

---

Will we be able to make new animations for the rider?
Will we be able to make animations for the track objects, bike and rider?
If the one above isn't posible, will we be able to make texture animations?
And something pretty importand. Will there be an awesome girl with a 30sec board at the starting gate?  :P
Title: Re: Questions
Post by: PiBoSo on January 29, 2014, 12:40:24 AM
Quote from: Sandbiter on January 27, 2014, 08:16:36 PM
Quote from: Midbeck on January 27, 2014, 07:44:59 PM
Will there be a possibility to run private servers and host premiere events? Such as Replicas of the AMA supercross series and the National series? With heats/semi/lcq and mains?
To add on this. Will it be posible to use scripts in the server?
I'd also like to know if there's something like an user ID?

Also something good to know is the maximum tris count for bike, and rider models in this game. I asume it's higher than Mx Sim, so then I'll be making some more detailed models for sure!

---

Will we be able to make new animations for the rider?
Will we be able to make animations for the track objects, bike and rider?
If the one above isn't posible, will we be able to make texture animations?
And something pretty importand. Will there be an awesome girl with a 30sec board at the starting gate?  :P

What would be the use of scripts on the server?
There is a user ID.
At the moment there are no plans to support multiple rider animations.
There is limited support for texture animation on the tracks.
What should be animated on the bike?
Title: Re: Questions
Post by: Ruubs on January 29, 2014, 08:00:47 PM
Quote from: PiBoSo on January 29, 2014, 12:40:24 AM
What would be the use of scripts on the server?
There is a user ID.
At the moment there are no plans to support multiple rider animations.
There is limited support for texture animation on the tracks.
What should be animated on the bike?
In Mx Simulator we use scripts when we host an event. That way it's way easier, and faster to get everyone in the right spot (spectator, or race).
I've actually no idea why I asked for the animations on the bike...  ???
Title: Re: Questions
Post by: MxMonster725 on January 29, 2014, 09:19:16 PM
Will there be some engine tuning or sprockets avaible? Thanks.  8)
Title: Re: Questions
Post by: PiBoSo on January 29, 2014, 09:33:32 PM
Quote from: MxMonster725 on January 29, 2014, 09:19:16 PM
Will there be some engine tuning or sprockets avaible? Thanks.  8)

There are no plans for engine tuning.
It will be possible to change front and rear sprocket.
Title: Re: Questions
Post by: kozydude421 on January 30, 2014, 02:05:25 PM
Will this game ever become available on console systems?
Title: Re: Questions
Post by: kozydude421 on January 30, 2014, 02:07:09 PM
Multiplayer?
Title: Re: Questions
Post by: Ruubs on January 30, 2014, 02:10:11 PM
Quote from: kozydude421 on January 30, 2014, 02:07:09 PM
Multiplayer?
He said that in the first post. Yes there is multiplayer.
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 02:32:30 PM
Quote from: kozydude421 on January 30, 2014, 02:05:25 PM
Will this game ever become available on console systems?

It is very unlikely, unless consoles will become more friendly for indie developers.
Title: Re: Questions
Post by: Dylan14 on January 30, 2014, 02:57:28 PM
How will the clutch system work in game? will not using it cause the bike to stall? or will it be more user friendly.
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 03:05:04 PM
Quote from: Dylan14 on January 30, 2014, 02:57:28 PM
How will the clutch system work in game? will not using it cause the bike to stall? or will it be more user friendly.

There is an "automatic clutch" option to prevent stalling, but it's also possible to manually control it.
Title: Re: Questions
Post by: Midbeck on January 30, 2014, 03:07:40 PM
Quote from: PiBoSo on January 30, 2014, 03:05:04 PM
Quote from: Dylan14 on January 30, 2014, 02:57:28 PM
How will the clutch system work in game? will not using it cause the bike to stall? or will it be more user friendly.

There is an "automatic clutch" option to prevent stalling, but it's also possible to manually control it.

You will either have to release the game or stop with these amazing posts... Living with a constant boner is getting annoying :/
Title: Re: Questions
Post by: Dylan14 on January 30, 2014, 03:12:53 PM
So keen for this, keep up the good work!
Title: Re: Questions
Post by: Mikey on January 30, 2014, 03:21:12 PM
How many rider stability settings will we be able to control?

And will we be only able to play in 1st person or will there be a 3rd person camera?
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 03:24:00 PM
One more batch of questions sent via PM.
Please use this thread for questions; answers may be interesting for everyone.

Quote
Will you be using mesh collision ?
Will you be make each bike model KTM,RMZ,YZF,KXF and CRF ?
Will you be releasing the templates or blend file for the models for people to put after market parts on pipes,twin walls etc?
How will the tear of system work
Is it going to be a mapped button?
Will you have to do it while in the air? or just when ever you like?
Is there going to be a limit on tear's off each race?
Will you be able to take it off?
Terrain deformation
Will it be up to the track marker on what erodes faster and how deep it will go?
will it work like your Go kart simulator?
What will the net code be like?

1. The terrain uses the heightmap for collisions.
Trackside objects use the mesh.
The bike uses a mix of basic shapes for collisions.
2. No. But the community will be able to add the missing bikes.
3. Templates for paints will be released. There is no planned support for "aftermarket" bike parts.
4 + 5 + 6 + 7. The "tearoff" control can be assigned to any input. It can be used any time, but there is a limited number of tearoffs for each run.
8. ???
9. Already answered. Terrain deformation is in progress. Will probably not be featured in the first release, but integrated later.
10. Too soon to tell
11. There will be a lot of things in common with Kart Racing Pro
12. ???
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 03:26:42 PM
Quote from: Mikey on January 30, 2014, 03:21:12 PM
How many rider stability settings will we be able to control?

???

Quote
And will we be only able to play in 1st person or will there be a 3rd person camera?

There are 3 cameras: 2 onboard and 1 external.
Title: Re: Questions
Post by: rafagas on January 30, 2014, 03:36:52 PM
Is the track editor going to be available from the beginning?
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 03:39:36 PM
Quote from: rafagas on January 30, 2014, 03:36:52 PM
Is the track editor going to be available from the beginning?

The tools to integrate tracks will be available from the beginning.
There is no "editor", though. 3rd party programs must be used to create the terrain and models.
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 03:47:38 PM
Quote from: gdubmx on January 30, 2014, 03:42:21 PM
When can we expect a playable alpha? I'd pay you now

Nice to see so much enthusiasm.
Please search the forum, this question has already been answered a couple times.
Title: Re: Questions
Post by: Mikey on January 30, 2014, 03:54:52 PM
Quote from: PiBoSo on January 30, 2014, 03:26:42 PM
Quote from: Mikey on January 30, 2014, 03:21:12 PM
How many rider stability settings will we be able to control?

???

I mean, will there be settings we can play with that will change the feeling of the rider, like how fast the rider leans over, ect.



Quote from: PiBoSo on January 30, 2014, 03:26:42 PM
Quote from: Mikey on January 30, 2014, 03:21:12 PM
Quote
And will we be only able to play in 1st person or will there be a 3rd person camera?

There are 3 cameras: 2 onboard and 1 external.

Awesome!


Can't wait though, just hanging for the first beta!!!
Title: Re: Questions
Post by: Ruubs on January 30, 2014, 04:02:50 PM
How will crashes work? We will get trown off the bike, won't we? I'm kinda sick of Mx Sim where the rider's hands sticks to the handlebars and the feet just 'ragdoll' around.
I asume we won't need to run back to our bike and start it again, will we?
How does the bike handle on bumps, and in deep ruts? I'm sure we'll see some sand tracks once everyone is modding for this game, and it'd suck if the bike won't handle good in these deep bumps/ruts.
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 04:08:53 PM
Quote from: Mikey on January 30, 2014, 03:54:52 PM
Quote from: PiBoSo on January 30, 2014, 03:26:42 PM
Quote from: Mikey on January 30, 2014, 03:21:12 PM
How many rider stability settings will we be able to control?

???

I mean, will there be settings we can play with that will change the feeling of the rider, like how fast the rider leans over, ect.

No. But it is possible to disable the automatic movements and manually control the rider.
Title: Re: Questions
Post by: 46K on January 30, 2014, 04:26:22 PM
I don't like things like "Allow wheelies: on/off" some people use it as off in MXS, I think that is an advantage in some parts of the track. I think less of these options would make it more realistic and simulator feel, everyone would use the same thing.
Title: Re: Questions
Post by: pablius on January 30, 2014, 04:27:55 PM
This is my first message, so hello everybody, nice to be here!!! Anyway, it seems to me familiar all those nicks hahah I just want to say CONGRATULATIONS to PiBoSo for this game, looks sick and we are excited about it.

Back on topic, PiBoSo can't answer the question about stability...

This game looks sick but I hope that it shouldn't follow the way that MXSimulator did in the past. I mean, if the key to be the fastest rider is a stability setup it will be frustrating for players.

In the real life it's all up to you, yo can't play with the gravity effects, maybe that speed to lean would be nice, I understand that each player has a different feeling. But in MXSimulator there are many options that people don't know how it works. Same with the rider damping and spring, the game is way different depending on the setup you choose.

I think that those physics details are more important than tear off, crashes effects or mobile objects. The most important ability of a motocross rider is his own body control, fitness and mentality. So, the most important thing in a game would be the fingers control and mentality, not the numbers in a stability setup.

Title: Re: Questions
Post by: 46K on January 30, 2014, 04:36:31 PM
Agreed. Less stability and stuff that I said in my last post. Just suspensions settings and similar. Because everyone will just set up the rider to make it faster.
Title: Re: Questions
Post by: Midbeck on January 30, 2014, 04:38:45 PM
Would it be possible to see a video of a scrub or whip over a bigger jump and possibly a fall off?
Title: Re: Questions
Post by: Ruubs on January 30, 2014, 07:08:10 PM
Will we be able to add environment noises? Like we model a crowd, put it on the track, and then put a 'cheering' sound on them?
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 07:08:52 PM
Quote from: gdubmx on January 30, 2014, 06:50:28 PM
Will the game feature an in game menu where we can see our bike and gear etc?

Yes.
Title: Re: Questions
Post by: 46K on January 30, 2014, 07:10:20 PM
Can you reply to my pm message? Yes or no or?
Title: Re: Questions
Post by: thisisdef on January 30, 2014, 08:43:24 PM
Is their going to be a campaign, or something cool for single player mode riders?
Is there a high score system, or something equivalent?
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 09:10:34 PM
Quote from: Sandbiter on January 30, 2014, 07:08:10 PM
Will we be able to add environment noises? Like we model a crowd, put it on the track, and then put a 'cheering' sound on them?

Yes, it will be possible.
Title: Re: Questions
Post by: PiBoSo on January 30, 2014, 09:17:51 PM
Quote from: 46K on January 30, 2014, 07:10:20 PM
Can you reply to my pm message? Yes or no or?

Thank you for your message. We are still evaluating it.
Please note that at the moment the full focus is on creating a build that could be released to the public.
Title: Re: Questions
Post by: flatout on January 30, 2014, 09:34:18 PM
New to the forum. Very much looking forward to seeing what this game offers!
Title: Re: Questions
Post by: 46K on January 30, 2014, 10:12:54 PM
Quote from: PiBoSo on January 30, 2014, 09:17:51 PM
Quote from: 46K on January 30, 2014, 07:10:20 PM
Can you reply to my pm message? Yes or no or?

Thank you for your message. We are still evaluating it.
Please note that at the moment the full focus is on creating a build that could be released to the public.

Alright thanks for a fast reply! Just wanted to know what's the deal. Looking forward to the game :)
Title: Re: Questions
Post by: Mace-x on January 31, 2014, 02:14:54 AM
some time ago you said that mx-bikes would be free for people who has got the gp bikes license, is that true?
i`d like to know that please, if that`s true i`ll buy gp-bikes right away, thanks!
Title: Re: Questions
Post by: PiBoSo on January 31, 2014, 02:20:05 AM
Quote from: Mace-x on January 31, 2014, 02:14:54 AM
some time ago you said that mx-bikes would be free for people who has got the gp bikes license, is that true?
i`d like to know that please, if that`s true i`ll buy gp-bikes right away, thanks!

It was an option, but in the end no, MX Bikes will have a separate license.
Title: Re: Questions
Post by: Cooter181 on January 31, 2014, 03:45:23 AM
Dungey pumped for this game! A change would be very nice  ;D
Title: Re: Questions
Post by: Ruubs on January 31, 2014, 04:34:44 PM
Will there be a weather system?
Will we be able to change our name ingame. Example, adding a team to our name?
Title: Re: Questions
Post by: pepete23 on January 31, 2014, 04:46:08 PM
Nice news!Good job, i like a lot the smooth physics of the bike. Keep Working!  :) :)
If you need something, you tell me it.  ;)

Title: Re: Questions
Post by: PiBoSo on January 31, 2014, 06:00:20 PM
Quote from: gdubmx on January 31, 2014, 04:51:54 PM
what about a replay option where we could slowmo replays with camera control etc.

You may want to give a look at demos of other sims using the same engine, like GP Bikes: http://www.gp-bikes.com/?page=downloads
This would give an idea of the features ( like replay controls ) and general "feel" that MX Bikes will have.

Title: Re: Questions
Post by: Ruubs on January 31, 2014, 06:21:39 PM
Quote from: PiBoSo on January 31, 2014, 06:00:20 PM
Quote from: gdubmx on January 31, 2014, 04:51:54 PM
what about a replay option where we could slowmo replays with camera control etc.

You may want to give a look at demos of other sims using the same engine, like GP Bikes: http://www.gp-bikes.com/?page=downloads
This would give an idea of the features ( like replay controls ) and general "feel" that MX Bikes will have.


So I assume that Mx-bikes will also have a weather system?
Title: Re: Questions
Post by: Midbeck on January 31, 2014, 06:42:34 PM
http://www.youtube.com/watch?v=DhIZTnKZB7Q

A pretty damn epic video I found of GP-Bikes
Title: Re: Questions
Post by: PiBoSo on January 31, 2014, 07:11:02 PM
Quote from: gdubmx on January 31, 2014, 06:45:35 PM
This may have already been answered but will there be some kind of offline single player mode with AI and perhaps a points series?

Neither AI nor career are planned.
Title: Re: Questions
Post by: MotoRogers499 on January 31, 2014, 08:15:38 PM
WOW! This game is sounding/looking sick!! Thanks for sharing answers.
Title: Re: Questions
Post by: Evans711 on January 31, 2014, 08:37:16 PM
Quote from: PiBoSo on January 31, 2014, 07:11:02 PM
Quote from: gdubmx on January 31, 2014, 06:45:35 PM
This may have already been answered but will there be some kind of offline single player mode with AI and perhaps a points series?

Neither AI nor career are planned.
There better be monster trucks and helicopters...
Title: Re: Questions
Post by: ryanmx25 on January 31, 2014, 09:42:27 PM
Will the bikes have the same dynos/horsepower/powercurves as the bikes in real life?
Title: Re: Questions
Post by: MX181 on February 01, 2014, 12:08:06 AM
Quote from: Motoboss on January 26, 2014, 02:24:27 PM
I have a lot of tracks waiting to be released .... I really hope this forum doesn't turn into the immature, unappreciative forum of Mx Simulator..Witch I wont be releasing another track for...
i feel you man
Title: Re: Questions
Post by: MX181 on February 01, 2014, 12:40:08 AM
My wish list.

Multiplayer
If yes, multiplayer erode
Rider shadows
Multiplayer servers around the world (For example a server in Europe, one in Australia (definitely a must hehe) a server in the United States)
Bike sounds based of a in real life bike not just code
The ability to turn other riders bike sounds down and leave you bikes volume
Oculus rift support
85cc bike size range would be cool to see but not a must

Not even asking much hahaha
Title: Re: Questions
Post by: AWood on February 01, 2014, 01:09:36 AM
Quote from: MX181 on February 01, 2014, 12:40:08 AM
My wish list.

Multiplayer
If yes, multiplayer erode
Rider shadows
Multiplayer servers around the world (For example a server in Europe, one in Australia (definitely a must hehe) a server in the United States)
Bike sounds based of a in real life bike not just code
The ability to turn other riders bike sounds down and leave you bikes volume
Oculus rift support
85cc bike size range would be cool to see but not a must

Not even asking much hahaha

The last one will be possible with modding, we should be able to mod in smaller bike and rider models and make 50s that have different physics and power properties than other bikes. he said we can mod everything. i love him, now we just need people smart enough to do the modding.

Also people should be able to implement new sounds, modding, hell even erode if theyre good enough modders and he has open source code
Title: Re: Questions
Post by: KaseoDip on February 01, 2014, 02:16:32 AM
Pumped to see terrain deformation. Hope it turns out well.
Title: Re: Questions
Post by: Evans711 on February 01, 2014, 04:36:57 AM
Im calling P2sta to the modding rescue.
Title: Re: Questions
Post by: KaseoDip on February 01, 2014, 05:18:37 AM
Quote from: Sandbiter on January 24, 2014, 11:45:26 PM
Thanks for the fast reply PiBoSo, really appriciated.
I can absolutly NOT wait for this game to come out. Even though I will probably lose a lot of speed in Mx Simulator when I'm going to play this game (different physics and such).
Here's something I've worked on the last 2 days. It isn't specific for any game, I just wanted to try out the program once more, and I'll probably make a render out of it (and maybe it will work for mx-bikes?).

Who can guess what track this is?
(http://gyazo.com/a6594b12c62de78f0c4d37912470da2f.png)
2014 Round 2 Pheonix?
Title: Re: Questions
Post by: Ruubs on February 01, 2014, 07:35:49 PM
That's right. I've tested it in Mx Sim to see how the jumps are etc, and I just need to fix some small things. It's defintly not a great track, but it looks good ^^
Title: Re: Questions
Post by: MxMonster725 on February 01, 2014, 08:34:45 PM
PiBoSo, Do you have a picture or little video about the 2strokes? and the sound ? :D
Title: Re: Questions
Post by: Kacper2kt on February 02, 2014, 11:14:31 AM
Hi Piboso.
I'm also old user from mxs and I would want to know what PC specs you reccomend ? Your game supports one processor thread or more ?
Title: Re: Questions
Post by: Eslotes on February 02, 2014, 12:44:51 PM
Piboso will be there a Supermotard in the future? Would be nice so we can use the KRP-GPBikes-WRS tracks on it.
Title: Re: Questions
Post by: PiBoSo on February 02, 2014, 01:13:02 PM
Quote from: Eslotes on February 02, 2014, 12:44:51 PM
Piboso will be there a Supermotard in the future? Would be nice so we can use the KRP-GPBikes-WRS tracks on it.

It has been considered, but in the end it was decided to keep MX Bikes about MX / SX only. So no ATV, no speedway, ...
Supermoto is probably more suited as a mod of GP Bikes.
Title: Re: Questions
Post by: Eslotes on February 02, 2014, 01:24:58 PM
Quote from: PiBoSo on February 02, 2014, 01:13:02 PM
Quote from: Eslotes on February 02, 2014, 12:44:51 PM
Piboso will be there a Supermotard in the future? Would be nice so we can use the KRP-GPBikes-WRS tracks on it.

It has been considered, but in the end it was decided to keep MX Bikes about MX / SX only. So no ATV, no speedway, ...
Supermoto is probably more suited as a mod of GP Bikes.

I wouldnt do that.
Title: Re: Questions
Post by: Richard de Kuijper on February 02, 2014, 02:00:32 PM
in u next video, can u show a big whip to see how it looks like  ;D ;D ;D
Title: Re: Questions
Post by: Jeston on February 02, 2014, 02:02:41 PM
What are the collisions like with other riders? I'm fed up of tapping someones back tyre and falling on the floor constantly on MXS.
Also, what are the falloffs like? Will it feature the rider to fully fall of the bike or to grab onto the handlebars and roll off the track?
Title: Re: Questions
Post by: Midbeck on February 02, 2014, 02:25:17 PM
Quote from: PiBoSo on February 02, 2014, 01:13:02 PM
Quote from: Eslotes on February 02, 2014, 12:44:51 PM
Piboso will be there a Supermotard in the future? Would be nice so we can use the KRP-GPBikes-WRS tracks on it.

It has been considered, but in the end it was decided to keep MX Bikes about MX / SX only. So no ATV, no speedway, ...
Supermoto is probably more suited as a mod of GP Bikes.

Sounds perfect, I noticed that in GP bikes when you fall off sometimes the bike keeps going by itself. Is this something you'll fix for MXB? Like the engine cutting to idle or off?
Also how will the fall offs work? Like in GP bikes where you reset it by (R) or are you gonna have to manually get back to your bike?

I'm really looking forward to see more content (Screenshots/Videos) when you got the time for it.

I hope I don't sound like a spoiled brat, I understand if you don't have time to answer questions etc.
Title: Re: Questions
Post by: MotardMatt on February 02, 2014, 03:55:48 PM
Quote from: PiBoSo on February 02, 2014, 01:13:02 PM
Quote from: Eslotes on February 02, 2014, 12:44:51 PM
Piboso will be there a Supermotard in the future? Would be nice so we can use the KRP-GPBikes-WRS tracks on it.

It has been considered, but in the end it was decided to keep MX Bikes about MX / SX only. So no ATV, no speedway, ...
Supermoto is probably more suited as a mod of GP Bikes.

Wouldnt supermoto just be changing the wheel model and track tileinfo?
Title: Re: Questions
Post by: Richard de Kuijper on February 02, 2014, 04:09:27 PM
i am happy if i can buy it, so fast as it can :D and im sure it would be a great game!
Title: Re: Questions
Post by: AWood on February 02, 2014, 04:15:52 PM
Quote from: gdubmx on February 02, 2014, 04:00:03 PM
I'm personally happy
That the focus is just MX, maybe there's a bit more than just changing the wheel model and tileinfo involved. Thats also associated with MX sim. Are we even sure this game works on the same principles?
It's fully mod able. So it's possible. Just might not work well. He said you can mod custom physics. So make some new physics, make new wheel models, change the way the ground feels to grip like asphalt and see how it goes.
Title: Re: Questions
Post by: Midbeck on February 02, 2014, 05:19:13 PM
How will skins work for example? Will there be a need for Normal/spec maps?
Title: Re: Questions
Post by: AWood on February 02, 2014, 05:21:36 PM
Also. Hopefully it it's sick enough. We already have rider models and bike models that I'm sure wouldn't take too much work to get into this game. Redo the bone structure in p2sta3 or make attackers models work in this game. Etc. I already have some tracks I just need to get them into raw format.
Title: Re: Questions
Post by: Richard de Kuijper on February 02, 2014, 06:26:58 PM
i saw the kart racing game and that looks great! http://www.youtube.com/watch?v=x3Y5nmI2m6Y if mxbikes is even so realistic would be fantastic! the person who is talking in that video sounds he like it because that game is so realistic, i hope that we also say that this game is even so good or better :)
Title: Re: Questions
Post by: Motoboss on February 02, 2014, 06:59:02 PM
How about in game menu..Will you see the actual bike and rider that you have chosen?Also when you select gear and tracks?
Title: Re: Questions
Post by: KaseoDip on February 02, 2014, 07:05:29 PM
Quote from: Motoboss on February 02, 2014, 06:59:02 PM
How about in game menu..Will you see the actual bike and rider that you have chosen?Also when you select gear and tracks?
I remember reading something he replied saying that you will be able to see your bike and gear in the menu. Not sure about tracks though.
Title: Re: Questions
Post by: DD on February 02, 2014, 07:08:45 PM
Quote from: PiBoSo on February 02, 2014, 01:13:02 PMSo no ATV...

So, marry me?
Title: Re: Questions
Post by: Jeston on February 02, 2014, 07:10:40 PM
Quote from: PiBoSo on January 30, 2014, 07:08:52 PM
Quote from: gdubmx on January 30, 2014, 06:50:28 PM
Will the game feature an in game menu where we can see our bike and gear etc?

Yes.
Title: Re: Questions
Post by: Motoboss on February 02, 2014, 07:21:32 PM
Thanks guys... Sorry I must of skipped over it or something..
Title: Re: Questions
Post by: robinf36 on February 02, 2014, 07:33:00 PM
Will mx-bikes support the ps3 controller?
Title: Re: Questions
Post by: Hegz on February 02, 2014, 07:49:21 PM
Quote from: robinf36 on February 02, 2014, 07:33:00 PM
Will mx-bikes support the ps3 controller?
Most likely
Title: Re: Questions
Post by: Jeston on February 02, 2014, 07:59:04 PM
Looking from the video, there isn't any way of seeing what the rider looks like while sideways in the air (Scrubbing, whipping etc) I was just curious as to see what you have come up with, will there be a control to move the rider side to side in the air? Maybe even on the ground?

On another note, what about FMX? You've previously stated you have implemented rider animations, does this mean fist pumps, looking left and right etc?
Title: Re: Questions
Post by: Richard de Kuijper on February 02, 2014, 08:00:52 PM
can u tell me when you upload new videos or screenshots? i cant wait to see how this game looks like and what to expect
Title: Re: Questions
Post by: MotardMatt on February 02, 2014, 08:06:19 PM
So how card would it be to make this work for supermoto? in sim it was easy, would it be the same sort of thing?

Change of wheel model and traction, you were saying asphalt can use dynamic changes so drying out etc
Title: Re: Questions
Post by: DD on February 02, 2014, 09:32:43 PM
Quote from: MotardMatt on February 02, 2014, 08:06:19 PM
So how card would it be to make this work for supermoto? in sim it was easy, would it be the same sort of thing?

Change of wheel model and traction, you were saying asphalt can use dynamic changes so drying out etc

A supermoto mod is better suited for GP Bikes. Have a look at those forums.
Title: Re: Questions
Post by: Ruubs on February 02, 2014, 09:59:41 PM
Quote from: robinf36 on February 02, 2014, 07:33:00 PM
Will mx-bikes support the ps3 controller?
As far as I know, yes. Just like the xbox-360 controller.
Quote from: Jeston on February 02, 2014, 07:59:04 PM
Looking from the video, there isn't any way of seeing what the rider looks like while sideways in the air (Scrubbing, whipping etc) I was just curious as to see what you have come up with, will there be a control to move the rider side to side in the air? Maybe even on the ground?

On another note, what about FMX? You've previously stated you have implemented rider animations, does this mean fist pumps, looking left and right etc?
Not 100% sure. But since this game uses the base of GP-bikes, it will most likely include an angry animation, a win animation and left/right/back look.
Title: Re: Questions
Post by: Markus338 on February 03, 2014, 12:12:11 AM
I noticed how you said front and rear sprocket will be adjustable, will you also be able to adjust suspension such as compression, rebound, etc?
Title: Re: Questions
Post by: MotardMatt on February 03, 2014, 12:12:35 AM
Quote from: DD on February 02, 2014, 09:32:43 PM
Quote from: MotardMatt on February 02, 2014, 08:06:19 PM
So how card would it be to make this work for supermoto? in sim it was easy, would it be the same sort of thing?

Change of wheel model and traction, you were saying asphalt can use dynamic changes so drying out etc

A supermoto mod is better suited for GP Bikes. Have a look at those forums.

Ah okay thanks
Title: Re: Questions
Post by: Richard de Kuijper on February 03, 2014, 07:57:59 AM
can people be banend or something? :P
Title: Re: Questions
Post by: AWood on February 03, 2014, 05:10:37 PM
You should go read for information in the GP bikes forum.
Title: Re: Questions
Post by: GDUBMX on February 03, 2014, 05:36:08 PM
scratch that piboso, sorted it.
Title: Re: Questions
Post by: steadiworkz on February 03, 2014, 05:44:54 PM
Quote from: DD on February 02, 2014, 09:32:43 PM
Quote from: MotardMatt on February 02, 2014, 08:06:19 PM
So how card would it be to make this work for supermoto? in sim it was easy, would it be the same sort of thing?

Change of wheel model and traction, you were saying asphalt can use dynamic changes so drying out etc

A supermoto mod is better suited for GP Bikes. Have a look at those forums.

Can you explain this better, I would have thought the new engine, physics and rider movements would complement a sumo game perfectly ?
Title: Re: Questions
Post by: PiBoSo on February 03, 2014, 06:09:51 PM
Quote from: steadiworkz on February 03, 2014, 05:44:54 PM
Quote from: DD on February 02, 2014, 09:32:43 PM
Quote from: MotardMatt on February 02, 2014, 08:06:19 PM
So how card would it be to make this work for supermoto? in sim it was easy, would it be the same sort of thing?

Change of wheel model and traction, you were saying asphalt can use dynamic changes so drying out etc

A supermoto mod is better suited for GP Bikes. Have a look at those forums.

Can you explain this better, I would have thought the new engine, physics and rider movements would complement a sumo game perfectly ?

The physics improvements will soon be ported to GP Bikes, too.
There are many things that make supermoto closer to GP than MX. For example:
- racing regulations ( sighting lap, warmup lap, jump start, ... )
- tyres wear and temperatures
Title: Re: Questions
Post by: Ruubs on February 03, 2014, 06:44:23 PM
Will multiplayer be available in the first public release (without buying the game)?
Will there be a warmup lap before the actually multiplayer race, or is this something which is done when hosting an event?
Title: Re: Questions
Post by: bearded4glory on February 03, 2014, 08:56:13 PM
Quote from: Sandbiter on February 03, 2014, 06:44:23 PM
Will multiplayer be available in the first public release (without buying the game)?
Will there be a warmup lap before the actually multiplayer race, or is this something which is done when hosting an event?

No Multiplayer without buying, may be nice to at least let us test it out in alpha to see what it is like.  I know a lot of us are unhappy with some of the multiplayer in Sim specifically collisions.

P.S. I found it in the new FAQ they added here: http://forum.mx-bikes.com/index.php?topic=42.0 (http://forum.mx-bikes.com/index.php?topic=42.0)
Title: Re: Questions
Post by: Ruubs on February 03, 2014, 09:04:27 PM
Thanks for telling me Bearded4glory. I guess I missed that one!
Title: Re: Questions
Post by: Ruubs on February 04, 2014, 06:02:03 PM
Will there be a warmup lap before the actually multiplayer race, or is this something which is done when hosting an event?
Are they yellow flags waving next to the track when someone is down?
And what about blue flags when we are getting lapped by leaders in multiplayer (that way we know that we're getting lapped).
Title: Re: Questions
Post by: PiBoSo on February 04, 2014, 06:24:46 PM
Quote from: Sandbiter on February 04, 2014, 06:02:03 PM
Will there be a warmup lap before the actually multiplayer race, or is this something which is done when hosting an event?
Are they yellow flags waving next to the track when someone is down?
And what about blue flags when we are getting lapped by leaders in multiplayer (that way we know that we're getting lapped).

It will be possible to enable a warmup lap.
There are yellow and blue flags.
Title: Re: Questions
Post by: Ruubs on February 04, 2014, 06:35:23 PM
Quote from: PiBoSo on February 04, 2014, 06:24:46 PM
Quote from: Sandbiter on February 04, 2014, 06:02:03 PM
Will there be a warmup lap before the actually multiplayer race, or is this something which is done when hosting an event?
Are they yellow flags waving next to the track when someone is down?
And what about blue flags when we are getting lapped by leaders in multiplayer (that way we know that we're getting lapped).

It will be possible to enable a warmup lap.
There are yellow and blue flags.
That's awesome. Thanks!
Title: Re: Questions
Post by: Arvoss on February 04, 2014, 11:20:25 PM
Guys, most of these questions can be answered by playing the demo of GP Bikes by PiBoSo. You should really check it out! :D
Title: Re: Questions
Post by: MotoRogers499 on February 05, 2014, 01:14:44 AM
Is there a way to pre-order the game?
Title: Re: Questions
Post by: Motoboss on February 05, 2014, 01:20:11 AM
Quote from: Arvoss on February 04, 2014, 11:20:25 PM
Guys, most of these questions can be answered by playing the demo of GP Bikes by PiBoSo. You should really check it out! :D
Once you get the calibration descent its a great game the simulation feels good not frustrating .You can hear the wind and the brakes love the feeling when your going fast also the bike stalling when you let out the clutch to quick..The bike reacts like its supposed to..
I absolutely love the arm and head gestures ..I could see some hilarious videos coming from that ...lol :D
Title: Re: Questions
Post by: MX ONLINE SAM on February 05, 2014, 01:54:56 AM
Hey all, I just discovered this forum and this new game coming' i'm completely exited and really pumped to start playing
Thank you so much for finally giving us a real alternative to mxs
Title: Re: Questions
Post by: Arvoss on February 05, 2014, 09:59:27 AM
Quote from: MotoRogers499 on February 05, 2014, 01:14:44 AM
Is there a way to pre-order the game?

That would be actually a good idea. So PiBoSo knows how many are actually buying this game :D Maybe they could release the alpha release at x pre orders :D I would pre order this game now.  :)
Title: Re: Questions
Post by: GDUBMX on February 05, 2014, 11:06:22 AM
Will bike skins and rider skins work exactly the same as gp bikes? With the unpack,pack and soon?
Title: Re: Questions
Post by: MX181 on February 05, 2014, 11:17:44 AM
Quote from: gdubmx on February 05, 2014, 11:06:22 AM
Will bike skins and rider skins work exactly the same as gp bikes? With the unpack,pack and soon?

If it is lets hope most dont use MEGA and instead mediafire. mega is horrid to download with
Title: Re: Questions
Post by: PiBoSo on February 05, 2014, 11:26:40 AM
Quote from: gdubmx on February 05, 2014, 11:06:22 AM
Will bike skins and rider skins work exactly the same as gp bikes? With the unpack,pack and soon?

Yes. Exactly the same.
Title: Re: Questions
Post by: Arvoss on February 05, 2014, 11:27:45 AM
Quote from: MX181 on February 05, 2014, 11:17:44 AM
Quote from: gdubmx on February 05, 2014, 11:06:22 AM
Will bike skins and rider skins work exactly the same as gp bikes? With the unpack,pack and soon?

If it is lets hope most dont use MEGA and instead mediafire. mega is horrid to download with

Why is mega bad? Most of the time I can download at 8mbs-12mbs. The website is clean and easy to use ;) But to upload I use wetransfer the most. :D
Title: Re: Questions
Post by: MX181 on February 05, 2014, 12:08:24 PM
yer i dunno everything just fails and nothing downloads frustrating as hell. #mediafireFTW
Title: Re: Questions
Post by: GDUBMX on February 05, 2014, 01:44:41 PM
Quote from: PiBoSo on February 05, 2014, 11:26:40 AM
Quote from: gdubmx on February 05, 2014, 11:06:22 AM
Will bike skins and rider skins work exactly the same as gp bikes? With the unpack,pack and soon?

Yes. Exactly the same.
thanks piboso, thats awesome as I've already started my 08 yzf r6 skin! Getting to grips with it now. One last thing, where will I be able to find a rider template for MXB when its out? Do you release a "stock" template we can then edit?
Title: Re: Questions
Post by: Snappe on February 05, 2014, 02:22:28 PM
Quote from: gdubmx on February 05, 2014, 01:44:41 PM
where will I be able to find a rider template for MXB when its out? Do you release a "stock" template we can then edit?

Yeah, you'll be able to download it from the MX Bikes website when it's ready... Soon.
Title: Re: Questions
Post by: GDUBMX on February 05, 2014, 05:49:02 PM
Awesome. Thanks alot
Title: Re: Questions
Post by: acr21 on February 05, 2014, 06:57:27 PM
I remember reading that we will be able to change the helmet model but will we also be able to change the boot model, chest protector model, and neck brace model? I realize it will probably be possible to change the entire rider but it would be really nice to be able to mix and match different boots/chest protector/neck brace without having to create a custom rider model.
Title: Re: Questions
Post by: PiBoSo on February 05, 2014, 07:02:31 PM
Quote from: Acr21 on February 05, 2014, 06:57:27 PM
I remember reading that we will be able to change the helmet model but will we also be able to change the boot model, chest protector model, and neck brace model? I realize it will probably be possible to change the entire rider but it would be really nice to be able to mix and match different boots/chest protector/neck brace without having to create a custom rider model.

It will be possible to change the helmet and neck brace.
It will be possible to have separate paints for helmet, suit, boots and gloves.
Title: Re: Questions
Post by: PiBoSo on February 05, 2014, 07:03:32 PM

Another question coming from a PM ( please read the forum rules! ):
Quote
Is there going to be an actual animation of the rider twisting his throttle? If so do you have an example?

Yes, the wrist will be animated. No example yet.
Title: Re: Questions
Post by: acr21 on February 05, 2014, 07:12:46 PM
Quote from: PiBoSo on February 05, 2014, 07:02:31 PM
Quote from: Acr21 on February 05, 2014, 06:57:27 PM
I remember reading that we will be able to change the helmet model but will we also be able to change the boot model, chest protector model, and neck brace model? I realize it will probably be possible to change the entire rider but it would be really nice to be able to mix and match different boots/chest protector/neck brace without having to create a custom rider model.

It will be possible to change the helmet and neck brace.
It will be possible to have separate paints for helmet, suit, boots and gloves.

So it sounds like we will be stuck with the default boot and chest protector models. Obviously we can change the color but that doesn't help if we want to have a different model boot (e.g. Gaerne sg12, Alpinestars Tech 10) or chest protector. Not a huge deal but maybe in the future we could get those split up. Doesn't change the fact that I'm really looking forward to this game.

Edit: P.s. Would be really great to have separate models/paints for goggles as well. Not everyone wants the same goggles on their helmet.
Title: Re: Questions
Post by: AWood on February 05, 2014, 07:26:22 PM
Quote from: Acr21 on February 05, 2014, 07:12:46 PM
Quote from: PiBoSo on February 05, 2014, 07:02:31 PM
Quote from: Acr21 on February 05, 2014, 06:57:27 PM
I remember reading that we will be able to change the helmet model but will we also be able to change the boot model, chest protector model, and neck brace model? I realize it will probably be possible to change the entire rider but it would be really nice to be able to mix and match different boots/chest protector/neck brace without having to create a custom rider model.

It will be possible to change the helmet and neck brace.
It will be possible to have separate paints for helmet, suit, boots and gloves.

So it sounds like we will be stuck with the default boot and chest protector models. Obviously we can change the color but that doesn't help if we want to have a different model boot (e.g. Gaerne sg12, Alpinestars Tech 10) or chest protector. Not a huge deal but maybe in the future we could get those split up. Doesn't change the fact that I'm really looking forward to this game.

Edit: P.s. Would be really great to have separate models/paints for goggles as well. Not everyone wants the same goggles on their helmet.
He just said boots will have seperate paints. Which most likely means they will be a separate model so you can model whatever you want and put them there
Title: Re: Questions
Post by: acr21 on February 05, 2014, 07:34:48 PM
Quote from: AWood on February 05, 2014, 07:26:22 PM
Quote from: Acr21 on February 05, 2014, 07:12:46 PM
Quote from: PiBoSo on February 05, 2014, 07:02:31 PM
Quote from: Acr21 on February 05, 2014, 06:57:27 PM
I remember reading that we will be able to change the helmet model but will we also be able to change the boot model, chest protector model, and neck brace model? I realize it will probably be possible to change the entire rider but it would be really nice to be able to mix and match different boots/chest protector/neck brace without having to create a custom rider model.

It will be possible to change the helmet and neck brace.
It will be possible to have separate paints for helmet, suit, boots and gloves.

So it sounds like we will be stuck with the default boot and chest protector models. Obviously we can change the color but that doesn't help if we want to have a different model boot (e.g. Gaerne sg12, Alpinestars Tech 10) or chest protector. Not a huge deal but maybe in the future we could get those split up. Doesn't change the fact that I'm really looking forward to this game.

Edit: P.s. Would be really great to have separate models/paints for goggles as well. Not everyone wants the same goggles on their helmet.
He just said boots will have seperate paints. Which most likely means they will be a separate model so you can model whatever you want and put them there

Separate paints does not mean a separate model; it means a separate texture.
Title: Re: Questions
Post by: DD on February 05, 2014, 08:27:48 PM
He also means separate model.
Title: Re: Questions
Post by: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.
Title: Re: Questions
Post by: acr21 on February 05, 2014, 09:12:31 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.

Would it be possible to combine the models into a single model in code before they are used in the animation/physics simulation?
Title: Re: Questions
Post by: PiBoSo on February 05, 2014, 09:17:06 PM
Quote from: Acr21 on February 05, 2014, 09:12:31 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.

Would it be possible to combine the models into a single model in code before they are used in the animation/physics simulation?

Everything is possible, but would it be worth it?
How could modders rig gloves and boots to the existing skeleton?
Also, having fixed boots and gloves models would mean less fragmentation and less contents to sync between users.
Title: Re: Questions
Post by: GDUBMX on February 05, 2014, 09:23:31 PM
Quote from: PiBoSo on February 05, 2014, 09:17:06 PM
Quote from: Acr21 on February 05, 2014, 09:12:31 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.

Would it be possible to combine the models into a single model in code before they are used in the animation/physics simulation?

Everything is possible, but would it be worth it?
How could modders rig gloves and boots to the existing skeleton?
Also, having fixed boots and gloves models would mean less fragmentation and less contents to sync between users.
i personally think this would be better anyway, yeah we can make different skins which resemble the actual models irl. at least more focus will go into gameplay rather than these lesser details. sure i would like different model goggles and boots but its kinda irrelevant imo.
Title: Re: Questions
Post by: PiBoSo on February 05, 2014, 09:24:54 PM
Quote from: gdubmx on February 05, 2014, 09:23:31 PM
Quote from: PiBoSo on February 05, 2014, 09:17:06 PM
Quote from: Acr21 on February 05, 2014, 09:12:31 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.

Would it be possible to combine the models into a single model in code before they are used in the animation/physics simulation?

Everything is possible, but would it be worth it?
How could modders rig gloves and boots to the existing skeleton?
Also, having fixed boots and gloves models would mean less fragmentation and less contents to sync between users.
i personally think this would be better anyway, yeah we can make different skins which resemble the actual models irl. at least more focus will go into gameplay rather than these lesser details. sure i would like different model goggles and boots but its kinda irrelevant imo.

It will be possible to change goggles, but only if the helmet is changed, too.
Title: Re: Questions
Post by: acr21 on February 05, 2014, 09:50:31 PM
PiBoSo, can you share why you are allowing a separate neck brace model but not a separate chest protector model? Just curious what the implications are for the chest protector that are not present for the neck brace. Thanks.
Title: Re: Questions
Post by: AWood on February 05, 2014, 09:53:20 PM
I for one can't stand wearing a chest protector in a game.

But, does that mean somebody could take your model and then change the boot section to a new model (still attached to the rest that's original) and put it back in game. Then when we skin the new boots they're an updated model than the rest. Since they're all attached.
Title: Re: Questions
Post by: acr21 on February 05, 2014, 10:02:57 PM
Quote from: PiBoSo on February 05, 2014, 09:17:06 PM
Also, having fixed boots and gloves models would mean less fragmentation and less contents to sync between users.

On this point I think having separate models actually ensures less fragmentation. With separate models you can create hundreds of different gear combos just by downloading a couple boot models, a couple goggle models, a couple helmet models, and a couple chest protector models. Without separate models if someone wants Tech 10 boots, a Shoei helmet, Oakley goggles and a Fox chest protector they have to create their own specific model which they then have to share and everyone has to download. I hope this makes sense. If it doesn't let me know and I will try to explain better.
Title: Re: Questions
Post by: DD on February 05, 2014, 10:22:38 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.
Shows how much I know.
Title: Re: Questions
Post by: PiBoSo on February 05, 2014, 10:28:54 PM
Quote from: Acr21 on February 05, 2014, 09:50:31 PM
PiBoSo, can you share why you are allowing a separate neck brace model but not a separate chest protector model? Just curious what the implications are for the chest protector that are not present for the neck brace. Thanks.

The neck brace will most likely include the chest protection.
Nothing is finalized yet, though.
Title: Re: Questions
Post by: MotoRogers499 on February 05, 2014, 11:04:04 PM
Does the game have rider lean side to side? or is it just bike counter-steer?
Title: Re: Questions
Post by: PiBoSo on February 05, 2014, 11:12:01 PM
Quote from: MotoRogers499 on February 05, 2014, 11:04:04 PM
Does the game have rider lean side to side? or is it just bike counter-steer?

Bike counter-steer is automatically controlled by the virtual rider.
Rider lateral and longitudinal lean are separate from bike lean.
Title: Re: Questions
Post by: showtimemx on February 05, 2014, 11:18:29 PM
Quote from: PiBoSo on February 05, 2014, 09:17:06 PM
Quote from: Acr21 on February 05, 2014, 09:12:31 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.

Would it be possible to combine the models into a single model in code before they are used in the animation/physics simulation?

Everything is possible, but would it be worth it?
How could modders rig gloves and boots to the existing skeleton?
Also, having fixed boots and gloves models would mean less fragmentation and less contents to sync between users.

I think this is a big issue that came up in MX Simulator.  If you have a set of red gear and you're boots are tied to the gear you end up making 40 different combinations of that gear so people can use red gear with white alpinestar boots.  Where as similar to MX vs atv you make boots in the different colors and they can select any boots with the different gear.  Meaning 1 set of red gear with any boots you choose.

it will save huge amounts of space on my hard drive.

Title: Re: Questions
Post by: acr21 on February 05, 2014, 11:21:57 PM
Quote from: showtimemx on February 05, 2014, 11:18:29 PM
Quote from: PiBoSo on February 05, 2014, 09:17:06 PM
Quote from: Acr21 on February 05, 2014, 09:12:31 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.

Would it be possible to combine the models into a single model in code before they are used in the animation/physics simulation?

Everything is possible, but would it be worth it?
How could modders rig gloves and boots to the existing skeleton?
Also, having fixed boots and gloves models would mean less fragmentation and less contents to sync between users.

I think this is a big issue that came up in MX Simulator.  If you have a set of red gear and you're boots are tied to the gear you end up making 40 different combinations of that gear so people can use red gear with white alpinestar boots.  Where as similar to MX vs atv you make boots in the different colors and they can select any boots with the different gear.  Meaning 1 set of red gear with any boots you choose.

it will save huge amounts of space on my hard drive.

This is my point exactly.
Title: Re: Questions
Post by: Snappe on February 05, 2014, 11:28:41 PM
To clarify here's how things are separated (in brackets says what can be modded):

Helmet + Goggles (model & texture)
Rider kit (texture)
Gloves (texture)
Boots (texture)
Neck Brace + Body Armour (model & texture)
Title: Re: Questions
Post by: MX181 on February 05, 2014, 11:35:43 PM
Quote from: Snappe on February 05, 2014, 11:28:41 PM
Neck Brace + Body Armour (model & texture)

So if you didn't want the armor but wanted the neck brace you just wouldn't include the armor in the model and vice versa correct?
Title: Re: Questions
Post by: acr21 on February 05, 2014, 11:44:11 PM
Quote from: Snappe on February 05, 2014, 11:28:41 PM
To clarify here's how things are separated (in brackets says what can be modded):

Helmet + Goggles (model & texture)
Rider kit (texture)
Gloves (texture)
Boots (texture)
Neck Brace + Body Armour (model & texture)
This is how I think it should be:

Helmet (model & texture)
Goggles (model & texture)
Rider Kit (texture)
Gloves (texture)
Boots (model & texture)
Neck Brace (model & texture)
Chest Protector (model & texture)

This way you would almost never see the same gear setup and it would make it really easy for modelers/skinners to release content. All they would need to do is release a single model and a few color textures for the model.

This is just my opinion on what would be best. I understand that it may not make the first version and that it may not ever be done.
Title: Re: Questions
Post by: Tmax94 on February 05, 2014, 11:50:56 PM
Alpha 1 out soon ?
First prize will be how much ? I would buy surely I already KRP :)
Title: Re: Questions
Post by: acr21 on February 05, 2014, 11:53:02 PM
Quote from: MX181 on February 05, 2014, 11:35:43 PM
Quote from: Snappe on February 05, 2014, 11:28:41 PM
Neck Brace + Body Armour (model & texture)

So if you didn't want the armor but wanted the neck brace you just wouldn't include the armor in the model and vice versa correct?

This is where the problems start to show. If someone create a new neck brace such as a leatt brace and another person creates a new chest protector such as a fox race frame, there is no way to use both unless the modelers get together and create every possible combination:

Chest Protector>Neck Brace
Fox, Leatt
Fox, Stock
Fox, None
Stock, Leatt
None, Leatt
...I think that is all the combinations.

Then in order to see each of these combinations when racing online, users need to download all of these models.

With separate models users only need to download 2 models: Leatt brace, and fox race frame chest protector.
Title: Re: Questions
Post by: Paulo Rodrigues | Motocross Plays on February 06, 2014, 12:11:17 AM
Is the game have Gear Shift?
Title: Re: Questions
Post by: PiBoSo on February 06, 2014, 12:12:31 AM
Quote from: Paulo Rodrigues on February 06, 2014, 12:11:17 AM
Is the game have Gear Shift?

(http://iheartguitarblog.com/wp-content/uploads/2012/05/1w58.jpg)
Title: Re: Questions
Post by: MX181 on February 06, 2014, 12:18:17 AM
It's a game Adam it honestly wouldn't matter if in real life it wouldn't work, just #YOLO it
Title: Re: Questions
Post by: MX181 on February 06, 2014, 12:19:52 AM
Quote from: PiBoSo on February 06, 2014, 12:12:31 AM
Quote from: Paulo Rodrigues on February 06, 2014, 12:11:17 AM
Is the game have Gear Shift?

(http://iheartguitarblog.com/wp-content/uploads/2012/05/1w58.jpg)

^^ This guy ^^
Title: Re: Questions
Post by: Motoboss on February 06, 2014, 03:40:58 AM
Is there going to be realistic weather like in GP Bikes?
Title: Re: Questions
Post by: GDUBMX on February 06, 2014, 06:00:22 AM
Chest protectors and neck brace combos are IMO are pretty irrelevant thing right now. Why worry yourself about them? Wouldn't you rather have better sounds and as motoboss pointed out weather, actual details that matter? I mean ain't neck braces and chest protectors for 8 year olds and girls anyway? Lol I've been riding 25 years and never wore them.
Title: Re: Questions
Post by: Midbeck on February 06, 2014, 06:28:09 AM
Quote from: Acr21 on February 05, 2014, 11:44:11 PM
Quote from: Snappe on February 05, 2014, 11:28:41 PM
To clarify here's how things are separated (in brackets says what can be modded):

Helmet + Goggles (model & texture)
Rider kit (texture)
Gloves (texture)
Boots (texture)
Neck Brace + Body Armour (model & texture)
This is how I think it should be:

Helmet (model & texture)
Goggles (model & texture)
Rider Kit (texture)
Gloves (texture)
Boots (model & texture)
Neck Brace (model & texture)
Chest Protector (model & texture)

This way you would almost never see the same gear setup and it would make it really easy for modelers/skinners to release content. All they would need to do is release a single model and a few color textures for the model.

This is just my opinion on what would be best. I understand that it may not make the first version and that it may not ever be done.


I totaly agree with this, being able to model boots etc is a big deal if you ask me.
Title: Re: Questions
Post by: Sib43 on February 06, 2014, 09:43:07 AM
I dont understand why you guys care about that much.

Chest protectors and neck braces are just for protections only in real life and they doesnt look good obviously.

Also hopefully you guys don't ride your chest protector over the jersey. Please tell me you dont! lol.

For me it always was annoying when a skin creater creates 1 gear and ended up to upload 10 with different boots and stuff.
Wouldn't care about the boots that much. Never had a problem back in the days with the arcade games where they had 5 different skins to choose.

Hopefully those amazing creators of the game concentrate more on the important things!
Title: Re: Questions
Post by: Dylan14 on February 06, 2014, 11:41:02 AM
So many people being little bitches on here already. Who cares what can and can't be modelled. Stop wasting the creators time with your stupid questions. Focus on how the game will play, instead of what model boots your rider in a video game is using.
Title: Re: Questions
Post by: al167 on February 06, 2014, 01:23:47 PM
Quote from: Midbeck on February 06, 2014, 06:28:09 AM
Quote from: Acr21 on February 05, 2014, 11:44:11 PM
Quote from: Snappe on February 05, 2014, 11:28:41 PM
To clarify here's how things are separated (in brackets says what can be modded):

Helmet + Goggles (model & texture)
Rider kit (texture)
Gloves (texture)
Boots (texture)
Neck Brace + Body Armour (model & texture)
This is how I think it should be:

Helmet (model & texture)
Goggles (model & texture)
Rider Kit (texture)
Gloves (texture)
Boots (model & texture)
Neck Brace (model & texture)
Chest Protector (model & texture)

This way you would almost never see the same gear setup and it would make it really easy for modelers/skinners to release content. All they would need to do is release a single model and a few color textures for the model.

This is just my opinion on what would be best. I understand that it may not make the first version and that it may not ever be done.


I totaly agree with this, being able to model boots etc is a big deal if you ask me.

I also agree!
Title: Re: Questions
Post by: al167 on February 06, 2014, 01:38:06 PM
will there be rider numbers and name on jersey?
this is a huge issue in mxs as you need to skin them to your gear, so you need to download some ones custom texture to see there name on their jersey.

id like to see an editable name/number just like reflex with different fonts. or even better, an 256x256 alpha overlay that aligns over your jersey so that people can have custom numbers overlays that works with all the different skins. the overlay would be registered to only that users id.
Title: Re: Questions
Post by: GDUBMX on February 06, 2014, 01:59:32 PM
Quote from: al167 on February 06, 2014, 01:38:06 PM
will there be rider numbers and name on jersey?
this is a huge issue in mxs as you need to skin them to your gear, so you need to download some ones custom texture to see there name on their jersey.

id like to see an editable name/number just like reflex with different fonts. or even better, an 256x256 alpha overlay that aligns over your jersey so that people can have custom numbers overlays that works with all the different skins. the overlay would be registered to only that users id.
this is an awesome idea, reflex was awesome for that. Great idea tho, would love to see this implemented. At least everyone would have the stock fonts so you would always see a name and number. Obviously front and side numberplates would feature the same thing.
Title: Re: Questions
Post by: MX181 on February 06, 2014, 02:21:14 PM
I like the idea to create your own name and number font/image and works on all gear. That's a super sick idea
Title: Re: Questions
Post by: Arvoss on February 06, 2014, 02:39:12 PM
Quote from: al167 on February 06, 2014, 01:38:06 PM
will there be rider numbers and name on jersey?
this is a huge issue in mxs as you need to skin them to your gear, so you need to download some ones custom texture to see there name on their jersey.

id like to see an editable name/number just like reflex with different fonts. or even better, an 256x256 alpha overlay that aligns over your jersey so that people can have custom numbers overlays that works with all the different skins. the overlay would be registered to only that users id.

That would be pretty cool! :D I downloaded Reflex today (only €5 on steam!) just to make the wait of MX Bikes a bit shorter :P Reflex is a decent game, much better than I thought it would be! Terrain deformation, graphics, sound, jersey customization, number,... When you play reflex with onboard view without the HUD it's even cooler! :D

But guys, don't stress PiBoSo and Snappe with requests like serperate boots and all other small details... Ask this after the first alpha release and let them focus now on what's really necessary! ;) Basic bike model, basic rider and a track.
Title: Re: Questions
Post by: Ruubs on February 06, 2014, 04:05:21 PM
Quote from: Motoboss on February 06, 2014, 03:40:58 AM
Is there going to be realistic weather like in GP Bikes?
That has already been answered some days ago, but since there've been a lot of new posts you probably missed that one.
There will be a weather system just like in GP bikes.
Title: Re: Questions
Post by: Motoboss on February 06, 2014, 04:39:47 PM
Thanks, ya I guess i missed it..  This will be a next level addition to a mx game. :o. I cant wait to see this in game .. :)
Maybe this could be put in the F.A.Q. thread...
Title: Re: Questions
Post by: showtimemx on February 06, 2014, 06:33:19 PM
Quote from: Dylan14 on February 06, 2014, 11:41:02 AM
So many people being little bitches on here already. Who cares what can and can't be modelled. Stop wasting the creators time with your stupid questions. Focus on how the game will play, instead of what model boots your rider in a video game is using.

You obviously haven't played mx sim or you would understand why the having the boots be a model is indeed very important.  as a skin creator do you want to make the exact same color gear 12 different times just because you have to make white thor gear with white boots, black boots, red boots, green boots, then add the different brands and also their associated color schemes.

this really comes down to the fact that when your in the menu selecting your gear you will instead of being able to select 2014 white thor gear, then going down one menu and selecting between 12 different boots, you will now have to go to the menu and try to find 2014 white thor gear with the boots you want, which usually means looking through hundreds of options.  Not only does this cause a problem with gear selection but it also makes for huge file sizes because instead of being able to make 2014 thor gear in 4 colors you now have to make that same gear in 4 colors, but also make each one with the different boot options so now you have made almost 20 different sets of gear.

made an example to try and help:

(http://i33.photobucket.com/albums/d74/ShowtimeMx/gearoptions.jpg) (http://s33.photobucket.com/user/ShowtimeMx/media/gearoptions.jpg.html)

Ultimately the reason why having boots separate is then you have someone who is amazing at making boots make the best set for the community and then everyone else can focus on their gear and not how many combinations of red gear they need to do.  This will also make MX Bikes organization within the files and file sizes a lot better.  I want to choose from the gear I want and then select from 12 great textures of boots in game not 450 different boots on 450 different gear sets. 

Hope this helps I may or may not have just confused a lot of the little ones.

so to your stop being a bitch, the thing you don't understand if this isnt done from the start it will be harder to do later on and at that point everyone will have to redo their rider skins.  so if that means they have to spend extra time to get us that option, I can gladly wait so that we get a feature that makes it better for all in the long run.
Title: Re: Questions
Post by: acr21 on February 06, 2014, 06:50:01 PM
I agree completely showtime. The example you have given is great but I believe they will allow us to change the skin of the boots separately so the boot color isn't the issue. If you replace the boot color option in your example with different models of boots like gaerne, fox, and alpinestars then it illustrates the issue we will run into with the way its set up currently. I think you helped clear it up a lot, thanks.
Title: Re: Questions
Post by: Snappe on February 06, 2014, 06:57:45 PM
Is it really important to have a new boot model?
It's a fair amount of work for a modder to model, unwrap, texture, weight to the rig... To have a new boot that from replay cameras looks roughly the same shape as the old one.
Are there lots of boots modelers out there? Isn't it possible to achieve acceptable results with a new texture only?
Title: Re: Questions
Post by: AWood on February 06, 2014, 07:05:08 PM
Modelers like to model anything :)

We went from looking like this
(http://img580.imageshack.us/img580/3734/gaernesg12.jpg)

To having this new model
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn2/1514444_582873971789148_515814107_n.jpg)

Idk.
Title: Re: Questions
Post by: acr21 on February 06, 2014, 07:07:19 PM
Quote from: Snappe on February 06, 2014, 06:57:45 PM
Is it really important to have a new boot model?
It's a fair amount of work for a modder to model, unwrap, texture, weight to the rig... To have a new boot that from replay cameras looks roughly the same shape as the old one.
Are there lots of boots modelers out there? Isn't it possible to achieve acceptable results with a new texture only?

Just based off previous experience with motocross games such as Motocross Madness 2, MX vs ATV Unleashed, MX Simulator, etc the community really likes to mod everything and people will spend the time to model just about everything in great detail. It's obviously not the most important thing and I don't think its a make or break feature. It would just be a really great feature to have that kind of customization and I believe this would be the first MX game to get that right. Thanks.
Title: Re: Questions
Post by: showtimemx on February 06, 2014, 07:43:44 PM
Quote from: Snappe on February 06, 2014, 06:57:45 PM
Is it really important to have a new boot model?
It's a fair amount of work for a modder to model, unwrap, texture, weight to the rig... To have a new boot that from replay cameras looks roughly the same shape as the old one.
Are there lots of boots modelers out there? Isn't it possible to achieve acceptable results with a new texture only?

There is a good amount of modelers in the MX community.  One thing you will find is how important models and gear are to the community, we love our customizations and if we can model 8 different boots that the whole community will use, as opposed to every single gear creator having to pick multiple boots for his gear.  I think you will see how much better that option is.  Especially think of this in terms of multiplayer,  if we can download a solid set of different boots for the game created by someone talented like gio, attacker, etc.. etc.., everyone will have those boots when they race online.  If we use the other option the only way to see that persons boots is if you have that exact set of gear downloaded to your computer... this will usually cause the new forum topic why cant I see so and so gear, this usually ends up with some smart arse saying well if you would have went and downloaded the 400mb thor gear from so and so you would have it.

easiest way to fix this.
example:
Here is a download for all the boots that everyone is using this year:
Download for boot pack includes all 2014 boots  download here

plus this will eliminate duplicates: many times because people want boot options they will make the same gear that someone else has made just cause they wanted different boots so like I said previously you end up with 10 people making 2014 thor gear just cause they wanted different boots.

easy way to fix this:
community makes a great set of 2014 thor gear and then puts up a link:
Download the 2014 thor gear pack that everyone will have for 2014 everyone has same gear, only now they can run with any of the boots they downloaded in the 2014 pack.

Problem solved

If you cant tell by now I love to simplify things, chaos causes confusion within the community, then comes the constant battling back and fourth, soon after you have nothing but a bunch of people causing constant problems.

Trust me when I say people in the mx community will put in the time to model and make incredible things, but first it has to be setup correctly and only the creators of the game can do that part, and I believe you guys are headed in the right direction.  From what I have seen you guys are communicating with the community pretty well, just don't forget that some of us were burned by another motocross game creator because he refused to listen to some of the suggestions that could have simplified his game immensely and saved himself a lot of trouble with community members and problems that now plague the game.
Title: Re: Questions
Post by: Motoboss on February 06, 2014, 08:28:10 PM
Wow Showtime you put up a passionate fight..I'm gonna need you for getting tracks in game when that topic comes around...lol
Great job explaining
Title: Re: Questions
Post by: Dylan14 on February 06, 2014, 09:24:12 PM
I'm Dylan22 on the mxs forum. I've been around for years. As far as I understand. In mx bikes you choose the boots seperately from your gear. So instead of releasing 10 different sets of the same gear just with different boots like we have to on sim. You just have one gear set and can change whatever colour you want the boots seperately in game.

I'd much rather see these creators work on making the game play well, instead of modelling stupid boots no one will really see anyway.
Title: Re: Questions
Post by: Midbeck on February 06, 2014, 09:27:09 PM
Quote from: Dylan14 on February 06, 2014, 09:24:12 PM
I'd much rather see these creators work on making the game play well, instead of modelling stupid boots no one will really see anyway.

We are not talking about piboso do boots, what we are asking for is to make it possible to model new ones. Why would you not want that? If you ask me as much things as possible to model is a good thing. It's not something you have to do but it's nice to have it possible if you want to and it's nothing that harms the gameplay.
Title: Re: Questions
Post by: Dylan14 on February 06, 2014, 09:32:38 PM
Oh ok yeah I get ya. I must just be the only one that doesn't care what model boots my virtual rider is wearing.
Title: Re: Questions
Post by: Arvoss on February 06, 2014, 09:39:35 PM
Quote from: Dylan14 on February 06, 2014, 09:32:38 PM
Oh ok yeah I get ya. I must just be the only one that doesn't care what model boots my virtual rider is wearing.

I don't care too :P I mean on GP Bikes there is only 1 model but hundreds of different textures that make the boots look different. As Snappe said: it will be difficult to see the difference in replay and when you ride onboard you can't even see your boots lol :P
Title: Re: Questions
Post by: Dylan14 on February 06, 2014, 09:41:12 PM
Quote from: Arvoss on February 06, 2014, 09:39:35 PM
Quote from: Dylan14 on February 06, 2014, 09:32:38 PM
Oh ok yeah I get ya. I must just be the only one that doesn't care what model boots my virtual rider is wearing.

I don't care too :P I mean on GP Bikes there is only 1 model but hundreds of different textures that make the boots look different. As Snappe said: it will be difficult to see the difference in replay and when you ride onboard you can't even see your boots lol :P

My thoughts exactly.
Title: Re: Questions
Post by: acr21 on February 06, 2014, 09:46:41 PM
And Dylan14, was it necessary to call everyone who doesn't share your opinion a "little bitch"?
Title: Re: Questions
Post by: showtimemx on February 06, 2014, 09:55:49 PM
Quote from: Motoboss on February 06, 2014, 08:28:10 PM
Wow Showtime you put up a passionate fight..I'm gonna need you for getting tracks in game when that topic comes around...lol
Great job explaining

Hahaha guess I Can be a little passionate when it comes to motocross games.  This particular issue is one that I wanted very badly to be fixed in mx sim.  Gio and myself modeled and created a gear pack that had over 60 sets of gear in it and it was a nightmare for one reason.  We had to make each gear with almost 8 different sets of boots and it was a time consuming mess.  We had a whole set of thor gear that we put gearne, alpinestars, and fox boots with each set of thor gear and like I said it was a pain and even then someone was always asking did you make the gear with blue alpinestars?

So this is one of the reasons I feel its a huge deal to just separate the boots and then you don't have to worry about it.

Same goes with the helmet and goggles just wait til people start throwing a fit because their shoei helmet has spy goggles instead of Oakley's

We aren't asking for piboso to have to model said boots, the community can do that, just make it on option. 

Lastly for those that say well you never see the boots, some of us ride in 3rd person view and love being able to see my setup (makes me all sorts of happy when I see an awesome setup with my rider)

But don't worry good buddy (looks at motoboss) if you need some advocacy with track making items I will be ready to defend and debate.

End rant
Showtimemx


Title: Re: Questions
Post by: MotoRogers499 on February 06, 2014, 10:14:37 PM
Visuals are the least of my worry. Having a game that plays well is first on the list,  after we can worry about little things like boots :P
Still think people should be able to import their own models into the game though. for EVERYTHING. Just gives those who know how to model some play time. :D
Title: Re: Questions
Post by: Motoboss on February 06, 2014, 10:24:19 PM
I think you guys are missing the point of what the modelers and skinners are trying to get across... There not worried about the visuals right now ..There asking the creator to set up the rider model and bike model in a certain way so later on down the road there wont be problems ..Since the game is in very early stages now is the time to do it...
Title: Re: Questions
Post by: MX181 on February 06, 2014, 10:40:54 PM
Quote from: Motoboss on February 06, 2014, 08:28:10 PM
Wow Showtime you put up a passionate fight..I'm gonna need you for getting tracks in game when that topic comes around...lol
Great job explaining

Although with tracks I think our fate is sealed already in terms of how tracks are going to work  :'(
Title: Re: Questions
Post by: Arvoss on February 06, 2014, 10:42:34 PM
Some guys are already complaining about details and other stuff and the first release is not even out... Keep calm and wait until the release :P
Title: Re: Questions
Post by: DD on February 07, 2014, 02:45:49 AM
Quote from: Arvoss on February 06, 2014, 10:42:34 PM
Some guys are already complaining about details and other stuff and the first release is not even out... Keep calm and wait until the release :P
Agreed.

Also, too many personal battles/post already happening. Let's stop that.

Thank you.
Title: Re: Questions
Post by: GDUBMX on February 07, 2014, 03:49:19 PM
As milestone released their second gameplay video today, are the chances slim that we'll get a new video or screenshot :)
Title: Re: Questions
Post by: Arvoss on February 07, 2014, 04:07:43 PM
Quote from: gdubmx on February 07, 2014, 03:49:19 PM
As milestone released their second gameplay video today, are the chances slim that we'll get a new video or screenshot :)

Nice try :P An onboard video would be epic  ::)
Title: Re: Questions
Post by: AWood on February 07, 2014, 08:35:39 PM
Quote from: gdubmx on February 07, 2014, 03:49:19 PM
As milestone released their second gameplay video today, are the chances slim that we'll get a new video or screenshot :)
It would be cool but i think they said somewhere else it will be a while before their next video
Title: Re: Questions
Post by: Mace-x on February 07, 2014, 08:53:43 PM
Quote from: Arvoss on February 06, 2014, 10:42:34 PM
Some guys are already complaining about details and other stuff and the first release is not even out... Keep calm and wait until the release :P

It´s better to try and build the game with these changes from the base, it´ll be a huge problem when the coding is in a further stage :)

I totally agree with showtime,having different options for boots, gloves, googles and helmets for the rider and wheels for the bike would be dope!
Also mx simulator online never worked right due the huge amount of skins combinations there where.
I as a modeler wouldnt mind having to properly weight my models to get them ingame.
Title: Re: Questions
Post by: bearded4glory on February 07, 2014, 09:16:48 PM
I agree also, if they are working on X and we have suggestions on how X would be best implemented then would it not be best to take a little extra time to set X up the way that will work best for creators for the next 10 years?  I sure think so.

Also, it seems like we cant even change the rider model judging by this list:

Helmet + Goggles (model & texture)
Rider kit (texture)
Gloves (texture)
Boots (texture)
Neck Brace + Body Armour (model & texture)

I think that is a big mistake.
Title: Re: Questions
Post by: bearded4glory on February 08, 2014, 02:17:53 AM
Another quick question, does the export script for 3ds support smoothing groups?  Also, any chance of getting the script updated to 2014?
Title: Re: Questions
Post by: MXK_cdub85 on February 09, 2014, 10:17:28 PM
Is there going to be a look back function that's able to be mapped to a button? It would be nice to have a way to quickly glance behind you over a triple to see if you're about to get cleaned out on the inside!  8)

Also on the subject of real time weather and deformation... In the releases that include such things, will the rain be for visual effect or will it create mud type traction and deformation? Will it dry out if the rain stops? Sorry if all of this is redundant and has been answered I searched but didn't find an adequate reply.

Thanks for your time and am truly excited to pay you my hard earned monies!
Best of luck to the dev team
Title: Re: Questions
Post by: Arvoss on February 09, 2014, 10:23:28 PM
Quote from: MXK_cdub85 on February 09, 2014, 10:17:28 PM
Is there going to be a look back function that's able to be mapped to a button? It would be nice to have a way to quickly glance behind you over a triple to see if you're about to get cleaned out on the inside!  8)

Also on the subject of real time weather and deformation... In the releases that include such things, will the rain be for visual effect or will it create mud type traction and deformation? Will it dry out if the rain stops? Sorry if all of this is redundant and has been answered I searched but didn't find an adequate reply.

Pretty sure (of course) there will be a look back button :P

On GP Bikes the track dries after a couple of hours so I think this will be the same in MX Bikes. At least, I hope the mud becomes hard (that's what she said :P ) after a while. But I don't think this will be integrated in the first version(s).
Title: Re: Questions
Post by: ChrisK on February 09, 2014, 10:44:52 PM
http://forum.mx-bikes.com/index.php?topic=39.0
Title: Re: Questions
Post by: Arvoss on February 09, 2014, 10:52:48 PM
Quote from: ChrisK on February 09, 2014, 10:44:52 PM
http://forum.mx-bikes.com/index.php?topic=39.0

Oh :( Maybe in the far future ;) But in fact, I don't think that mud dries very fast while riding on it :P
Title: Re: Questions
Post by: giopanda on February 10, 2014, 10:37:48 AM
Quote from: PiBoSo on January 24, 2014, 09:28:55 PM
Quote from: MxMonster725 on January 24, 2014, 08:55:08 PM
Wow nice news!, But are there also two strokes and 85cc bikes?

MX Bikes will support modding, so it will be possible to add any bike.

so it will be up to the modder to add engine and physical information in the model files?
i'm afraid this will lead to some very unpleasant situations..like why not making a 85cc bike with the same horsepower as a 450?
then people will start releasing factory bikes with factory datas, real or just made up to make the bike works better than the stock one..so goodbye realism, goodbye fun..

wouldn't it be better to have piboso releasing the 'official' bike infos, then the modders can work on 3d models and texture?
this way we don't need to wonder about unfair behaviour by some immature player?

i don't know i might be just over thinking, but coming from mx simulator i know this would have been the very first thing many in the community would have done, trying to cheat in every way possible having the possibility to hack engine data files..but hopefully this will be a much more mature and respectful community and all this won't be needed..

and another question: will be controller vibration be supported?

Title: Re: Questions
Post by: MX181 on February 10, 2014, 10:52:28 AM
Quote from: giopanda on February 10, 2014, 10:37:48 AM
Quote from: PiBoSo on January 24, 2014, 09:28:55 PM
Quote from: MxMonster725 on January 24, 2014, 08:55:08 PM
Wow nice news!, But are there also two strokes and 85cc bikes?

MX Bikes will support modding, so it will be possible to add any bike.

so it will be up to the modder to add engine and physical information in the model files?
i'm afraid this will lead to some very unpleasant situations..like why not making a 85cc bike with the same horsepower as a 450?
then people will start releasing factory bikes with factory datas, real or just made up to make the bike works better than the stock one..so goodbye realism, goodbye fun..

wouldn't it be better to have piboso releasing the 'official' bike infos, then the modders can work on 3d models and texture?
this way we don't need to wonder about unfair behaviour by some immature player?

i don't know i might be just over thinking, but coming from mx simulator i know this would have been the very first thing many in the community would have done, trying to cheat in every way possible having the possibility to hack engine data files..but hopefully this will be a much more mature and respectful community and all this won't be needed..

and another question: will be controller vibration be supported?

no because you can only ride certain bikes in organised races and some lobbys/races
Title: Re: Questions
Post by: Ruubs on February 10, 2014, 04:36:49 PM
As MX181 said, it won't be a problem. When you set up a server, you can also setup what bike physics you want in that particular server. I'm not sure if it's posible to enable different kind of physics in one server though, so my question is.

Will we be posible to enable different kind of physics (50cc, 85cc, 125cc etc.) in one server, or can we only enable one per server?
Title: Re: Questions
Post by: Midbeck on February 10, 2014, 04:51:46 PM
Will it be possible to race with up to 40 people online?
Title: Re: Questions
Post by: AWood on February 10, 2014, 05:14:21 PM
I think physics modding will be great. Don't see the problem with someone modeling a 50 and someone creating physics for it. And a 85 and a 125 stuff like that. Or what if piboso's stock bikes are slow. They can be stock, what if somebody creates slightly faster bikes and those are the factory Mod bikes that all the "pros" will race in organzed races. SOMETIMEs. Not all the time, the community can make something more people like than the Dev created, and that's why modding is so cool and I love when devs support it. Revon physics in MVA were 100x better than stock physics in that game.
Title: Re: Questions
Post by: giopanda on February 10, 2014, 05:32:52 PM
Quote from: AWood on February 10, 2014, 05:14:21 PM
I think physics modding will be great. Don't see the problem with someone modeling a 50 and someone creating physics for it. And a 85 and a 125 stuff like that. Or what if piboso's stock bikes are slow. They can be stock, what if somebody creates slightly faster bikes and those are the factory Mod bikes that all the "pros" will race in organzed races. SOMETIMEs. Not all the time, the community can make something more people like than the Dev created, and that's why modding is so cool and I love when devs support it. Revon physics in MVA were 100x better than stock physics in that game.

the point is that since this is a simulator, it will simulate physics, as close to real life as possible.
and since this is the focal point of this software, i don't see why others should be allowed to tweak it.
because if that would be possible for sure it will lead to huge issues in the community and eventually to a total fail of it.
people will try to cheat as much as possible, will try to steal everything possible to be that 0.000000001% faster than anybody else, and it will start a war.
and when someone will release updated models with custom physics it will be a matter of minutes before it gets ripped and edited and re-released..

what's the point of having stock bikes and factory bikes?
i mean, if we had factory bikes, who would be racing stock bikes anymore?
there's nothing here that can prevent anyone to ride factory, so stock would be completely useless..

why stock bikes should be slow?
if they replicate real life counterparts than they won't be, so there won't be any reason to tweak them.

factory bikes for the pros?
who will be pro and who not?
who will decide?
i know already where this will lead..

rev physics for mva?
those were made to relive an old ARCADE game, trying to make it a bit more realistic, and some ways it was a success, but it was a complete fail on other sides: people who have waited for so long were disappointed, they disliked it and of course it got ripped and people started editing it at their own like..

there's the old saying that goes 'the more you give the more they want', and i'm sure this is what will happen if piboso give the community the freedom to mod more than the strict necessary

i repeat, i might be overthinking, but coming from mxsimulator i know the least the developer leave open to modding, the best.
mostly if we speak about game changing elements.
Title: Re: Questions
Post by: GDUBMX on February 10, 2014, 06:33:58 PM
I have to agree gio, by all means make different models etc but as for modifying the bikes performance def not. Piboso should set a dyno for each cc class which we all use as a template if you like, factory and stock bikes would be a bit silly in game I feel. Yeh it would work on a single player game like a career mode on MVA or something but not on an online only sim. Just my opinion tho guys, nice to see cool ideas knocking around tho.
Title: Re: Questions
Post by: Ruubs on February 10, 2014, 06:41:34 PM
Quote from: Sandbiter on February 10, 2014, 04:36:49 PM
As MX181 said, it won't be a problem. When you set up a server, you can also setup what bike physics you want in that particular server.
Title: Re: Questions
Post by: sad_nag_sutures on February 10, 2014, 06:41:45 PM
Quote from: Midbeck on February 10, 2014, 04:51:46 PM
Will it be possible to race with up to 40 people online?
Title: Re: Questions
Post by: GDUBMX on February 10, 2014, 07:10:06 PM
Piboso/snappe is it likely we will see core.exe crashes on this game?
Title: Re: Questions
Post by: showtimemx on February 10, 2014, 07:55:01 PM
Quote from: giopanda on February 10, 2014, 05:32:52 PM
Quote from: AWood on February 10, 2014, 05:14:21 PM
I think physics modding will be great. Don't see the problem with someone modeling a 50 and someone creating physics for it. And a 85 and a 125 stuff like that. Or what if piboso's stock bikes are slow. They can be stock, what if somebody creates slightly faster bikes and those are the factory Mod bikes that all the "pros" will race in organzed races. SOMETIMEs. Not all the time, the community can make something more people like than the Dev created, and that's why modding is so cool and I love when devs support it. Revon physics in MVA were 100x better than stock physics in that game.

the point is that since this is a simulator, it will simulate physics, as close to real life as possible.
and since this is the focal point of this software, i don't see why others should be allowed to tweak it.
because if that would be possible for sure it will lead to huge issues in the community and eventually to a total fail of it.
people will try to cheat as much as possible, will try to steal everything possible to be that 0.000000001% faster than anybody else, and it will start a war.
and when someone will release updated models with custom physics it will be a matter of minutes before it gets ripped and edited and re-released..

what's the point of having stock bikes and factory bikes?
i mean, if we had factory bikes, who would be racing stock bikes anymore?
there's nothing here that can prevent anyone to ride factory, so stock would be completely useless..

why stock bikes should be slow?
if they replicate real life counterparts than they won't be, so there won't be any reason to tweak them.

factory bikes for the pros?
who will be pro and who not?
who will decide?
i know already where this will lead..

rev physics for mva?
those were made to relive an old ARCADE game, trying to make it a bit more realistic, and some ways it was a success, but it was a complete fail on other sides: people who have waited for so long were disappointed, they disliked it and of course it got ripped and people started editing it at their own like..

there's the old saying that goes 'the more you give the more they want', and i'm sure this is what will happen if piboso give the community the freedom to mod more than the strict necessary

i repeat, i might be overthinking, but coming from mxsimulator i know the least the developer leave open to modding, the best.
mostly if we speak about game changing elements.

gio I can understand your concerns with cheating but I think you are overthinking it.  Mods can make a game 10x better than it would have been otherwise, imagine if jlv would have allowed even a small amount of modding we might have actually got a bike and rider preview in the menu because guys like attacker and others with the coding skill could have done it a lot quicker than JLV.  He'll look at what has been done with Skyrim, they not only made that game look amazing they almost successfully got multiplayer put in a game that didn't have it.

While I understand you concern for cheating have a little more faith in people, just because mx sim community has issues doesn't mean that needs to be the case here.  As long as we don't get the extreme sides ruining it for everyone, aka the people that get made to be mods and all of the sudden they are on a high horse, or the guys that have to be constantly knocking people just because, which if you ask me was a big problem on the mx sim forums certain people who I will not name had to constantly knock people instead of teach them.  Which brings me to the next group those that don't try to learn instead they are immature and demand everything and have to constantly be creating new topics for every little thing that pops into there 12yr old head.  If we can figure out a way to minimize these groups I think everything will be fine.

So lets see what we have to work with first and then hopefully the talented people will create great things and at the same time can help teach those that are willing to learn, all the while those getting things for free can enjoy it and be thankful.
Title: Re: Questions
Post by: bearded4glory on February 10, 2014, 08:03:20 PM
I agree with ^.  I think that starting over from scratch with a new community will hopefully allow a fresh start for everyone.  One of the things that kills sim is that JLV is not interested in being the bad guy and gives people too many chances and doesn't really enforce rules.

I know my first course of action when this reaches public beta is to start working on some pitbike mods.  Might need some help with the physics side of it since I have no experience working on anything like that before.
Title: Re: Questions
Post by: DD on February 10, 2014, 09:10:43 PM
Nobody will force you to install mods that you don't like. Install the ones YOU want to play with and have the game that YOU like.

It's as easy as that.

As far as cheating,
Quote from: PiBoSo on January 27, 2014, 04:03:27 PMHelmets, bike models, physics... Everything will be moddable.
There are checks to prevent clients from running with different physics on the same server, though.
Title: Re: Questions
Post by: AWood on February 10, 2014, 09:21:30 PM
I'm on my phone gio so cannot address every issue. But why not? People like to ride slow bikes too. Why ride a 125 or 250 in sim when I have the 450? Like sayin why would I ride stock instead of Mod in this game? What if certain race series had different classes got the bikes since they're different? That's a reason to ride the slower bikes. You say why mod a simulation of real world physics? Nothing against the developers what if their physics suck? We can mod better ones. Just depends. And why NOT have mod bikes for the pro races. Anyone can be a pro they're just used in the pro series. In real life mod bikes are twice as fast as a stock bike. That's why we need them and they'd be fun. Not saying stock bikes are slow, but there not as fast as what a modded factory bike would be.
Title: Re: Questions
Post by: AWood on February 10, 2014, 09:24:03 PM
Quote from: bearded4glory on February 10, 2014, 08:03:20 PM
I agree with ^.  I think that starting over from scratch with a new community will hopefully allow a fresh start for everyone.  One of the things that kills sim is that JLV is not interested in being the bad guy and gives people too many chances and doesn't really enforce rules.

I know my first course of action when this reaches public beta is to start working on some pitbike mods.  Might need some help with the physics side of it since I have no experience working on anything like that before.

I can try to help.


People need to realize mods aren't always bad. Sure you may get the smart guy who makes a hack, but for every havk there's 100s of good mods. How did Counter strike come to be? Or just cause 2 a triple a title was modded to have a HUMUNGOUS online multiplayer mod. Stuff like that will be good.
Title: Re: Questions
Post by: DD on February 10, 2014, 09:26:59 PM
I believe my previous post in this thread sums up the mod discussion.
Title: Re: Questions
Post by: Mace-x on February 10, 2014, 09:40:04 PM
i love mods and i probably would be one of the people who would like to see a pitbike with a 450cc engine, but that´s just because the point of a game is to have fun, and as piboso said there´s checks to prevent people from racing with different physics so we´re allright :)
Title: Re: Questions
Post by: DD on February 10, 2014, 10:46:21 PM
How will the rider return to the bike in the event of a crash?
Title: Re: Questions
Post by: PiBoSo on February 10, 2014, 11:51:39 PM
Quote from: Midbeck on February 10, 2014, 04:51:46 PM
Will it be possible to race with up to 40 people online?

Not in the first release.
The netcode has several bugs to be fixed.
Title: Re: Questions
Post by: MX181 on February 11, 2014, 12:50:36 AM
Quote from: PiBoSo on February 10, 2014, 11:51:39 PM
Quote from: Midbeck on February 10, 2014, 04:51:46 PM
Will it be possible to race with up to 40 people online?

Not in the first release.
The netcode has several bugs to be fixed.

Glad 40 man gates will be supported.
Title: Re: Questions
Post by: attacker5 on February 11, 2014, 06:08:57 AM
If you think about it, a game is fun because there is a challenge to it. I know from experience, as soon as you use a cheat code in a game, it loses all its flare, because you just "saw the best it can be" so whats the incentive of playing more? The key to getting people hooked to a game is to always have them waiting for a tiny bit more, and as that is given, there is another small thingy just out of reach. That keeps a player into the game and excited for more.

Sure, physics modding will be fun, hell, I will love to do it, but of course there will be releases of a 1200cc 85 and all that, at that will also ruin it. Personally, if physic modding was to be there, Id suggest it is very limited, in a sense that it is basically adjust sliders within a given range for multiple parameters, maybe with a trade off between parameters, for example altering the torque curve, but not being able to just power = 9999 or something.

Don't get me wrong, I am all for modding, and I for one have been thinking countless hours how awesome it will be to mod MXS physics. Unfortunately, it will also ruin the experience, if it wasn't limited considerably.
Title: Re: Questions
Post by: Phathry25 on February 11, 2014, 06:44:23 AM
rFactor and games like that make a strong argument for allowing everything to be changed in mods.  Hard to argue with it's success.
Title: Re: Questions
Post by: MX181 on February 11, 2014, 06:52:45 AM
Quote from: Phathry25 on February 11, 2014, 06:44:23 AM
rFactor and games like that make a strong argument for allowing everything to be changed in mods.  Hard to argue with it's success.

but i dont think its everything and rather is limited so it doesnt get out of hand, and ive also had lots of fun with others playing rfactor before
Title: Re: Questions
Post by: Phathry25 on February 11, 2014, 07:30:16 AM
No, it's everything. Trust me, I stayed at a Holiday Inn Express last night.
Title: Re: Questions
Post by: al167 on February 11, 2014, 07:50:43 AM
yeah phat, r factor works great, because it checks mods and verifies them before it allows you into a race- sort of like how mxs checks the tracks before a race to ensure you havnt modded it.

heres just the tyre model phisics for r factor 2:
[COMPOUND]
Name="Street"
FRONT:                                // Arguments: ALL, FRONT, REAR, LEFT, RIGHT, FRONTLEFT, FRONTRIGHT, REARLEFT, REARRIGHT
TGM="datsun240z_Tires"                  // Physical tire geometry model (*.tgm) file
DryLatLong=(1.260, 1.250)             // Lateral/longitudinal coefficients in dry weather
WetLatLong=(1.250, 1.230)             // Lateral/longitudinal coefficients in wet weather
Radius=0.2905                         // Radius of tire
RadiusRPM=2.01e-6                     // Increased radius per unit RPM
Width=0.205                           // Width of tire
Rim=(0.1980, 990000, 9500, 3.0)       // Rim radius, spring rate, damper rate, minimum velocity to produce sparks
SpringBase=40000                      // Base spring rate with no pressure
SpringkPa=850.0                       // Spring rate per unit pressure
Damper=745.0                          // Damping rate of tire
SpeedEffects=(550, 3.5)               // Speed at which grip drops to half (m/s, 0.0 to disable), speed load equivalency (see above)
LoadSensLat=( -8.00e-6, 0.380, 21000) // Load sensitivity for lateral grip (initial slope, final grip multiplier, final load)
LoadSensLong=(-6.70e-6, 0.580, 21000) // Load sensitivity for longitudinal grip (initial slope, final grip multiplier, final load)
LatPeak=( 0.150, 0.225, 9900)         // Slip range where lateral peak force occurs depending on load
LongPeak=(0.110, 0.175, 9900)         // Slip range where longitudinal peak force occurs depending on load
LatCurve="Default"                    // Slip angle curve (data uses normalized angle)
BrakingCurve="Default"                // Slip ratio curve under braking
TractiveCurve="Default"               // Slip ratio curve under acceleration
CamberLatLong=(3.30, 0.07, 0.41)      // Peak camber angle, lateral gain at peak, longitudinal loss at 90 degrees
RollingResistance=1500                // Resistance torque (Nm) per unit deflection (m) on ground
PneumaticTrail=5.50e-06               // Pneumatic trail per unit load (m/N), adjusted based on slip
HeatBasePeak=(0.20, 0.01)             // Base peak slip to compute friction heat, fraction of base to use (0.0=use dynamic peak slip only)
Heating=(1.05e-0, 8.95e-3)            // Heat caused by (rolling, friction)
Transfer=(10.00e-3, 1.90e-3, 3.20e-4) // Heat transfer to (road, static air, moving air)
HeatDistrib=(9.50,100.0)              // (Max camber angle, max off-pressure) that affects heat distribution (higher number -> less temperature difference)
AirTreadRate=0.010                    // Heat transfer between tread and inside air
WearRate=1.61e-7                      // Wear rate constant
WearGrip1=(1.000,0.990,0.985,0.982,0.979,0.976,0.973,0.970) // Grip at 6/13/19/25/31/38/44/50% wear (defaults to 0.980->0.844), grip is 1.0 at 0% wear
WearGrip2=(0.967,0.964,0.961,0.956,0.948,0.932,0.860,0.760) // Grip at 56/63/69/75/81/88/94/100% wear (defaults to 0.824->0.688), tire bursts at 100% wear
Softness=0.6                          // Softness is now just for AI strategic use
AIGripMult=1.070                      // Grip multiplier for AI vehicles (due to tire model simplification)
AIPeakSlip=0.095                      // Simple peak slip angle for AI vehicles
AITireModel=1.00                      // 0.0 = original AI tire model in terms of slip, 1.0 = more similar to player tire model
AIWear=1.001e-7                       // AI wear rate constant
Temperatures=(83.0, 20.0)             // Optimum operating temperature for peak forces (Celsius), starting temperature
OptimumPressure=(154.0, 0.0400)       // Base pressure to remain flat on ground at zero deflection, and multiplier by load to stay flat on ground
GripTempPress=(0.95, 0.54, 0.40)      // Grip effects of being below temp, above temp, and off-pressure (higher number -> faster grip dropoff
//
REAR:
TGM="datsun240z_Tires"
DryLatLong=(1.260, 1.250)
WetLatLong=(1.250, 1.230)
Radius=0.2905
RadiusRPM=2.01e-6
Width=0.205
Rim=(0.1980, 990000, 9500, 3.0)
SpringBase=40000
SpringkPa=850.0
Damper=745.0
SpeedEffects=(550, 3.5)
LoadSensLat=( -8.00e-6, 0.380, 21000)
LoadSensLong=(-6.70e-6, 0.580, 21000)
LatPeak=( 0.150, 0.225, 9900)
LongPeak=(0.110, 0.175, 9900)
LatCurve="Default"
BrakingCurve="Default"
TractiveCurve="Default"
CamberLatLong=(3.30, 0.07, 0.41)
RollingResistance=1500
PneumaticTrail=5.50e-06
HeatBasePeak=(0.20, 0.01)
Heating=(1.05e-0, 8.95e-3)
Transfer=(10.00e-3, 1.90e-3, 3.20e-4)
HeatDistrib=(9.50,100.0)
AirTreadRate=0.010
WearRate=1.61e-7
WearGrip1=(1.000,0.990,0.985,0.982,0.979,0.976,0.973,0.970)
WearGrip2=(0.967,0.964,0.961,0.956,0.948,0.932,0.860,0.760)
Softness=0.6
AIGripMult=1.070
AIPeakSlip=0.095
AITireModel=1.00
AIWear=1.001e-7
Temperatures=(83.0, 20.0)
OptimumPressure=(154.0, 0.0400)
GripTempPress=(0.95, 0.54, 0.40)


Title: Re: Questions
Post by: Phathry25 on February 11, 2014, 08:05:52 AM
A simple "Phat is right" would have sufficed. 
Title: Re: Questions
Post by: giopanda on February 11, 2014, 08:21:52 AM
ha! me overthinking?
go check the last three pages in the 'mx simulator replacement' thread..average mxsimulator forum's thread.
and we don't even got the game yet..it makes me want to give up already..

if it was for me they could even release the game with a user friendly tool to mod everything, i wouldn't care, i don't like to play dirty and i tend to act like a mature guy..problem is we're already reaching mxsimulator's low level of discussion, and this have to be stopped now or it will be too late.

i might be too negative, but i think being on a forum called 'mxsimulator' or 'mxbikes' doesn't make much difference for some people.
Title: Re: Questions
Post by: bearded4glory on February 11, 2014, 09:57:55 AM
I really don't see what the problem is, the server will control what mods are acceptable.  My guess is that any "official" racing will be done with stock physics (or a predetermined mod) so it is really a non issue.  MX-B already has an advantage in terms of your concerns because there is no advanced stability setup (unless it is hidden in a configuration file somewhere I don't know about in GP Bikes).

Also, allowing us to mod the game allows us as a community and individual creators to do things we couldn't/can't do in sim like add pit bikes, 500s, etc.

In the end we are all sitting here arguing about a game that isn't even playable yet, lets wait and see what it is like when we get it.
Title: Re: Questions
Post by: giopanda on February 11, 2014, 11:16:07 AM
yeah probably i didn't explain myself correctly.
as i said i'm 100% positive to modding, because it keeps games alive, (as i said in another thread richard burns rally is still banging after almost 13 years, and being a real pain in the butt to mod because it wasn't intended to), what i'm afraid is that people might get too far, but as being said, online racing will have rules enforcing so yes at the end it won't be much of a problem..

so back on topic..what could i ask?
...
...
...
oh got it!

how the first person views will work?
i read there are two..like a 'rider's eyes' one and 'gopro' style with different povs and fisheye?
or is one 'dynamic' view and one fixed?

seeing the mxgp game footage just released yesterday you can see the helmet cam stays pretty much parallel to the terrain while we see the bike 'swinging' left and right at the bottom of the screen, compared to mxsimulator where the camera position and angle are stricly bonded to the rider that is strictly bonded to the bike.
how will mx bikes handle this?

speaking of modding and how much i'll love it, wouldn't it be nice to have a real go pro style view in case it wasn't included in the game?
with exact same pov angle and fisheye and dirt buildup..
Title: Re: Questions
Post by: GDUBMX on February 11, 2014, 11:23:35 AM
Quote from: giopanda on February 11, 2014, 11:16:07 AM
yeah probably i didn't explain myself correctly.
as i said i'm 100% positive to modding, because it keeps games alive, (as i said in another thread richard burns rally is still banging after almost 13 years, and being a real pain in the butt to mod because it wasn't intended to), what i'm afraid is that people might get too far, but as being said, online racing will have rules enforcing so yes at the end it won't be much of a problem..

so back on topic..what could i ask?
...
...
...
oh got it!

how the first person views will work?
i read there are two..like a 'rider's eyes' one and 'gopro' style with different povs and fisheye?
or is one 'dynamic' view and one fixed?

seeing the mxgp game footage just released yesterday you can see the helmet cam stays pretty much parallel to the terrain while we see the bike 'swinging' left and right at the bottom of the screen, compared to mxsimulator where the camera position and angle are stricly bonded to the rider that is strictly bonded to the bike.
how will mx bikes handle this?

speaking of modding and how much i'll love it, wouldn't it be nice to have a real go pro style view in case it wasn't included in the game?
with exact same pov angle and fisheye and dirt buildup..
the the go-pro idea would be cool, altho im a 3rd person guy myself. Gio i recommend you check out the GP Bikes demo, Piboso stated that alot of MX Bikes could be compared to GP Bikes, the 1st person view has 2 modes on that aswell i believe. worth checking out tho just to see how awesome his physics are in terms of the "speed wobble" and the suspension movements. just an awesome game.
Title: Re: Questions
Post by: Snappe on February 11, 2014, 02:25:31 PM
Quote from: giopanda on February 11, 2014, 11:16:07 AM
the helmet cam stays pretty much parallel to the terrain while we see the bike 'swinging' left and right at the bottom of the screen, compared to mxsimulator where the camera position and angle are stricly bonded to the rider that is strictly bonded to the bike.
how will mx bikes handle this?

There's an option to adjust how far the camera angle leans with the bike.
We've got a gopro style camera for replays. It won't work as playable view though, because you can't see the bike.
Title: Re: Questions
Post by: giopanda on February 11, 2014, 03:13:15 PM
thanx snappe!
Title: Re: Questions
Post by: DD on February 11, 2014, 07:48:34 PM
First person now sounds very promising! I was always stuck to 3rd person because no game has done a first person view that I feel to be realistic. I can't stand the "chest-cam" in MXS. And to make it even worse your camera stays with the bike as giopanda explained.

Also, I think my previous question might have been overlooked. How will the rider return to the bike in the unfortunate event of a crash?
Title: Re: Questions
Post by: Arvoss on February 11, 2014, 08:34:48 PM
Quote from: Snappe on February 11, 2014, 02:25:31 PM
Quote from: giopanda on February 11, 2014, 11:16:07 AM
the helmet cam stays pretty much parallel to the terrain while we see the bike 'swinging' left and right at the bottom of the screen, compared to mxsimulator where the camera position and angle are stricly bonded to the rider that is strictly bonded to the bike.
how will mx bikes handle this?

There's an option to adjust how far the camera angle leans with the bike.
We've got a gopro style camera for replays. It won't work as playable view though, because you can't see the bike.

Nice! :D I really hope the 'gopro style' view is something like this:

(http://b.vimeocdn.com/ts/413/228/413228443_640.jpg)
Title: Re: Questions
Post by: DD on February 11, 2014, 10:01:18 PM
But with the proper angle ;)
(http://mxptv.com/features/web-ryan-villopoto-helmet-cam-full-2nd-moto-at-muddy-creek/)
Title: Re: Questions
Post by: Arvoss on February 11, 2014, 10:08:12 PM
Quote from: DD on February 11, 2014, 10:01:18 PM
But with the proper angle ;)
(http://mxptv.com/features/web-ryan-villopoto-helmet-cam-full-2nd-moto-at-muddy-creek/)

Indeed :D But your image doesn't work. Is it a video that you wanted to show? :D

http://www.youtube.com/v/6qnFi9Z17Lg
Title: Re: Questions
Post by: DD on February 12, 2014, 12:39:43 AM
Quote from: Arvoss on February 11, 2014, 10:08:12 PM
Quote from: DD on February 11, 2014, 10:01:18 PM
But with the proper angle ;)
(http://mxptv.com/features/web-ryan-villopoto-helmet-cam-full-2nd-moto-at-muddy-creek/)

Indeed :D But your image doesn't work. Is it a video that you wanted to show? :D

http://www.youtube.com/v/6qnFi9Z17Lg
Oops, thank you.
Title: Re: Questions
Post by: RustyVenture on February 12, 2014, 12:36:07 PM
The chest cam allows you to see how the bike reacts. If you customise the camera position, you'll find it impossible to ride with the camera up high.
Title: Re: Questions
Post by: robinf36 on February 12, 2014, 01:08:12 PM
Is there also going to be a keycam just like in mx sim?
Title: Re: Questions
Post by: MxMonster725 on February 12, 2014, 07:04:08 PM
Some new pics PiBoSo?  ;D ;)
Title: Re: Questions
Post by: PiBoSo on February 12, 2014, 07:26:05 PM
Quote from: robinf36 on February 12, 2014, 01:08:12 PM
Is there also going to be a keycam just like in mx sim?

What is a keycam?
Title: Re: Questions
Post by: DD on February 12, 2014, 09:43:38 PM
It was setup for replays. Basically you can set a place for the camera to be at and then set it at another place at a later point in the replay and then when you play it back the camera will travel from one point to the other.

That was the poorest description I've ever given.
Title: Re: Questions
Post by: AWood on February 12, 2014, 10:06:06 PM
Quote from: PiBoSo on February 12, 2014, 07:26:05 PM
Quote from: robinf36 on February 12, 2014, 01:08:12 PM
Is there also going to be a keycam just like in mx sim?

What is a keycam?
unnecessary when if you have the same cameras we have in GP bikes
Title: Re: Questions
Post by: giopanda on February 13, 2014, 12:32:41 AM
doesn't seem this question has been asked before..if so, i didn't see it:

which bikes will be featured?
i guess brands will be fake to avoid copyright and blah blah blah, but will we be able to ride all the japanese?
and what about the europeans? (at least we know there's ktm from the video and screenshots)
i give it for granted they will have real life based specs in weight, sizes and of course engine datas..
Title: Re: Questions
Post by: Snappe on February 13, 2014, 01:38:01 AM
The first bike is a 350F. Just the one bike, for the moment.
Title: Re: Questions
Post by: robos on February 13, 2014, 08:21:48 AM
Quote from: Snappe on February 13, 2014, 01:38:01 AM
The first bike is a 350F. Just the one bike, for the moment.

And a 350 is a perfect first bike!
Title: Re: Questions
Post by: ChrisK on February 13, 2014, 08:48:33 AM
waiting for the first CR500 mod :D
Title: Re: Questions
Post by: PiBoSo on February 13, 2014, 12:35:38 PM
Quote from: gdubmx on February 13, 2014, 11:53:16 AM
PIboso or Snappe.. can you please address the "core.exe" crashes which seem to plague GP Bikes at the moment. It seems your activity on MX Bikes forums is greater than that of GP Bikes so i figured id ask you here. thanks

The problem is well known and it will be fixed as soon as possible.
Please use this forum for MX Bikes topics only.
Title: Re: Questions
Post by: Mace-x on February 13, 2014, 07:37:24 PM
Will Mx-bikes have tricks or fmx mode?
Will we be able to add or modify rider animations?
The intrack objects can be animated aswell?
Mx bikes supports rider placement ans weels placement right? so, can we change the amount of wheels to do a quad bike or any vehicle?
Can the Bikes properties be changed in order to be able to replicate the weight and behavior of a downhill bike? (i always wanted to make a downhill bike for mx sim but it wasnt really possible)
Also, can the suspension pivot be changed?

Sorry if i asked too much  ;D

Thanks!
Title: Re: Questions
Post by: Ruubs on February 13, 2014, 07:50:42 PM
Quote from: Mace-x on February 13, 2014, 07:37:24 PM
Will Mx-bikes have tricks or fmx mode?
Will we be able to add or modify rider animations?
The intrack objects can be animated aswell?
Mx bikes supports rider placement ans weels placement right? so, can we change the amount of wheels to do a quad bike or any vehicle?
Can the Bikes properties be changed in order to be able to replicate the weight and behavior of a downhill bike? (i always wanted to make a downhill bike for mx sim but it wasnt really possible)
Also, can the suspension pivot be changed?

Sorry if i asked too much  ;D

Thanks!
Not sure about changing the actual rider animation, but I guess you can animate the textures.
Track objects will also not include model animation, just texture animations.
Not sure if you mean this, but there are joints just like in GP-bikes (http://gpbikes-mods.wikia.com/wiki/MountingPoints3D).
Title: Re: Questions
Post by: Midbeck on February 13, 2014, 08:24:02 PM
Not sure if this has been asked, but will this game use Sphere or Mesh collisions for the bikes/rider?
Title: Re: Questions
Post by: Mace-x on February 13, 2014, 08:27:01 PM
Quote from: Sandbiter on February 13, 2014, 07:50:42 PM
Quote from: Mace-x on February 13, 2014, 07:37:24 PM
Will Mx-bikes have tricks or fmx mode?
Will we be able to add or modify rider animations?
The intrack objects can be animated aswell?
Mx bikes supports rider placement ans weels placement right? so, can we change the amount of wheels to do a quad bike or any vehicle?
Can the Bikes properties be changed in order to be able to replicate the weight and behavior of a downhill bike? (i always wanted to make a downhill bike for mx sim but it wasnt really possible)
Also, can the suspension pivot be changed?

Sorry if i asked too much  ;D

Thanks!
Not sure about changing the actual rider animation, but I guess you can animate the textures.
Track objects will also not include model animation, just texture animations.
Not sure if you mean this, but there are joints just like in GP-bikes (http://gpbikes-mods.wikia.com/wiki/MountingPoints3D).

Thanks for the reply, the Mounting points looks awesome, i´m sure you can replicate any type of size and geometry with that! :D
Title: Re: Questions
Post by: PiBoSo on February 14, 2014, 12:06:18 AM
Quote from: Mace-x on February 13, 2014, 07:37:24 PM
Will Mx-bikes have tricks or fmx mode?
Will we be able to add or modify rider animations?
The intrack objects can be animated aswell?
Mx bikes supports rider placement ans weels placement right? so, can we change the amount of wheels to do a quad bike or any vehicle?
Can the Bikes properties be changed in order to be able to replicate the weight and behavior of a downhill bike? (i always wanted to make a downhill bike for mx sim but it wasnt really possible)
Also, can the suspension pivot be changed?

Sorry if i asked too much  ;D

Thanks!

- No
- Add no, modify maybe.
- Not at the beginning. Could you please make an example of object that could be animated?
- The rider position can be adjusted. ATV will not be supported.
- Maybe
- Yes
Title: Re: Questions
Post by: PiBoSo on February 14, 2014, 12:07:22 AM
Quote from: Midbeck on February 13, 2014, 08:24:02 PM
Not sure if this has been asked, but will this game use Sphere or Mesh collisions for the bikes/rider?

A mix of spheres and boxes.
Title: Re: Questions
Post by: MX181 on February 14, 2014, 12:13:03 AM
 ::) For the animation; a flag pole with flag, grass (but ino you probably have that sorted), environment (trees, bushes), probably many more but I can't think lol
Title: Re: Questions
Post by: BCROOM45 on February 14, 2014, 03:02:02 AM
Quote from: MX181 on February 14, 2014, 12:13:03 AM
::) For the animation; a flag pole with flag, grass (but ino you probably have that sorted), environment (trees, bushes), probably many more but I can't think lol

Or a flagger waving yellow, white, or checkered flag!
Title: Re: Questions
Post by: MX181 on February 14, 2014, 04:18:48 AM
Quote from: bc45 on February 14, 2014, 03:02:02 AM
Quote from: MX181 on February 14, 2014, 12:13:03 AM
::) For the animation; a flag pole with flag, grass (but ino you probably have that sorted), environment (trees, bushes), probably many more but I can't think lol

Or a flagger waving yellow, white, or checkered flag!

but would a flagger necessarily need to be 3 dimensional?
Title: Re: Questions
Post by: Phathry25 on February 14, 2014, 06:41:44 AM
They already are in GP Bikes. Can't see an obvious reason to take a step backwards for this title.
Title: Re: Questions
Post by: bearded4glory on February 14, 2014, 07:11:37 AM
One thing that would be really useful would be objects that appear after a given amount of time that do not have collisions when they aren't visible but do when they are visible.  An example would be bales that block off the start straight for supercross tracks, this always bothered me in MXS because there are bales that don't have collisions.

Other objects that would be cool to animate:
Cars on a road next to a track
A train making its way past/through a track
Planes or birds flying through the sky

This is obviously a lower priority thing and could be added later once we have been up and running a little bit and get any little bugs ironed out but I think it would add a nice bit of realism that isn't currently possible.
Title: Re: Questions
Post by: Ruubs on February 14, 2014, 11:14:50 AM
What about an animated crowd, and a cheering sound over them?
Title: Re: Questions
Post by: 22Ryann on February 14, 2014, 11:28:48 AM
* Able to add sounds to different areas of the track? Perhaps attach sounds to objects?
* Animated objects could include a flock of birds, ducks in pond etc
* Is it likely you guys will add adjustment capabilities to the external camera? This can really throw off how a game feels so was curious if there is any way to adjust.
Title: Re: Questions
Post by: THERealJM on February 14, 2014, 01:32:36 PM
Quote from: Motoboss on January 26, 2014, 02:24:27 PM
I have a lot of tracks waiting to be released .... I really hope this forum doesn't turn into the immature, unappreciative forum of Mx Simulator..Witch I wont be releasing another track for...

Motoboss, just nailed it, lets try to change our genre of racing games around and ALL become one, preach to me Jimmy Albertson lol....
Title: Re: Questions
Post by: Ruubs on February 14, 2014, 11:19:55 PM
Quote from: 22Ryann on February 14, 2014, 11:28:48 AM
* Able to add sounds to different areas of the track? Perhaps attach sounds to objects?
* Animated objects could include a flock of birds, ducks in pond etc
* Is it likely you guys will add adjustment capabilities to the external camera? This can really throw off how a game feels so was curious if there is any way to adjust.

Adding sounds to different areas of the tracks (objects) is confirmed awhile back.
Title: Re: Questions
Post by: Ruubs on February 15, 2014, 05:43:38 PM
How does cuts work in this game, are there some sort of gates that track makers have to put on their track?
Will there be particle effects like leaves in this game, if yes, will it be posible to make custom ones and add them to custom tracks?
Will objects change the sound of the bike? Example, riding through a metal tunnel.
Title: Re: Questions
Post by: Ruubs on February 17, 2014, 10:53:44 PM
Another question.
Are we able to blockpass people, or hit each other and not crash both, like in this video: http://youtu.be/LT6Y-aMIBhE?t=1m5s (1.05)?
Title: Re: Questions
Post by: JT43 on February 17, 2014, 10:57:47 PM
Sorry if its already been asked but is there any idea on how much it will cost? From the looks of it so far i would pay up to £25 which i think is what MX Sim is
Title: Re: Questions
Post by: Arvoss on February 17, 2014, 10:57:54 PM
Quote from: Sandbiter on February 17, 2014, 10:53:44 PM
Another question.
Are we able to blockpass people, or hit each other and not crash both, like in this video: http://youtu.be/LT6Y-aMIBhE?t=1m5s (1.05)?

That's amazing! :o I hope there will be a high 'crash margin'. ;) Close battles/fights :P
Title: Re: Questions
Post by: Arvoss on February 17, 2014, 10:59:21 PM
Quote from: JT43 on February 17, 2014, 10:57:47 PM
Sorry if its already been asked but is there any idea on how much it will cost? From the looks of it so far i would pay up to £25 which i think is what MX Sim is

I think the first release will be around €15. The prices of the other PiBoSo get higher with the release of newer versions ;)
Title: Re: Questions
Post by: Ruubs on February 17, 2014, 11:01:45 PM
Quote from: Arvoss on February 17, 2014, 10:57:54 PM
Quote from: Sandbiter on February 17, 2014, 10:53:44 PM
Another question.
Are we able to blockpass people, or hit each other and not crash both, like in this video: http://youtu.be/LT6Y-aMIBhE?t=1m5s (1.05)?

That's amazing! :o I hope there will be a high 'crash margin'. ;) Close battles/fights :P
Yes, that's what I hope too. In Mx Simulator you can't run in people like that, because they'll laugh off the track. I'd LOVE to see a simulator where you can actually battle with people.
Title: Re: Questions
Post by: moto28 on February 18, 2014, 12:22:34 AM
Quote from: Sandbiter on February 17, 2014, 11:01:45 PM
Quote from: Arvoss on February 17, 2014, 10:57:54 PM
Quote from: Sandbiter on February 17, 2014, 10:53:44 PM
Another question.
Are we able to blockpass people, or hit each other and not crash both, like in this video: http://youtu.be/LT6Y-aMIBhE?t=1m5s (1.05)?

That's amazing! :o I hope there will be a high 'crash margin'. ;) Close battles/fights :P
Yes, that's what I hope too. In Mx Simulator you can't run in people like that, because they'll laugh off the track. I'd LOVE to see a simulator where you can actually battle with people.
I Agree, i also hope that you arent just Respawned back on the bike when you fall. Because it really takes away from the realism when you just teleport back on the bike and can fall and be back up and running in 3 seconds. It would be nice if you go down you have that NO! feeling you get instead of just being calm and collected about it because you scotty beams you back up on the bike.
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on February 18, 2014, 09:41:29 AM
First post!  :D havent been involved in anything since mcm2 but the alpha footage has made me want to play an mx game again

this game looks amazing. Better looking physics than mxgp looks. Hope the air control is minimal like mx sim as in once you commit to the jump you cant change.  Cant wait - keep up the good work  :P
Title: Re: Questions
Post by: JT43 on February 18, 2014, 12:14:59 PM
Quote from: gdubmx on February 18, 2014, 06:03:37 AM
Quote from: moto28 on February 18, 2014, 12:22:34 AM
Quote from: Sandbiter on February 17, 2014, 11:01:45 PM
Quote from: Arvoss on February 17, 2014, 10:57:54 PM
Quote from: Sandbiter on February 17, 2014, 10:53:44 PM
Another question.
Are we able to blockpass people, or hit each other and not crash both, like in this video: http://youtu.be/LT6Y-aMIBhE?t=1m5s (1.05)?

That's amazing! :o I hope there will be a high 'crash margin'. ;) Close battles/fights :P
Yes, that's what I hope too. In Mx Simulator you can't run in people like that, because they'll laugh off the track. I'd LOVE to see a simulator where you can actually battle with people.
I Agree, i also hope that you arent just Respawned back on the bike when you fall. Because it really takes away from the realism when you just teleport back on the bike and can fall and be back up and running in 3 seconds. It would be nice if you go down you have that NO! feeling you get instead of just being calm and collected about it because you scotty beams you back up on the bike.
what do you propose then? We run around looking for our bikes and franticly wiggle the controllers stick whilst tapping a or x to pick up? Ah shoot this bike isn't mine... Let me try this bike over here... I guess some things just do not work in games which is why they never get added.
Come on Gary, you know that would be funny as hell. Especially if you could have modified bikes, you could pick up a faster bike by "accident"
Title: Re: Questions
Post by: moto28 on February 18, 2014, 02:23:48 PM
Haha i was just thinking for the fact of realism. If you wod at the start you gotta wait for those other guys to get there bike off yours and it can get really frustrating too. Just thought that would be really cool!
Title: Re: Questions
Post by: DD on February 18, 2014, 05:27:45 PM
I would love it if crashing was a big ordeal. Simply because it would promote clean racing. I have no issue with block passing and bumping into each other, my issue is when people constantly try to jump a larger rhythm and crash on it EVERY lap. I'm just like, "Yo, you realize that it's faster to not jump that than to crash every lap, right!?"
;D

I feel like running to your bike yourself and picking it up would be pretty difficult to implement for the dev team. I think an slightly easier solution could be if you crash, your rider can only fall so far from the bike (let's say 0-10 feet), and then it would just be an animation for the rider to stand up and run back to the bike. You could get really detailed with it and make crashes specific to steepness of the terrain you're on. The amount of time your rider stays on the ground before getting up can be related to how hard your rider hit the ground.

In my opinion, this would greatly improve online play. If there were real consequences to falling, it would make learning how to ride slow and smooth before going fast that much more important.

This sounds like it would take a while to code... I just have the ideas, not the ability to do it myself. :D

Title: Re: Questions
Post by: moto28 on February 18, 2014, 05:36:01 PM
Completely agree DD! Yeah maybe they can work on it before its official realese or something. Definitely will take a while but definitely would be great!
Title: Re: Questions
Post by: Beaztown on February 20, 2014, 03:38:54 AM
Will you need an amazing computer to run this game?
Title: Re: Questions
Post by: moto28 on February 20, 2014, 04:25:08 AM
Quote from: Beaztown on February 20, 2014, 03:38:54 AM
Will you need an amazing computer to run this game?
From my understanding of what has been said, No infact this game should run really well on low grade computers (Such as my own) and be able to run at maximum potential. Not sure if im correct but i believe so :D
Title: Re: Questions
Post by: MX181 on February 20, 2014, 05:39:59 AM
Quote from: moto28 on February 20, 2014, 04:25:08 AM
Quote from: Beaztown on February 20, 2014, 03:38:54 AM
Will you need an amazing computer to run this game?
From my understanding of what has been said, No infact this game should run really well on low grade computers (Such as my own) and be able to run at maximum potential. Not sure if im correct but i believe so :D

maybe not max with a low end pc but you knows what the man can do.
Title: Re: Questions
Post by: giopanda on February 25, 2014, 01:22:42 PM
is a supercross track in the works or already been done?
if so, is it 1:1 scale?
and if so, would it possible to see how the bike goes through it in the next video?
thanx
Title: Re: Questions
Post by: robos on February 25, 2014, 01:43:37 PM
Quote from: giopanda on February 25, 2014, 01:22:42 PM
is a supercross track in the works or already been done?
if so, is it 1:1 scale?
and if so, would it possible to see how the bike goes through it in the next video?
thanx

now, gio you're a smart man. I was just about to ask this question.
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on February 25, 2014, 06:47:07 PM
Id just love to see more gameplay. Maybe some 1st person some 3rd. Oh yeh and bring on the sx  ;D
Title: Re: Questions
Post by: kmracing99 on February 25, 2014, 06:57:07 PM
Will there be smoke affects, for the 2 strokes? i'd love to sit at the start line revving the sh*t out of a 125 with smoke puffing out everywhere  8)
Title: Re: Questions
Post by: DD on February 25, 2014, 09:11:57 PM
Quote from: kmracing99 on February 25, 2014, 06:57:07 PM
Will there be smoke affects, for the 2 strokes? i'd love to sit at the start line revving the sh*t out of a 125 with smoke puffing out everywhere  8)
If you have smoke puffing out everywhere you might be running a little rich!
Title: Re: Questions
Post by: uollie on February 25, 2014, 09:23:17 PM
You mean you don't run 2:1?

Jetstreams over triples is BA  ;D
Title: Re: Questions
Post by: DD on February 26, 2014, 06:41:05 AM
How hard will I be able to slam people?
Title: Re: Questions
Post by: kmracing99 on February 26, 2014, 05:27:23 PM
not too much smoke haha, just a little puff. if there was a pile of 2 strokes in a server it would have a massive impact on the server. lag I mean.
Title: Re: Questions
Post by: Ruubs on February 26, 2014, 06:13:10 PM
Quote from: kmracing99 on February 26, 2014, 05:27:23 PM
not too much smoke haha, just a little puff. if there was a pile of 2 strokes in a server it would have a massive impact on the server. lag I mean.
Well, the servers can only handle 14 players in total, so won't be a lot of smoke.
Title: Re: Questions
Post by: MX181 on February 26, 2014, 09:48:19 PM
Quote from: Sandbiter on February 26, 2014, 06:13:10 PM
Quote from: kmracing99 on February 26, 2014, 05:27:23 PM
not too much smoke haha, just a little puff. if there was a pile of 2 strokes in a server it would have a massive impact on the server. lag I mean.
Well, the servers can only handle 14 players in total, so won't be a lot of smoke.

Don't let phat's signature fool you hahaha

Quote from: PiBoSo on February 10, 2014, 11:51:39 PM
Quote from: Midbeck on February 10, 2014, 04:51:46 PM
Will it be possible to race with up to 40 people online?

Not in the first release.
The netcode has several bugs to be fixed.
Title: Re: Questions
Post by: Ruubs on February 26, 2014, 10:20:54 PM
Quote from: MX181 on February 26, 2014, 09:48:19 PM
Don't let phat's signature fool you hahaha
;D
I not only looked at his signature, I also heard it on the GP-bikes forums. I'd suck if the game won't be able to run 40 people in one server though. I can't wait for that update already.
Title: Re: Questions
Post by: MX181 on February 27, 2014, 03:06:51 AM
Quote from: Sandbiter on February 26, 2014, 10:20:54 PM
Quote from: MX181 on February 26, 2014, 09:48:19 PM
Don't let phat's signature fool you hahaha
;D
I not only looked at his signature, I also heard it on the GP-bikes forums. I'd suck if the game won't be able to run 40 people in one server though. I can't wait for that update already.

just because its on gpbikes doesnt mean its gonna be the same on here. after all this is mxbikes not gpbikes
Title: Re: Questions
Post by: Ruubs on February 27, 2014, 11:53:58 AM
Quote from: MX181 on February 27, 2014, 03:06:51 AM
Quote from: Sandbiter on February 26, 2014, 10:20:54 PM
Quote from: MX181 on February 26, 2014, 09:48:19 PM
Don't let phat's signature fool you hahaha
;D
I not only looked at his signature, I also heard it on the GP-bikes forums. I'd suck if the game won't be able to run 40 people in one server though. I can't wait for that update already.

just because its on gpbikes doesnt mean its gonna be the same on here. after all this is mxbikes not gpbikes
That's true, but I'm sure the servers and netcode are exactly the same ATM.
Title: Re: Questions
Post by: MX181 on February 27, 2014, 10:32:52 PM
Quote from: PiBoSo on February 10, 2014, 11:51:39 PM

Not in the first release.
The netcode has several bugs to be fixed.

Let's just see, no need to doubt him yet. We haven't even seen anything
Title: Re: Questions
Post by: Phathry25 on February 27, 2014, 11:17:41 PM
Lol. But they are the same. Now sure what you've read that would lead you to believe any different.
Title: Re: Questions
Post by: MX181 on February 28, 2014, 12:10:52 AM
Quote from: Phathry25 on February 27, 2014, 11:17:41 PM
Lol. But they are the same. Now sure what you've read that would lead you to believe any different.

Quote from: PiBoSo on February 10, 2014, 11:51:39 PM
Quote from: Midbeck on February 10, 2014, 04:51:46 PM
Will it be possible to race with up to 40 people online?

Not in the first release.
The netcode has several bugs to be fixed.

This makes me think there may be a hope I'm not saying your wrong, although the game is yet to be released so I don't see how you can be making all these accusations already. Remember sim didn't even have multiplayer when it was first released. So let's just wait and see, you could end up being right again phat who knows.
Title: Re: Questions
Post by: 22Ryann on February 28, 2014, 01:39:55 AM
MX181, your post count is to high.
Title: Re: Questions
Post by: MX181 on February 28, 2014, 02:52:16 AM
Sorry I'm a post whore Ryan  ;)
Title: Re: Questions
Post by: Phathry25 on February 28, 2014, 08:35:54 AM
Accusations?  You're off your rocker.  Assumptions at best, but safe ones since piboso now has 3 games all using the same net code. No reason to think the 4th would be any different since he's already mentioned it using the currently buggy net code.  His words not mine, so don't go off the deep end telling everyone how terrible of a person I am now.  Also not to be read as me saying he is incapable of fixing those bugs. I think that about covers my bases. Can't wait to see the spin someone is able to make out of this though...
Title: Re: Questions
Post by: Omar on February 28, 2014, 08:53:50 AM
Good to see some people from MXS here.
Title: Re: Questions
Post by: Jeston on February 28, 2014, 01:32:23 PM
Quote from: Omarios on February 28, 2014, 08:53:50 AM
Good to see some people from MXS here.

Or is it?  ::)
Title: Re: Questions
Post by: Omar on February 28, 2014, 06:03:59 PM
Quote from: Jeston on February 28, 2014, 01:32:23 PM
Quote from: Omarios on February 28, 2014, 08:53:50 AM
Good to see some people from MXS here.

Or is it?  ::)
Don't know what you mean, but I'm one of them, and seeing Phatry, Kawasakiz, and Attacker just made this thing good.
Title: Re: Questions
Post by: moto28 on February 28, 2014, 10:24:04 PM
Quote from: Omarios on February 28, 2014, 06:03:59 PM
Quote from: Jeston on February 28, 2014, 01:32:23 PM
Quote from: Omarios on February 28, 2014, 08:53:50 AM
Good to see some people from MXS here.

Or is it?  ::)
Don't know what you mean, but I'm one of them, and seeing Phatry, Kawasakiz, and Attacker just made this thing good.
So am i but what hes reffering to is the constant immaturity and fighting that goes on mxs. Which hopefully wont be apart of Mx Bikes
Title: Re: Questions
Post by: DD on February 28, 2014, 10:27:04 PM
It's not the game, it's the community. It's essentially our job to shape the community and the direction it goes in. If enough people want a good community, we will have one.
Title: Re: Questions
Post by: MotoRogers499 on March 02, 2014, 12:43:51 AM
things get way off topic too fast around here xD,
anyway, to stay on topic...
Not sure if this has been asked before but how will the physics thing work? When you say we can mod it, do you mean like an advanced stability type thing, or just a slider? MXS guys know what im talking about here..
Title: Re: Questions
Post by: PiBoSo on March 02, 2014, 01:08:47 AM
Quote from: MotoRogers499 on March 02, 2014, 12:43:51 AM
things get way off topic too fast around here xD,
anyway, to stay on topic...
Not sure if this has been asked before but how will the physics thing work? When you say we can mod it, do you mean like an advanced stability type thing, or just a slider? MXS guys know what im talking about here..

Physics modding means that it will be possible to create new bikes and set masses, inertia, geometry, suspensions, tyres, ... For advanced users only.
Title: Re: Questions
Post by: MotoRogers499 on March 03, 2014, 02:16:40 AM
This question is a little un-related, but when some of us refer to Mx Simulator, do you guys know what we are talking about? PiBoSo and Snappe, have you ever tried Mx Simulator? Just curious
Title: Re: Questions
Post by: DD on March 03, 2014, 02:46:14 AM
Yes, they know what MX Simulator is.

JLV also knows what MX Bikes is.
Title: Re: Questions
Post by: MotoRogers499 on March 03, 2014, 05:35:13 PM
Quote from: DD on March 03, 2014, 02:46:14 AM
Yes, they know what MX Simulator is.

JLV also knows what MX Bikes is.

Im aware. My question is have they ever PLAYED it.
Title: Re: Questions
Post by: Snappe on March 04, 2014, 08:50:33 PM
Quote from: MotoRogers499 on March 03, 2014, 05:35:13 PM
My question is have they ever PLAYED it.

Yes, of course!
Title: Re: Questions
Post by: moto28 on March 04, 2014, 08:55:45 PM
Have you guys settled the suspension deal yet? If so im interested to know what you guys' focus is on next in the development process  ;D
Title: Re: Questions
Post by: MotoRogers499 on March 05, 2014, 12:06:38 AM
It was said that we could alter game physics.. Does this mean that we could, like, make a mountain bike model, hold the clutch, and do some downhill single-track action? :D
Title: Re: Questions
Post by: moto28 on March 05, 2014, 01:13:50 AM
Keep in mind this is a motocross game. We wouldnt wanna waste time we could be using to make a legitimate bike model for the community on a mountain bike lol  ::)

&& Piboso Will there be a more organized way of Getting/Uploading things? So you wont have to go around the world 5 times to find a Model or Skin your looking for? If you need some help brainstorming for a better system im glad to help.
Title: Re: Questions
Post by: MotoRogers499 on March 05, 2014, 01:41:15 AM
Quote from: moto28 on March 05, 2014, 01:13:50 AM
Keep in mind this is a motocross game. We wouldnt wanna waste time we could be using to make a legitimate bike model for the community on a mountain bike lol  ::)

&& Piboso Will there be a more organized way of Getting/Uploading things? So you wont have to go around the world 5 times to find a Model or Skin your looking for? If you need some help brainstorming for a better system im glad to help.

haha they should just completely replicate mxs websites. PureMXB.com, MxBikePits.com, MxbCentral.com, MxbEmf.com
cmon, that'd be sick lol
Title: Re: Questions
Post by: Ruubs on March 05, 2014, 02:58:10 PM
Quote from: MotoRogers499 on March 05, 2014, 01:41:15 AM
Quote from: moto28 on March 05, 2014, 01:13:50 AM
Keep in mind this is a motocross game. We wouldnt wanna waste time we could be using to make a legitimate bike model for the community on a mountain bike lol  ::)

&& Piboso Will there be a more organized way of Getting/Uploading things? So you wont have to go around the world 5 times to find a Model or Skin your looking for? If you need some help brainstorming for a better system im glad to help.

haha they should just completely replicate mxs websites. PureMXB.com, MxBikePits.com, MxbCentral.com, MxbEmf.com
cmon, that'd be sick lol
We from EMF can't wait for this game, we all hope we're able to host events somehow.
Title: Re: Questions
Post by: moto28 on March 05, 2014, 04:30:51 PM
I would gladly sign up for one of the first events. :)
Title: Re: Questions
Post by: moto28 on March 05, 2014, 09:05:02 PM
Moto i think ill come in first even this race dont worry.


But Piboso or Snappe did say it would be available first release. But he did say dont expect 40 person gates. If i recall hearing somewhere him saying 11 players? Not sure. Odd number too but oh well
Title: Re: Questions
Post by: Ruubs on March 05, 2014, 09:42:48 PM
Quote from: moto28 on March 05, 2014, 09:05:02 PM
Moto i think ill come in first even this race dont worry.


But Piboso or Snappe did say it would be available first release. But he did say dont expect 40 person gates. If i recall hearing somewhere him saying 11 players? Not sure. Odd number too but oh well
It's 14 players in Gp-bikes. Since Mx-bikes uses the same engine, it'll be the same for the first release if they won't update it.
Title: Re: Questions
Post by: moto28 on March 05, 2014, 10:29:40 PM
How about a 14 player race with some of the most active people on the forums? Me, Rogers, Sandbiter, Mx181, Uollie, Gdubmx, and people like that? Heck maybe we could talk Snappe and Piboso to race with us  ;D
Title: Re: Questions
Post by: MotoRogers499 on March 05, 2014, 11:52:33 PM
Quote from: moto28 on March 05, 2014, 10:29:40 PM
How about a 14 player race with some of the most active people on the forums? Me, Rogers, Sandbiter, Mx181, Uollie, Gdubmx, and people like that? Heck maybe we could talk Snappe and Piboso to race with us  ;D

you missed someone!!
How could you forget     DD/Dianna Duhlgren/DD-crew/Darryn Durham/Dang Dang/DD Bra Size/Decal Designs/DD mother fudging socks.
Title: Re: Questions
Post by: giopanda on March 06, 2014, 12:47:27 AM
why does every thread have to go so offtopic?
Title: Re: Questions
Post by: MX181 on March 06, 2014, 06:26:53 AM
both moto's, breath and relax haha
Title: Re: Questions
Post by: moto28 on March 06, 2014, 04:06:19 PM
Mx you cant say it wouldnt be fun though :P
Title: Re: Questions
Post by: MX181 on March 06, 2014, 08:20:57 PM
Quote from: moto28 on March 06, 2014, 04:06:19 PM
Mx you cant say it wouldnt be fun though :P

You guys are so far off topic I don't know what your talking about haha sorry
Title: Re: Questions
Post by: MX181 on March 06, 2014, 09:37:23 PM
Quote from: moto28 on March 06, 2014, 09:32:01 PM
Hahaha i was talking about the Day of release fun race. But yea, me and motorogers are off topic  ::)
Title: Re: Questions
Post by: 22Ryann on March 09, 2014, 10:50:32 AM
Moto28 your making this entire forum not fun. For people who are genuinely excited about coming here. Your the stupid loud guy at the party that everyone wants to leave.
Title: Re: Questions
Post by: Midbeck on March 09, 2014, 01:51:00 PM
What I dont get is how you can have 121posts on a forum of a game that hasnt been released. I'd understand your postcount if piboso and snappe posted info about the game everyday...
Most of us get on this forum to see if any updates are posted or pics/videos, It's annoying having to go through your posts all the time.

Please moto28 and motorogers, chill with the posts or at least keep them on topic.
Title: Re: Questions
Post by: giopanda on March 09, 2014, 04:25:28 PM
Motorogers what you don't understand, or probably pretend to, i don't know, is that postcount doesn't matters at all.
Have you ever seen piboso post something not important? Or seen snappe spamming?
What you do is just cram all the topic with stupid nonsense, and as you said 40% of your posts is to defend yourself, meaning that at least another 40% is just plain stupid posts that leads people to attack you.
And as math is pretty clear, turns out that just 20% of your posts might be useful to the community, dragging your post count to around 20 posts. (Luckily most of your posts have been edited so you don't double post every time)
And as you said you're just spamming while waiting for the game to be released, and when it will be out you won't be here on the forums anymore, exactly when it will be needed to really discuss the game, because all we can do now is just speculate and dream about.
So at the end, all this just means that you are worth almost nothing to this community, so please try to control yourself and stop spamming.
And i'm not just writing to you of course..
Title: Re: Questions
Post by: MotoRogers499 on March 09, 2014, 09:41:12 PM
Sorry for DP, but will the game support Xinput controllers? I just got my new Logitech controller which is Xinput, and it works on most games, but im having difficulty getting it to work on GP-Bikes.

Thanks!
Title: Re: Questions
Post by: m121c on March 09, 2014, 10:03:15 PM
Quick question:

What makes a user an advanced user? Are you going to have to prove your skills? Prior work? Maturity? Does it just come down to who you want to be advanced and not advanced?

I like the idea though, less goony things being made and gives people something to build up to.
Title: Re: Questions
Post by: PiBoSo on March 09, 2014, 10:13:40 PM
Quote from: m121c on March 09, 2014, 10:03:15 PM
Quick question:

What makes a user an advanced user? Are you going to have to prove your skills? Prior work? Maturity? Does it just come down to who you want to be advanced and not advanced?

I like the idea though, less goony things being made and gives people something to build up to.

"Advanced" means "with the needed skills". Modding will require a lot of knowledge, especially physics.
Title: Re: Questions
Post by: moto28 on March 09, 2014, 10:14:26 PM
Quote from: Midbeck on March 09, 2014, 01:51:00 PM
What I dont get is how you can have 121posts on a forum of a game that hasnt been released. I'd understand your postcount if piboso and snappe posted info about the game everyday...
Most of us get on this forum to see if any updates are posted or pics/videos, It's annoying having to go through your posts all the time.

Please moto28 and motorogers, chill with the posts or at least keep them on topic.

What i don't understand is why everyone is giving me a hard time because all i have done is posted things about The game, Some friendly conversation, and defending myself from peoples off topic posts. Which makes me have a higher post count and everyone gives me crap about it. So what my post count is high? I'm involved in the forums and post my thoughts and ideas on some topics that were thought to be dead but turned into a brainstorm for the game just based off of a post. I guarantee you that more than half my posts are about this game. The only reason i have such a high post count is because of people being completely hypocrite and telling me to "Stay on topic" when i have asked all my questions that i had on this thread and i thought i was done with it until people like you feel its relevant to give me there opinion of my post count number. Stay on topic please. If you do not like my post count number send me a Pm or something. Its people like this is why my post count it high. I apologize if you took any offense to anything i said but i just don't feel you have any right to tell me to "Keep it on topic" when most of my posts are.

Quote from: 22Ryann on March 09, 2014, 10:50:32 AM
Moto28 your making this entire forum not fun. For people who are genuinely excited about coming here. Your the stupid loud guy at the party that everyone wants to leave.
I'm making it not fun? How so? Its because of people like you who post absolute nonsense that i reply to which makes me have a higher post count. If I'm the "Loud annoying guy" then your the little Punk who thinks he knows everything who gets into fights and gets his ass handed to him every time. Your post was completely irrelevant to post on this thread. I have been doing nothing but defending myself from people like you, Having friendly conversations, and posting my thoughts/Ideas for the game development. In fact, I guarantee you 80% of my posts are about the game. But people like you who just see the 20% that aren't feel its necessary To post irrelevant things about your thoughts about MY posts and telling me what I'm doing wrong. You might want to check yourself before you go telling other people what they are doing wrong, You're just as imperfect as us all.

Please
Quote from: Midbeck on March 09, 2014, 01:51:00 PM
Keep them on topic.
Title: Re: Questions
Post by: MotoRogers499 on March 09, 2014, 10:19:35 PM
Quote from: MotoRogers499 on March 09, 2014, 09:41:12 PM
Sorry for DP, but will the game support Xinput controllers? I just got my new Logitech controller which is Xinput, and it works on most games, but im having difficulty getting it to work on GP-Bikes.

Thanks!

Bump?
Title: Re: Questions
Post by: PiBoSo on March 09, 2014, 10:27:56 PM
Quote from: MotoRogers499 on March 09, 2014, 04:39:44 PM
PiBoSo or Snappe, will it be possible to have like a ghost mode online? With a command, like if I dont want to race with contact or even go in the race in general, i can stay in the server on a ghost mode?

No.
Title: Re: Questions
Post by: PiBoSo on March 09, 2014, 10:29:21 PM
Quote from: MotoRogers499 on March 09, 2014, 10:19:35 PM
Quote from: MotoRogers499 on March 09, 2014, 09:41:12 PM
Sorry for DP, but will the game support Xinput controllers? I just got my new Logitech controller which is Xinput, and it works on most games, but im having difficulty getting it to work on GP-Bikes.

Thanks!

Bump?

Bump after 30 minutes?!? ??? :o

XInput will be supported, but not natively. A plugin will be needed.
Title: Re: Questions
Post by: MotoRogers499 on March 09, 2014, 10:35:03 PM
Quote from: PiBoSo on March 09, 2014, 10:29:21 PM
Quote from: MotoRogers499 on March 09, 2014, 10:19:35 PM
Quote from: MotoRogers499 on March 09, 2014, 09:41:12 PM
Sorry for DP, but will the game support Xinput controllers? I just got my new Logitech controller which is Xinput, and it works on most games, but im having difficulty getting it to work on GP-Bikes.

Thanks!

Bump?

Bump after 30 minutes?!? ??? :o

XInput will be supported, but not natively. A plugin will be needed.

Lol, do you have any suggestions?
Title: Re: Questions
Post by: GDUBMX on March 09, 2014, 11:06:36 PM
xinput lol that is the plugin.. have you actually searched on the GP bikes forum? you need to make an account to download it.
http://forum.piboso.com/index.php?topic=95.msg307

Piboso is the alpha still set to have the 350f only or have you another bike? also are you open to suggestions on unofficial bike brand names or will you use similar names to GP bikes? thanks mate
Title: Re: Questions
Post by: PiBoSo on March 09, 2014, 11:37:39 PM
Quote from: gdubmx on March 09, 2014, 11:06:36 PM
Piboso is the alpha still set to have the 350f only or have you another bike? also are you open to suggestions on unofficial bike brand names or will you use similar names to GP bikes? thanks mate

Trying to add another version of the bike.
Any suggestion is welcome.
Title: Re: Questions
Post by: GDUBMX on March 09, 2014, 11:52:35 PM
cool can i'll pm you some potential names then. thank Piboso
Title: Re: Questions
Post by: MotoRogers499 on March 10, 2014, 01:24:01 AM
Quote from: gdubmx on March 09, 2014, 11:06:36 PM
xinput lol that is the plugin.. have you actually searched on the GP bikes forum? you need to make an account to download it.
http://forum.piboso.com/index.php?topic=95.msg307

Piboso is the alpha still set to have the 350f only or have you another bike? also are you open to suggestions on unofficial bike brand names or will you use similar names to GP bikes? thanks mate

Do you think this will work with MXB?
Title: Re: Questions
Post by: PiBoSo on March 10, 2014, 10:56:41 AM
Quote from: MotoRogers499 on March 10, 2014, 01:24:01 AM
Quote from: gdubmx on March 09, 2014, 11:06:36 PM
xinput lol that is the plugin.. have you actually searched on the GP bikes forum? you need to make an account to download it.
http://forum.piboso.com/index.php?topic=95.msg307

Piboso is the alpha still set to have the 350f only or have you another bike? also are you open to suggestions on unofficial bike brand names or will you use similar names to GP bikes? thanks mate

Do you think this will work with MXB?

Yes.
Title: Re: Questions
Post by: Jeston on March 10, 2014, 04:03:41 PM
Quote from: PiBoSo on March 09, 2014, 11:37:39 PM
Quote from: gdubmx on March 09, 2014, 11:06:36 PM
Piboso is the alpha still set to have the 350f only or have you another bike? also are you open to suggestions on unofficial bike brand names or will you use similar names to GP bikes? thanks mate

Trying to add another version of the bike.
Any suggestion is welcome.

Have you worked on 2 strokes yet? If so, how do they sound? Would love to see a video ;)
Title: Re: Questions
Post by: Ruubs on March 10, 2014, 04:24:25 PM
I've heard that GP-bikes has lots of crashes and bugs, will this be fixed in mx-bikes, and when?

I'd really like to know how to host official events, like the Sim Karting World Championship in Kart Racing Pro. Since EMF (European Mx Simulator Federation) would like to host official series for this game, if it's posible, and if we have the time for it. Since I couldn't find any information about how to host such events, i'd love to know it.
Title: Re: Questions
Post by: PiBoSo on March 10, 2014, 05:18:48 PM
Quote from: Sandbiter on March 10, 2014, 04:24:25 PM
I've heard that GP-bikes has lots of crashes and bugs, will this be fixed in mx-bikes, and when?

Lots of crashes, yes. Lots of bugs, no.
They will be fixed as soon as possible.
Title: Re: Questions
Post by: Ruubs on March 10, 2014, 08:28:09 PM
Quote from: PiBoSo on March 10, 2014, 05:18:48 PM
Quote from: Sandbiter on March 10, 2014, 04:24:25 PM
I've heard that GP-bikes has lots of crashes and bugs, will this be fixed in mx-bikes, and when?

Lots of crashes, yes. Lots of bugs, no.
They will be fixed as soon as possible.
Alright, I'm glad to hear this.

Avcross or anyone else who have experience in GP-bikes, can you guys tell me what needs to be done to host official events?
Title: Re: Questions
Post by: Arvoss on March 10, 2014, 09:21:08 PM
Quote from: Sandbiter on March 10, 2014, 08:28:09 PM
Quote from: PiBoSo on March 10, 2014, 05:18:48 PM
Quote from: Sandbiter on March 10, 2014, 04:24:25 PM
I've heard that GP-bikes has lots of crashes and bugs, will this be fixed in mx-bikes, and when?

Lots of crashes, yes. Lots of bugs, no.
They will be fixed as soon as possible.
Alright, I'm glad to hear this.

Avcross or anyone else who have experience in GP-bikes, can you guys tell me what needs to be done to host official events?

Hosting is pretty easy. There is no such thing as 'official' event, but you can make an event or championship of course. You need a good internet connection to host your dedicated server. You'll find everything you need once the game comes out. It's a .ini file (txt file) that you can edit as you wish (track, players, weather,...). 'Official' events are normally announced on the official forum, some of the GP Bikes events have 2 or more classes/lobbies for each race :D
Title: Re: Questions
Post by: Ruubs on March 10, 2014, 10:26:38 PM
Quote from: Arvoss on March 10, 2014, 09:21:08 PM
Hosting is pretty easy. There is no such thing as 'official' event, but you can make an event or championship of course. You need a good internet connection to host your dedicated server. You'll find everything you need once the game comes out. It's a .ini file (txt file) that you can edit as you wish (track, players, weather,...). 'Official' events are normally announced on the official forum, some of the GP Bikes events have 2 or more classes/lobbies for each race :D
Thanks for the reply. That sounds way easier than what I'm used to in Mx Simulator. Can you tell me how they pick the racing spots in GP bikes, since max 14 players are able to join a server at once, you need some sort of qualification to know who should be in the race, don't you?
How long do races normally take in GP bikes? In Mx Simulator (EMF) we don't have a qualifying race, we just have laptime qualifiers (http://mxsemf.com/races.php?op=showrace&id=173). I guess hosting qualifiers, practice, warmup lap, and races on one day will take very long, especcially 2 moto's of 25 minutes, for two classes.

I've read some sort of FAQ for GP bikes already, with servers commands etc, and it looks really simple to do, compared to Mx Simulator.
Title: Re: Questions
Post by: Arvoss on March 10, 2014, 10:40:25 PM
Quote from: Sandbiter on March 10, 2014, 10:26:38 PM
Quote from: Arvoss on March 10, 2014, 09:21:08 PM
Hosting is pretty easy. There is no such thing as 'official' event, but you can make an event or championship of course. You need a good internet connection to host your dedicated server. You'll find everything you need once the game comes out. It's a .ini file (txt file) that you can edit as you wish (track, players, weather,...). 'Official' events are normally announced on the official forum, some of the GP Bikes events have 2 or more classes/lobbies for each race :D
Thanks for the reply. That sounds way easier than what I'm used to in Mx Simulator. Can you tell me how they pick the racing spots in GP bikes, since max 14 players are able to join a server at once, you need some sort of qualification to know who should be in the race, don't you?
How long do races normally take in GP bikes? In Mx Simulator (EMF) we don't have a qualifying race, we just have laptime qualifiers (http://mxsemf.com/races.php?op=showrace&id=173). I guess hosting qualifiers, practice, warmup lap, and races on one day will take very long, especcially 2 moto's of 25 minutes, for two classes.

I've read some sort of FAQ for GP bikes already, with servers commands etc, and it looks really simple to do, compared to Mx Simulator.

Since GP Bikes is a small community it's 'First-come, first-served'. Normally everyone that wants to participate can participate. If there are 2 classes we start with a quali/hotlap event to divide the players in both classes. Our events are most of the time: 30mn practice, 15mn quali and 50% (+-30mn race). The 2 lobbies are hosted at the same time, but by a different host :D

PS: 2 classes = fast riders and a bit slower riders, not 2 different bike classes ;) So 28 riders in total ;)
Title: Re: Questions
Post by: Ruubs on March 11, 2014, 04:23:31 PM
Quote from: Arvoss on March 10, 2014, 10:40:25 PM
Since GP Bikes is a small community it's 'First-come, first-served'. Normally everyone that wants to participate can participate. If there are 2 classes we start with a quali/hotlap event to divide the players in both classes. Our events are most of the time: 30mn practice, 15mn quali and 50% (+-30mn race). The 2 lobbies are hosted at the same time, but by a different host :D

PS: 2 classes = fast riders and a bit slower riders, not 2 different bike classes ;) So 28 riders in total ;)
Thanks a lot for the information. I'll talk with Yohann (second host of EMF), to see if we can host events in the future for Mx-bikes.
Title: Re: Questions
Post by: MotoRogers499 on March 11, 2014, 04:28:39 PM
Quote from: Sandbiter on March 11, 2014, 04:23:31 PM
Quote from: Arvoss on March 10, 2014, 10:40:25 PM
Since GP Bikes is a small community it's 'First-come, first-served'. Normally everyone that wants to participate can participate. If there are 2 classes we start with a quali/hotlap event to divide the players in both classes. Our events are most of the time: 30mn practice, 15mn quali and 50% (+-30mn race). The 2 lobbies are hosted at the same time, but by a different host :D

PS: 2 classes = fast riders and a bit slower riders, not 2 different bike classes ;) So 28 riders in total ;)
Thanks a lot for the information. I'll talk with Yohann (second host of EMF), to see if we can host events in the future for Mx-bikes.

Sounds like we already have a racing federation in MXB! Thanks to everyone at EMF Sandbiter, hope you guys can do this!

P.s: do you think you are gunna make a new website? or make a section in the current website? Or just get an EMF sticky thread in a racing topic in the forums?
Title: Re: Questions
Post by: robos on March 11, 2014, 04:34:34 PM
Quote from: MotoRogers499 on March 11, 2014, 04:28:39 PM
Quote from: Sandbiter on March 11, 2014, 04:23:31 PM
Quote from: Arvoss on March 10, 2014, 10:40:25 PM
Since GP Bikes is a small community it's 'First-come, first-served'. Normally everyone that wants to participate can participate. If there are 2 classes we start with a quali/hotlap event to divide the players in both classes. Our events are most of the time: 30mn practice, 15mn quali and 50% (+-30mn race). The 2 lobbies are hosted at the same time, but by a different host :D

PS: 2 classes = fast riders and a bit slower riders, not 2 different bike classes ;) So 28 riders in total ;)
Thanks a lot for the information. I'll talk with Yohann (second host of EMF), to see if we can host events in the future for Mx-bikes.

Sounds like we already have a racing federation in MXB! Thanks to everyone at EMF Sandbiter, hope you guys can do this!

P.s: do you think you are gunna make a new website? or make a section in the current website? Or just get an EMF sticky thread in a racing topic in the forums?
I think you can make an own forum so you can spam the shit out of urself
Title: Re: Questions
Post by: MotoRogers499 on March 11, 2014, 04:54:06 PM
Quote from: robos on March 11, 2014, 04:34:34 PM
Quote from: MotoRogers499 on March 11, 2014, 04:28:39 PM
Quote from: Sandbiter on March 11, 2014, 04:23:31 PM
Quote from: Arvoss on March 10, 2014, 10:40:25 PM
Since GP Bikes is a small community it's 'First-come, first-served'. Normally everyone that wants to participate can participate. If there are 2 classes we start with a quali/hotlap event to divide the players in both classes. Our events are most of the time: 30mn practice, 15mn quali and 50% (+-30mn race). The 2 lobbies are hosted at the same time, but by a different host :D

PS: 2 classes = fast riders and a bit slower riders, not 2 different bike classes ;) So 28 riders in total ;)
Thanks a lot for the information. I'll talk with Yohann (second host of EMF), to see if we can host events in the future for Mx-bikes.

Sounds like we already have a racing federation in MXB! Thanks to everyone at EMF Sandbiter, hope you guys can do this!

P.s: do you think you are gunna make a new website? or make a section in the current website? Or just get an EMF sticky thread in a racing topic in the forums?
I think you can make an own forum so you can spam the shit out of urself

You say I am spamming? You are the one off topic. I was asking a question, "questions thread"
Seriously dude....
Title: Re: Questions
Post by: Ruubs on March 11, 2014, 05:19:37 PM
Still not saying that we're going to host events for this game, I'd like to, but I'm not sure if we've the time for that.
If we will, we won't make a new website I'm sure.
Title: Re: Questions
Post by: MotoRogers499 on March 12, 2014, 02:10:11 AM
Quote from: Sandbiter on March 11, 2014, 05:19:37 PM
Still not saying that we're going to host events for this game, I'd like to, but I'm not sure if we've the time for that.
If we will, we won't make a new website I'm sure.

I know, hope you can, but if not its cool :D

Question: Will there be servers that allow mods and servers that don't? Like Open servers, Mod servers, and stock servers? It might be more fair this way. Even thinking in the future for series and such, it might be unfair to have advanced players able to mod and some who arent able.
Title: Re: Questions
Post by: moto28 on March 12, 2014, 02:45:56 AM
Would modding the physics mean someone could like mod a physics engine so that its like impossible to fall or some other kind of crazy Unrealistic advantage or such?
Title: Re: Questions
Post by: GDUBMX on March 12, 2014, 09:59:22 AM
Quote from: MotoRogers499 on March 12, 2014, 02:10:11 AM
Quote from: Sandbiter on March 11, 2014, 05:19:37 PM
Still not saying that we're going to host events for this game, I'd like to, but I'm not sure if we've the time for that.
If we will, we won't make a new website I'm sure.

I know, hope you can, but if not its cool :D

Question: Will there be servers that allow mods and servers that don't? Like Open servers, Mod servers, and stock servers? It might be more fair this way. Even thinking in the future for series and such, it might be unfair to have advanced players able to mod and some who arent able.
tanner if you have actually played GP Bikes the full version you would know about the servers.. yes you have different servers such as a "stock" and "mod" server.
Title: Re: Questions
Post by: PiBoSo on March 12, 2014, 01:30:33 PM
Quote from: moto28 on March 12, 2014, 02:45:56 AM
Would modding the physics mean someone could like mod a physics engine so that its like impossible to fall or some other kind of crazy Unrealistic advantage or such?

No.
Title: Re: Questions
Post by: MotoRogers499 on March 12, 2014, 03:16:53 PM
Quote from: gdubmx on March 12, 2014, 09:59:22 AM
tanner if you have actually played GP Bikes the full version you would know about the servers.. yes you have different servers such as a "stock" and "mod" server.

I am fine with the demo. Im not sure if im going to buy GP-Bikes or not. Its not a game i would take seriously, i just hop on for fun. Many people would think differently, but thats just me. Im not sure I want to BUY a game just so I can see features that MXB might possibly have.
Title: Re: Questions
Post by: Harrytmj66 on March 14, 2014, 07:50:06 PM
Are you going to do many real world tracks? There are great motocross tracks at Mallory Park and Cadwell Park
Title: Re: Questions
Post by: MXK_cdub85 on March 14, 2014, 09:10:51 PM
Tracks/riders/bikes will be handled by the community.
Title: Re: Questions
Post by: mx43racing on March 14, 2014, 09:47:28 PM
Look into how Mx Simulator works with it's tracks and bikes, then you can get an understanding of basically how this will also work.
Title: Re: Questions
Post by: Ruubs on March 14, 2014, 10:34:23 PM
Quote from: mx43racing on March 14, 2014, 09:47:28 PM
Look into how Mx Simulator works with it's tracks and bikes, then you can get an understanding of basically how this will also work.
You can't compare this game with Mx Simulator. The two games are way different.

I'd also like to know if you've planned on some replica tracks in the official release?
Title: Re: Questions
Post by: Motoboss on March 14, 2014, 10:44:07 PM
To add.. How many tracks and bikes will be releases with the alpha? 1 and 1 or several?
Title: Re: Questions
Post by: mx43racing on March 15, 2014, 12:30:30 AM
im not comparing the game im comparing the way tracks and bikes are made, same as in mx simulator, roigs of rods, and a load of other open source moddable games like such.
Title: Re: Questions
Post by: DD on March 15, 2014, 11:06:11 PM
Quote from: Sandbiter on March 14, 2014, 10:34:23 PM
Quote from: mx43racing on March 14, 2014, 09:47:28 PM
Look into how Mx Simulator works with it's tracks and bikes, then you can get an understanding of basically how this will also work.
You can't compare this game with Mx Simulator. The two games are way different.

I'd also like to know if you've planned on some replica tracks in the official release?
The track in the first video (maybe second, not sure) videos was Budds Creek.
Title: Re: Questions
Post by: janaucarre on March 18, 2014, 08:51:00 PM
Hello,
Sorry if that question already asked.
Will the system of export for the track (from 3ds) be the same as in gpbikes(same plugin)?
Will the prefix be the same as in gpbikes?
Is there going to be new prefix?
By prefix i mean the quality or the grip of each surface.
Thank you.
Title: Re: Questions
Post by: PiBoSo on March 18, 2014, 08:58:00 PM
Quote from: janaucarre on March 18, 2014, 08:51:00 PM
Hello,
Sorry if that question already asked.
Will the system of export for the track (from 3ds) be the same as in gpbikes(same plugin)?
Will the prefix be the same as in gpbikes?
Is there going to be new prefix?
By prefix i mean the quality or the grip of each surface.
Thank you.

There will be a new tool ( TerrainEd ) to generate a track from a heightmap, and new materials for the terrain.
3D objects ( for example walls ) are generated using the same prefixes.
Title: Re: Questions
Post by: onlyonetone on March 19, 2014, 05:59:34 AM
Hey PiBoSo, I haven't tried this in GP yet. Would a 7 axis gamepad be compatible? Or even a rigged setup? A lot of games don't support this and we have to end up making or finding a script.
Title: Re: Questions
Post by: PiBoSo on March 19, 2014, 11:52:10 AM
Quote from: onlyonetone on March 19, 2014, 05:59:34 AM
Hey PiBoSo, I haven't tried this in GP yet. Would a 7 axis gamepad be compatible? Or even a rigged setup? A lot of games don't support this and we have to end up making or finding a script.

All DirectInput controllers are supported.
Title: Re: Questions
Post by: MotoRogers499 on March 19, 2014, 04:44:11 PM
Quote from: PiBoSo on March 19, 2014, 11:52:10 AM
Quote from: onlyonetone on March 19, 2014, 05:59:34 AM
Hey PiBoSo, I haven't tried this in GP yet. Would a 7 axis gamepad be compatible? Or even a rigged setup? A lot of games don't support this and we have to end up making or finding a script.

All DirectInput controllers are supported.

I have a logitech controller with a switch to choose between Xinput and DirectInput, but when its on DirectInput the triggers dont work, and when i get them working they dont act as axis's. Just 100% or 0% effect, like a button. This isnt just with GP-Bikes, this is for all games. My original thought was that DirectInput doesnt support axis's, but clearly I am mistaken. Anyone care to relieve me of my confusion?
Thanks!
Title: Re: Questions
Post by: PiBoSo on March 19, 2014, 06:44:10 PM
Quote from: MotoRogers499 on March 19, 2014, 04:44:11 PM
Quote from: PiBoSo on March 19, 2014, 11:52:10 AM
Quote from: onlyonetone on March 19, 2014, 05:59:34 AM
Hey PiBoSo, I haven't tried this in GP yet. Would a 7 axis gamepad be compatible? Or even a rigged setup? A lot of games don't support this and we have to end up making or finding a script.

All DirectInput controllers are supported.

I have a logitech controller with a switch to choose between Xinput and DirectInput, but when its on DirectInput the triggers dont work, and when i get them working they dont act as axis's. Just 100% or 0% effect, like a button. This isnt just with GP-Bikes, this is for all games. My original thought was that DirectInput doesnt support axis's, but clearly I am mistaken. Anyone care to relieve me of my confusion?
Thanks!

XInput is supported with a plugin: http://forum.piboso.com/index.php?topic=95.0
Title: Re: Questions
Post by: MotoRogers499 on March 19, 2014, 10:29:33 PM
Quote from: PiBoSo on March 19, 2014, 06:44:10 PM
Quote from: MotoRogers499 on March 19, 2014, 04:44:11 PM
Quote from: PiBoSo on March 19, 2014, 11:52:10 AM
Quote from: onlyonetone on March 19, 2014, 05:59:34 AM
Hey PiBoSo, I haven't tried this in GP yet. Would a 7 axis gamepad be compatible? Or even a rigged setup? A lot of games don't support this and we have to end up making or finding a script.

All DirectInput controllers are supported.

I have a logitech controller with a switch to choose between Xinput and DirectInput, but when its on DirectInput the triggers dont work, and when i get them working they dont act as axis's. Just 100% or 0% effect, like a button. This isnt just with GP-Bikes, this is for all games. My original thought was that DirectInput doesnt support axis's, but clearly I am mistaken. Anyone care to relieve me of my confusion?
Thanks!

XInput is supported with a plugin: http://forum.piboso.com/index.php?topic=95.0
lol, i know, you told me before. Im saying in general, anything on an axis doesnt work when i have it on DirectInput. For ALL games, not just GP bikes. Is it a controller issue? I thought DirectInput controllers just dont work with axis's
Title: Re: Questions
Post by: Ruubs on March 19, 2014, 11:38:04 PM
Not 100% sure if I already asked this, but here is my question.

Are track creators able to add displacement maps onto the track. I'm NOT talking about the actual heightmap, but I mean a special displacement map. That way we can have way more detail on our tracks, similar to MX vs. ATV Reflex.
Here's a good example:
http://www.cggallery.com/images/tutorials/displacement_figure_06.jpg
Title: Re: Questions
Post by: onlyonetone on March 20, 2014, 12:11:26 AM
Quote from: Sandbiter on March 19, 2014, 11:38:04 PM
Not 100% sure if I already asked this, but here is my question.

Are track creators able to add displacement maps onto the track. I'm NOT talking about the actual heightmap, but I mean a special displacement map. That way we can have way more detail on our tracks, similar to MX vs. ATV Reflex.
Here's a good example:
http://www.cggallery.com/images/tutorials/displacement_figure_06.jpg

So, what you're saying is that you want to break my computer. Hah
Title: Re: Questions
Post by: PiBoSo on March 21, 2014, 12:07:57 AM
Quote from: Sandbiter on March 19, 2014, 11:38:04 PM
Not 100% sure if I already asked this, but here is my question.

Are track creators able to add displacement maps onto the track. I'm NOT talking about the actual heightmap, but I mean a special displacement map. That way we can have way more detail on our tracks, similar to MX vs. ATV Reflex.
Here's a good example:
http://www.cggallery.com/images/tutorials/displacement_figure_06.jpg

It is possible to add a normal map to textures.
No effect on the physics, though.
Title: Re: Questions
Post by: Vortex_Damien on March 27, 2014, 05:56:11 PM
Hey Guys, Was just wondering when you guys are planning to release the uv layout for the ktm :)
Title: Re: Questions
Post by: Mikey on April 02, 2014, 12:13:53 PM
Not sure if this has been asked..

Have you guys done any Supercross testing? Hopefully it will ride similar to MXS rather than the MVAs.
Title: Re: Questions
Post by: PiBoSo on April 02, 2014, 01:41:57 PM
Quote from: Mikey on April 02, 2014, 12:13:53 PM
Not sure if this has been asked..

Have you guys done any Supercross testing? Hopefully it will ride similar to MXS rather than the MVAs.

A supercross test hasn't been done yet, but is planned soon.
Title: Re: Questions
Post by: Ruubs on April 02, 2014, 02:45:34 PM
Quote from: PiBoSo on April 02, 2014, 01:41:57 PM
Quote from: Mikey on April 02, 2014, 12:13:53 PM
Not sure if this has been asked..

Have you guys done any Supercross testing? Hopefully it will ride similar to MXS rather than the MVAs.

A supercross test hasn't been done yet, but is planned soon.
If you need a heightmap I've got one for one. It's a fast paced SX track, doesn't have a huge rythem tbh, but still had most of the obstacels what an SX track needs. I've also gotten an AX track, which is small and has steep jumps.
Title: Re: Questions
Post by: MotoRogers499 on April 03, 2014, 06:22:23 PM
Are there things you can alter/change with the physics just with settings? Like adjust how fast the bike rolls side to side. Or changing the neutral postion of the rider on the bike, etc.

I guess what im asking is, will we be able to alter basic things without modding? More preference then a matter of better or worse.
Title: Re: Questions
Post by: PiBoSo on April 03, 2014, 07:45:47 PM
Quote from: MotoRogers499 on April 03, 2014, 06:22:23 PM
Are there things you can alter/change with the physics just with settings? Like adjust how fast the bike rolls side to side. Or changing the neutral postion of the rider on the bike, etc.

I guess what im asking is, will we be able to alter basic things without modding? More preference then a matter of better or worse.

No, it will not be possible.
Title: Re: Questions
Post by: robos on April 03, 2014, 09:01:57 PM
Quote from: PiBoSo on April 03, 2014, 07:45:47 PM
Quote from: MotoRogers499 on April 03, 2014, 06:22:23 PM
Are there things you can alter/change with the physics just with settings? Like adjust how fast the bike rolls side to side. Or changing the neutral postion of the rider on the bike, etc.

I guess what im asking is, will we be able to alter basic things without modding? More preference then a matter of better or worse.

No, it will not be possible.

Keep it that way. :)
Title: Re: Questions
Post by: ChrisK on April 10, 2014, 03:06:35 PM
Quote from: robos on April 03, 2014, 09:01:57 PM
Quote from: PiBoSo on April 03, 2014, 07:45:47 PM
Quote from: MotoRogers499 on April 03, 2014, 06:22:23 PM
Are there things you can alter/change with the physics just with settings? Like adjust how fast the bike rolls side to side. Or changing the neutral postion of the rider on the bike, etc.

I guess what im asking is, will we be able to alter basic things without modding? More preference then a matter of better or worse.

No, it will not be possible.

Keep it that way. :)

ya please!
Title: Re: Questions
Post by: Ruubs on April 13, 2014, 09:16:26 PM
I am watching ama supercross at the moment and got a pretty good question I guess.

Since there are tear-offs in the game, are we able to duck our head so we won't get as much dirt on our goggles i.e. not having to pull as much tear-offs?
Title: Re: Questions
Post by: PiBoSo on April 13, 2014, 09:20:07 PM
Quote from: Sandbiter on April 13, 2014, 09:16:26 PM
I am watching ama supercross at the moment and got a pretty good question I guess.

Since there are tear-offs in the game, are we able to duck our head so we won't get as much dirt on our goggles i.e. not having to pull as much tear-offs?

This is not planned at the moment.
Please add it to the suggestions.
Title: Re: Questions
Post by: Ruubs on April 13, 2014, 09:33:29 PM
Quote from: PiBoSo on April 13, 2014, 09:20:07 PM
Quote from: Sandbiter on April 13, 2014, 09:16:26 PM
I am watching ama supercross at the moment and got a pretty good question I guess.

Since there are tear-offs in the game, are we able to duck our head so we won't get as much dirt on our goggles i.e. not having to pull as much tear-offs?

This is not planned at the moment.
Please add it to the suggestions.
Alright thanks. Ill post it there.
Title: Re: Questions
Post by: Arvoss on April 13, 2014, 11:41:53 PM
How much will the first release cost? I suppose it will be a seperate game or will it also unlock GP Bikes and vice versa?
Title: Re: Questions
Post by: PiBoSo on April 13, 2014, 11:52:51 PM
Quote from: Arvoss on April 13, 2014, 11:41:53 PM
How much will the first release cost? I suppose it will be a seperate game or will it also unlock GP Bikes and vice versa?

Separate.
Title: Re: Questions
Post by: Ruubs on April 14, 2014, 09:05:17 PM
So there will be three different kind of weathers, sunny, cloudy and rainy. Will the rain actually affact the riding, i.e. getting water drops on your tear-offs so you have to keep pulling tear-offs for a clear sight and maybe take your goggles off (taking your goggles off should have some kind of anoying effect tho, maybe some little blur effect?) when you're out of tear-offs?
Title: Re: Questions
Post by: onlyonetone on April 14, 2014, 10:45:09 PM
I think I recall him saying rain will effect the track but not in the first release.
Title: Re: Questions
Post by: Ruubs on April 14, 2014, 11:07:13 PM
Quote from: onlyonetone on April 14, 2014, 10:45:09 PM
I think I recall him saying rain will effect the track but not in the first release.
I wasn't talking about the track, I was talking about the screen (getting dirt and water drops on it). Still good to know it'll effect the track in a later release!  :D
Title: Re: Questions
Post by: Arvoss on April 14, 2014, 11:11:29 PM
Quote from: Sandbiter on April 14, 2014, 11:07:13 PM
Quote from: onlyonetone on April 14, 2014, 10:45:09 PM
I think I recall him saying rain will effect the track but not in the first release.
I wasn't talking about the track, I was talking about the screen (getting dirt and water drops on it). Still good to know it'll effect the track in a later release!  :D

Of course you will see drops on the screen, what's the point of rain if nothing changes on your screen? Play the demo of GP Bikes in the rain and you can try tear offs in the rain ;)
Title: Re: Questions
Post by: onlyonetone on April 14, 2014, 11:17:50 PM
Ah. Sorry. Misread that. And yeah its like that in GP. So I imagine it will be in MXB.
Title: Re: Questions
Post by: moto28 on April 15, 2014, 12:32:17 AM
+1 on the ability to take off goggles. would be awesome if your able to run out of tearoffs. Or is there an unlimited amount?
Title: Re: Questions
Post by: Arvoss on April 15, 2014, 12:40:12 AM
Quote from: moto28 on April 15, 2014, 12:32:17 AM
+1 on the ability to take off goggles. would be awesome if your able to run out of tearoffs. Or is there an unlimited amount?

In GP Bikes you have 5 tearoffs or so but in KRP you have unlimited tearoffs (probably a bug)
Title: Re: Questions
Post by: moto28 on April 15, 2014, 12:43:12 AM
In the demo of Gp bikes you have unlimited too. Not sure how it would work out but it would be cool to choose the amount of them you put on. But i do realize there would be the people putting on 9999 and such.
Title: Re: Questions
Post by: onlyonetone on April 15, 2014, 01:09:15 AM
I can't find the post but piboso said there is a limited amount I think it was around 5 or so.
Title: Re: Questions
Post by: MX181 on April 15, 2014, 03:02:12 AM
Quote from: onlyonetone on April 15, 2014, 01:09:15 AM
I can't find the post but piboso said there is a limited amount I think it was around 5 or so.

when doing 25 min moto races in real life i put 2 on backwards first (for backup) then i put about 7-8 on so i have roughly 10 i found you find yourself pulling one a lap on average.
Title: Re: Questions
Post by: jberryman509 on April 15, 2014, 03:08:06 PM
Quote from: MX181 on April 15, 2014, 03:02:12 AM
Quote from: onlyonetone on April 15, 2014, 01:09:15 AM
I can't find the post but piboso said there is a limited amount I think it was around 5 or so.

when doing 25 min moto races in real life i put 2 on backwards first (for backup) then i put about 7-8 on so i have roughly 10 i found you find yourself pulling one a lap on average.

Thanks for the idea! I always hate when I end up ripping off the last few and have to suffer with no tear offs for the rest of the race. never thought to put a few on backwards! Cheers!
Title: Re: Questions
Post by: onlyonetone on April 15, 2014, 08:13:56 PM
Forget tear offs. Just man it out. Ha
Title: Re: Questions
Post by: MX181 on April 15, 2014, 10:30:29 PM
Quote from: onlyonetone on April 15, 2014, 08:13:56 PM
Forget tear offs. Just man it out. Ha

Ohk Mr.Weekend warrior
Title: Re: Questions
Post by: onlyonetone on April 16, 2014, 12:48:29 AM
Quote from: MX181 on April 15, 2014, 10:30:29 PM
Quote from: onlyonetone on April 15, 2014, 08:13:56 PM
Forget tear offs. Just man it out. Ha

Ohk Mr.Weekend warrior

yep! Ha
Title: Re: Questions
Post by: MXK_cdub85 on April 16, 2014, 11:01:13 AM
Is there going to be tire pressure adjustments? Different models of tire that offer different grip? (Perhaps done by modders)

Will the sounds in the preview videos be close to the final sounds, with the popping and brake squeal constantly?

You recently mentioned adding an electric start system. Obviously that indicates the option of having a full manual clutch with stalling, as in gp-bikes. Is there going to be kick starting also, with an animation? If so, will it fire first kick?

Also, thought I'd ask, how confident/happy are you guys with the feeling of whips and scrubs? It was a real breakthrough when Mx simulator came out and had the most realistic whips of any game ever before. In the Mx game world, that is a big deal.

Sorry for all the questions, just stuff I'm curious of. Can not be more excited for the release of the alpha!
Title: Re: Questions
Post by: PiBoSo on April 16, 2014, 12:16:12 PM
Quote from: MXK_cdub85 on April 16, 2014, 11:01:13 AM
Is there going to be tire pressure adjustments? Different models of tire that offer different grip? (Perhaps done by modders)

Yes and yes.

Quote
Will the sounds in the preview videos be close to the final sounds, with the popping and brake squeal constantly?

Yes.

Quote
You recently mentioned adding an electric start system. Obviously that indicates the option of having a full manual clutch with stalling, as in gp-bikes. Is there going to be kick starting also, with an animation? If so, will it fire first kick?

There will be kick starting, too, but not in the first release.

Quote
Also, thought I'd ask, how confident/happy are you guys with the feeling of whips and scrubs? It was a real breakthrough when Mx simulator came out and had the most realistic whips of any game ever before. In the Mx game world, that is a big deal.

It's all work in progress.
Title: Re: Questions
Post by: GDUBMX on April 16, 2014, 12:32:14 PM
Piboso.. Can you give us a rough eta of the alpha? Just rough, give or take 2 or 3 days.
Title: Re: Questions
Post by: ChrisK on April 16, 2014, 12:32:48 PM
ya please
Title: Re: Questions
Post by: MX181 on April 16, 2014, 12:42:11 PM
That gets me excited. A bloody kick starter on that's intense, the sounds i just guess i will decide my opinion once i play as i doubt the sound nothing like what the do in the video and different tyres hahaha im definitely gonna use the trustee old mx49 pirelli Tyre hhahaha
Title: Re: Questions
Post by: GDUBMX on April 16, 2014, 02:21:23 PM
Piboso can you create a hot topic sticky that says MX bikes alpha out now when its ready. I'm sure a lot of people like myself always come here and just click show unread posts since my last visit rather than refreshing the purchase/downloads page every day. Thanks man.
Title: Re: Questions
Post by: Arvoss on April 16, 2014, 02:54:50 PM
Quote from: gdubmx on April 16, 2014, 02:21:23 PM
Piboso can you create a hot topic sticky that says MX bikes alpha out now when its ready. I'm sure a lot of people like myself always come here and just click show unread posts since my last visit rather than refreshing the purchase/downloads page every day. Thanks man.

What do you think he's going to do? Release a game without telling anybody about it? Of course he's going to make a topic where we can put feedback about this first release. ;)

In the top right corner of forum you see:
News: Alpha 1 coming soon...
This will also change on the day of release ;)
Title: Re: Questions
Post by: Ruubs on April 16, 2014, 03:21:41 PM
I guess this is a pretty good question where noone has even thought about yet.

We can setup our own servers, we can choose wether we want practice, qualifying, warmup lap etc etc. but what about supercross?
I'm sure there will be lots of sx tracks in this game if it's anything decent for sx tracks, and I really think there will be supercross seasons too.

Can we only choose practice, qualifying, warmup etc. or can we also choose from heat, semi, lcq, main events?
If not, can we mod this?
Title: Re: Questions
Post by: Arvoss on April 16, 2014, 03:42:14 PM
Quote from: Sandbiter on April 16, 2014, 03:21:41 PM
I guess this is a pretty good question where noone has even thought about yet.

We can setup our own servers, we can choose wether we want practice, qualifying, warmup lap etc etc. but what about supercross?
I'm sure there will be lots of sx tracks in this game if it's anything decent for sx tracks, and I really think there will be supercross seasons too.

Can we only choose practice, qualifying, warmup etc. or can we also choose from heat, semi, lcq, main events?
If not, can we mod this?

I'm sure they're thinking about this because on KRP you have more possibilities than GPB. Flying lap, pre-final and final for example ;)
Title: Re: Questions
Post by: moto28 on April 17, 2014, 12:15:04 AM
After seeing some upcoming projects in the future it had me on the question of:

Will Piboso still have time For MXB?

I saw a upcoming project in 2015 that looked like it would be very time consuming and it made me wonder if piboso will still have time for Mx Bikes after it is released. I know that myself would like to see frequent updates and Piboso being active within the MXB community.

I havent owned any other Piboso games so im not sure how well he does manage his other games but i was just wondering if we would see even more progress Beyond the Release :D
Title: Re: Questions
Post by: onlyonetone on April 17, 2014, 12:37:18 AM
He said once mxb releases that gp and mxb will update side by side. He said that on the gp forums I think.
Title: Re: Questions
Post by: PiBoSo on April 17, 2014, 05:16:34 PM
Quote from: Arvoss on April 13, 2014, 11:41:53 PM
How much will the first release cost?

20 euro ( around 29 US$ ).

You don't just buy a software, but also support development.

Title: Re: Questions
Post by: Jeston on April 17, 2014, 05:21:33 PM
Quote from: PiBoSo on April 17, 2014, 05:16:34 PM
Quote from: Arvoss on April 13, 2014, 11:41:53 PM
How much will the first release cost?

20 euro ( around 29 US$ ).

You don't just buy a software, but also support development.

Is that for the Alpha or for the first FULL release?
Title: Re: Questions
Post by: PiBoSo on April 17, 2014, 05:41:14 PM
Quote from: Jeston on April 17, 2014, 05:21:33 PM
Quote from: PiBoSo on April 17, 2014, 05:16:34 PM
Quote from: Arvoss on April 13, 2014, 11:41:53 PM
How much will the first release cost?

20 euro ( around 29 US$ ).

You don't just buy a software, but also support development.

Is that for the Alpha or for the first FULL release?

First release. Otherwise there would be no development to support.
Title: Re: Questions
Post by: Arvoss on April 17, 2014, 05:45:53 PM
Ok, my €20 are ready! :D Now put this game on Steam greenlight! :P It will pass, 1000% sure! We have the MXB and GBP community to vote ;)
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on April 17, 2014, 07:35:18 PM
So the alpha is free? I figured it would be like buy the full version and get access to the alpha. ..great news 8)
Title: Re: Questions
Post by: ChrisK on April 17, 2014, 07:47:10 PM
http://www.youtube.com/watch?v=sLKyjfuA0h8
Title: Re: Questions
Post by: RiccoChicco on April 17, 2014, 07:48:36 PM
No. It costs 20€. You won't have to buy the game again in the future.

As PiBoSo said, it's to support game development.
Title: Re: Questions
Post by: onlyonetone on April 17, 2014, 08:28:39 PM
Got 29$ waiting as well.
Title: Re: Questions
Post by: moto28 on April 17, 2014, 10:46:43 PM
Quote from: PiBoSo on April 17, 2014, 05:16:34 PM
Quote from: Arvoss on April 13, 2014, 11:41:53 PM
How much will the first release cost?

20 euro ( around 29 US$ ).

(http://static2.fjcdn.com/thumbnails/comments/I+ll+take+20+_2eb6072cb426c4bada01f6925cddfccd.jpg)
Ill take 4
Title: Re: Questions
Post by: onlyonetone on April 17, 2014, 10:56:54 PM
(http://25.media.tumblr.com/0e464fd4b9650443b99a88deba5ed60b/tumblr_mga3faftNp1rjv730o2_500.jpg)
Title: Re: Questions
Post by: PiBoSo on April 18, 2014, 12:14:42 AM
Quote from: TheFatController on April 17, 2014, 07:35:18 PM
So the alpha is free? I figured it would be like buy the full version and get access to the alpha. ..great news 8)

The first alpha will only feature one bike and one track.
By purchasing a license you:
1) have access to multiplayer and modding
2) support development
3) have unlimited updates, including the "full" version
Title: Re: Questions
Post by: GDUBMX on April 18, 2014, 01:10:05 AM
Cool now we have a price what about a release date?
Title: Re: Questions
Post by: onlyonetone on April 18, 2014, 01:52:24 AM
One bike and one track. Still entirely hyped.
Title: Re: Questions
Post by: KaseoDip on April 18, 2014, 04:01:42 AM
Quote from: onlyonetone on April 18, 2014, 01:52:24 AM
One bike and one track. Still entirely hyped.
Title: Re: Questions
Post by: onlyonetone on April 18, 2014, 09:32:19 AM
If they are still on track we are with in 12 days of release.
Title: Re: Questions
Post by: MX181 on April 18, 2014, 11:54:40 AM
Quote from: onlyonetone on April 18, 2014, 09:32:19 AM
If they are still on track we are with in 12 days of release.

If my memory remember correctly piboso was 99.99% sure of a release in April. Meaning there is still that 0.01% chance that he will not deliver the goods hahaha
Title: Re: Questions
Post by: ChrisK on April 18, 2014, 12:32:41 PM
i hope he release it today  8) 8)

doesnt madder if it is ready or not, i can life with bugs and not perfect physics in first release
Title: Re: Questions
Post by: Ruubs on April 18, 2014, 01:11:02 PM
I sort of have the feeling it won't be released in the upcoming 12 days, I don't know why I have that feeling, I just have it.
Title: Re: Questions
Post by: ChrisK on April 18, 2014, 01:51:55 PM
price of all his games :)
Title: Re: Questions
Post by: onlyonetone on April 18, 2014, 09:03:31 PM
Quote from: MX181 on April 18, 2014, 11:54:40 AM
Quote from: onlyonetone on April 18, 2014, 09:32:19 AM
If they are still on track we are with in 12 days of release.

If my memory remember correctly piboso was 99.99% sure of a release in April. Meaning there is still that 0.01% chance that he will not deliver the goods hahaha

which is why I said if they are still on track. Which I hope they are.
Title: Re: Questions
Post by: GDUBMX on April 18, 2014, 09:07:44 PM
ok now we can build the tracks, can we have the game?
Title: Re: Questions
Post by: Arvoss on April 18, 2014, 09:16:12 PM
Quote from: gdubmx on April 18, 2014, 09:07:44 PM
ok now we can build the tracks, can we have the game?

Nice try :P But I smell a release :P
Title: Re: Questions
Post by: ChrisK on April 18, 2014, 09:17:11 PM
does ur nose smell when?
Title: Re: Questions
Post by: Arvoss on April 18, 2014, 09:18:06 PM
Quote from: ChrisK on April 18, 2014, 09:17:11 PM
does ur nose smell when?

99,99% before May :P
Title: Re: Questions
Post by: ChrisK on April 18, 2014, 09:18:46 PM
hahahaha, i hate ur nose :P
Title: Re: Questions
Post by: GDUBMX on April 18, 2014, 09:20:19 PM
can we expect a release tonight PIboso??
Title: Re: Questions
Post by: Ruubs on April 18, 2014, 09:23:46 PM
Quote from: gdubmx on April 18, 2014, 09:20:19 PM
can we expect a release tonight PIboso??
Please. Do not ask every 30 min.  :D
Title: Re: Questions
Post by: Arvoss on April 18, 2014, 09:24:54 PM
Quote from: gdubmx on April 18, 2014, 09:20:19 PM
can we expect a release tonight PIboso??

Me right now:

(http://3.bp.blogspot.com/_ejmwsjkDniI/THq9Ba2lCsI/AAAAAAAAD4k/wJS_wOhO83c/s320/Bettajdbka.jpg)

Angel: Stop asking about the ****** release date!
Devil: Release this game now instead of teasing us with a track!!!
Title: Re: Questions
Post by: ChrisK on April 18, 2014, 09:26:37 PM
anticipation is over were getting aggressive now .....lol.



Title: Re: Questions
Post by: GDUBMX on April 18, 2014, 09:27:02 PM
i had to that time as my other question was washed away by the non questions, so i needed to present it again so it wouldnt be missed.
plus as much as everyone pretends they dont care, im sure none of you would mind playing it this weekend right?? 
(http://longhairedboy.com/wp-content/uploads/2011/04/0010F4-waiting-game.png)
Title: Re: Questions
Post by: ChrisK on April 18, 2014, 09:32:58 PM
gdub the guy who try adding u on steam "c.kiste" is me
Title: Re: Questions
Post by: GDUBMX on April 18, 2014, 09:35:40 PM
ahhh sorry bud lol. i thought it was some random guy.
Title: Re: Questions
Post by: onlyonetone on April 18, 2014, 09:38:55 PM
It'll be soon. Hold them horses.
Title: Re: Questions
Post by: ChrisK on April 18, 2014, 09:40:58 PM
few days more and i kill the horses
Title: Re: Questions
Post by: moto28 on April 18, 2014, 09:57:18 PM
Quote from: ChrisK on April 18, 2014, 09:40:58 PM
few days more and i kill the horses
Title: Re: Questions
Post by: onlyonetone on April 18, 2014, 10:00:10 PM
But how will you ride with a dead horse?
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on April 18, 2014, 10:10:09 PM
Quote from: onlyonetone on April 18, 2014, 10:00:10 PM
But how will you ride with a dead horse?

I dunno about riding but there's definitely some flogging going on lol
Title: Re: Questions
Post by: GDUBMX on April 18, 2014, 10:13:37 PM
Quote from: TheFatController on April 18, 2014, 10:10:09 PM
Quote from: onlyonetone on April 18, 2014, 10:00:10 PM
But how will you ride with a dead horse?

I dunno about riding but there's definitely some flogging going on lol

hahah your right mate, lots of flogging!
Title: Re: Questions
Post by: onlyonetone on April 18, 2014, 10:27:27 PM
No flogging allowed.  8)
Title: Re: Questions
Post by: MotoRogers499 on April 19, 2014, 04:14:31 AM
I don't know when it will be released, but DAMN I hope its not tomorrow haha, im going to my local motocross track for the day. Having mixed feelings lol
Title: Re: Questions
Post by: onlyonetone on April 19, 2014, 04:27:05 AM
My money is on the 27th.
Title: Re: Questions
Post by: GDUBMX on April 21, 2014, 08:53:29 PM
So piboso is may 5th the official date?
Title: Re: Questions
Post by: Ruubs on April 21, 2014, 09:00:43 PM
Quote from: gdubmx on April 21, 2014, 08:53:29 PM
So piboso is may 5th the official date?
Since he said that it will release on the 5th I guess he'll release it in June, not 100% sure tho.
Title: Re: Questions
Post by: ChrisK on April 21, 2014, 09:12:35 PM
hehe  ;D ;D, i need to forget this game for now and come back in 2 or 3 month
Title: Re: Questions
Post by: PiBoSo on April 21, 2014, 09:17:33 PM
Quote from: gdubmx on April 21, 2014, 08:53:29 PM
So piboso is may 5th the official date?

It is a good date, but not the official one  ;)
Title: Re: Questions
Post by: Arvoss on April 21, 2014, 09:20:28 PM
Quote from: Sandbiter on April 21, 2014, 09:00:43 PM
Quote from: gdubmx on April 21, 2014, 08:53:29 PM
So piboso is may 5th the official date?
Since he said that it will release on the 5th I guess he'll release it in June, not 100% sure tho.

Haha :P Since you think he will release it in June it will probably be August or September :P No really, 5th of may MAX so I can play a couple of days before I have to start stuDYING :(
Title: Re: Questions
Post by: ChrisK on April 21, 2014, 09:22:46 PM
Quote from: PiBoSo on April 21, 2014, 09:17:33 PM
Quote from: gdubmx on April 21, 2014, 08:53:29 PM
So piboso is may 5th the official date?

It is a good date, but not the official one  ;)

dont play with us  :'( :'(

lol
Title: Re: Questions
Post by: Ruubs on April 21, 2014, 09:51:35 PM
Quote from: Arvoss on April 21, 2014, 09:20:28 PM
Quote from: Sandbiter on April 21, 2014, 09:00:43 PM
Quote from: gdubmx on April 21, 2014, 08:53:29 PM
So piboso is may 5th the official date?
Since he said that it will release on the 5th I guess he'll release it in June, not 100% sure tho.

Haha :P Since you think he will release it in June it will probably be August or September :P No really, 5th of may MAX so I can play a couple of days before I have to start stuDYING :(
I was kidding about that, because Piboso said May 5 was a good date, and then he asked a question about it.

Ye me too, I've exams the week after the week of May 5, so I might be able to play a little bit, but not much I guess.
Title: Re: Questions
Post by: onlyonetone on April 21, 2014, 09:57:05 PM
Quote from: PiBoSo on April 21, 2014, 09:17:33 PM
Quote from: gdubmx on April 21, 2014, 08:53:29 PM
So piboso is may 5th the official date?

It is a good date, but not the official one  ;)

hopefully its before the 5th. I can dream.
Title: Re: Questions
Post by: GDUBMX on April 21, 2014, 11:42:28 PM
Piboso stop teasing us on the download page.. can you release the demo now please dude.. i'll paypal you some money.. hahahah
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on April 21, 2014, 11:47:59 PM
Tease much?
Title: Re: Questions
Post by: GDUBMX on April 21, 2014, 11:49:14 PM
Quote from: TheFatController on April 21, 2014, 11:47:59 PM
Tease much?

http://mx-bikes.com/?page=about&section=bikes

http://mx-bikes.com/?page=downloads
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on April 22, 2014, 12:11:38 AM
Exactly lol seems... I dunno... stuff is definitely happening 8)
Title: Re: Questions
Post by: onlyonetone on April 22, 2014, 12:44:58 AM
I'm getting excited. Hopefully we will see some bike documentation or tools.
Title: Re: Questions
Post by: MX181 on April 22, 2014, 12:49:08 AM
Quote from: onlyonetone on April 22, 2014, 12:44:58 AM
I'm getting excited. Hopefully we will see some bike documentation or tools.
Track editing tools and documentation not good enough haha
But definitely, would love to see a bike template or something before release
Title: Re: Questions
Post by: onlyonetone on April 22, 2014, 12:57:40 AM
If all we had was just the videos it would be enough for me until release. I watch them all the time. Ha. I'm just curious on how to create a bike from scratch.
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on April 22, 2014, 11:29:48 AM
Got me refreshing the download page whenever I check the forum now lol
Title: Re: Questions
Post by: onlyonetone on April 22, 2014, 12:00:19 PM
I'm kind of addicted to the forums. I check them non stop. I should just go cold turkey for a week. So I can come back to tons of greatness.
Title: Re: Questions
Post by: MX181 on April 22, 2014, 12:09:27 PM
Quote from: onlyonetone on April 22, 2014, 12:00:19 PM
I'm kind of addicted to the forums. I check them non stop. I should just go cold turkey for a week. So I can come back to tons of greatness.

(http://patricecaldwell.files.wordpress.com/2012/07/yolo-meme-nemo.jpg?w=300&h=258)
Title: Re: Questions
Post by: onlyonetone on April 22, 2014, 09:13:33 PM
Quote from: MX181 on April 22, 2014, 12:09:27 PM
Quote from: onlyonetone on April 22, 2014, 12:00:19 PM
I'm kind of addicted to the forums. I check them non stop. I should just go cold turkey for a week. So I can come back to tons of greatness.

(http://patricecaldwell.files.wordpress.com/2012/07/yolo-meme-nemo.jpg?w=300&h=258)

Hah. Perfect.
Title: Re: Questions
Post by: MX181 on April 25, 2014, 01:48:51 AM
Just curious, I'm sure there are people from some of pib's other titles that may know this. Does piboso work a job aswell as make games or is he full time game maker?
Title: Re: Questions
Post by: PiBoSo on April 25, 2014, 11:19:03 AM
Quote from: MX181 on April 25, 2014, 01:48:51 AM
Just curious, I'm sure there are people from some of pib's other titles that may know this. Does piboso work a job aswell as make games or is he full time game maker?

Fulltime.
Title: Re: Questions
Post by: moto28 on April 26, 2014, 10:05:12 PM
Pretty sure it hasn't been asked anywhere but the bike model looked like it had a very detailed countersprocket and sprocket. Which made me wonder will there be a moving countersprocket animation? &/or a moving chain one too?
Title: Re: Questions
Post by: PiBoSo on April 26, 2014, 10:18:52 PM
Quote from: moto28 on April 26, 2014, 10:05:12 PM
Pretty sure it hasn't been asked anywhere but the bike model looked like it had a very detailed countersprocket and sprocket. Which made me wonder will there be a moving countersprocket animation? &/or a moving chain one too?

Rear sprocket and chain are animated.
Front sprocket is not.
Title: Re: Questions
Post by: onlyonetone on April 26, 2014, 10:55:18 PM
Quote from: PiBoSo on April 26, 2014, 10:18:52 PM
Quote from: moto28 on April 26, 2014, 10:05:12 PM
Pretty sure it hasn't been asked anywhere but the bike model looked like it had a very detailed countersprocket and sprocket. Which made me wonder will there be a moving countersprocket animation? &/or a moving chain one too?

Rear sprocket and chain are animated.
Front sprocket is not.

That's just awesome.
Title: Re: Questions
Post by: Alby46 on April 27, 2014, 02:09:45 PM
Quote from: MxMonster725 on January 24, 2014, 08:55:08 PM
Wow nice news!, But are there also two strokes and 85cc bikes?
an 85cc sounds nice, a friend of mine has one and i recorded the sound :D
Title: Re: Questions
Post by: MXK_cdub85 on May 02, 2014, 08:18:09 AM
Will there be a 30 second girl or board onscreen for the gate drop? Or will it be a 3..2..1.. Go type of thing. Also, I'm assuming the gate drop will be random?
Title: Re: Questions
Post by: PiBoSo on May 02, 2014, 09:42:03 AM
Quote from: MXK_cdub85 on May 02, 2014, 08:18:09 AM
Will there be a 30 second girl or board onscreen for the gate drop? Or will it be a 3..2..1.. Go type of thing. Also, I'm assuming the gate drop will be random?

There are a 15 seconds 3D board and a screen helper.
Gate drop is random.
30 seconds were tried, but they were too long.
Title: Re: Questions
Post by: ChrisK on May 02, 2014, 09:48:40 AM
yep 15 sec sounds better then 30

Title: Re: Questions
Post by: ChrisK on May 02, 2014, 09:53:21 AM
Do we have the direct lean option in mxb?
Title: Re: Questions
Post by: MXK_cdub85 on May 02, 2014, 10:32:21 AM
Quote from: PiBoSo on May 02, 2014, 09:42:03 AM
There are a 15 seconds 3D board and a screen helper.
Gate drop is random.
30 seconds were tried, but they were too long.

Ok great! I was more or less just curious about the board itself rather than the amount of time. Also agree that 30 secs would become annoying, good call.  What do you mean by a screen helper? Countdown prompt, or green and red lights or something?
Title: Re: Questions
Post by: MX181 on May 02, 2014, 11:02:40 AM
Quote from: MXK_cdub85 on May 02, 2014, 10:32:21 AM
Quote from: PiBoSo on May 02, 2014, 09:42:03 AM
There are a 15 seconds 3D board and a screen helper.
Gate drop is random.
30 seconds were tried, but they were too long.

Ok great! I was more or less just curious about the board itself rather than the amount of time. Also agree that 30 secs would become annoying, good call.  What do you mean by a screen helper? Countdown prompt, or green and red lights or something?

i would assume a 30 sec board on your screen that turns at 5 secs and then gate will go anywhere between 5-0secs, only a guess
Title: Re: Questions
Post by: robos on May 02, 2014, 11:38:13 AM
Quote from: MX181 on May 02, 2014, 11:02:40 AM
Quote from: MXK_cdub85 on May 02, 2014, 10:32:21 AM
Quote from: PiBoSo on May 02, 2014, 09:42:03 AM
There are a 15 seconds 3D board and a screen helper.
Gate drop is random.
30 seconds were tried, but they were too long.

Ok great! I was more or less just curious about the board itself rather than the amount of time. Also agree that 30 secs would become annoying, good call.  What do you mean by a screen helper? Countdown prompt, or green and red lights or something?

i would assume a 30 sec board on your screen that turns at 5 secs and then gate will go anywhere between 5-0secs, only a guess


Once again proves you don't read before you post. Go take an eye test.
Title: Re: Questions
Post by: MX181 on May 02, 2014, 12:14:59 PM
yer, exactly what i mean. just because you show a 30 sec board do you think it has to be 30 secounds? look at mx sim is that 30 secs? does anyone complain? do you have a problem with me? I dont like your attitude.
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on May 02, 2014, 12:30:37 PM
Quote from: MX181 on May 02, 2014, 12:14:59 PM
yer, exactly what i mean. just because you show a 30 sec board do you think it has to be 30 secounds? look at mx sim is that 30 secs?

And from what I remember in reflex some girl with big titties holds a 30 sec board up for about 4 seconds lol although I never counted, I was too busy looking at her big titties  8)
Title: Re: Questions
Post by: Jeston on May 02, 2014, 12:43:04 PM
Quote from: TheFatController on May 02, 2014, 12:30:37 PM
Quote from: MX181 on May 02, 2014, 12:14:59 PM
yer, exactly what i mean. just because you show a 30 sec board do you think it has to be 30 secounds? look at mx sim is that 30 secs?

And from what I remember in reflex some girl with big titties holds a 30 sec board up for about 4 seconds lol although I never counted, I was too busy looking at her big titties  8)
Cant forget dat ass

(http://www.gamingnexus.com/Images/Article/llqwdw2409/7.jpg)
Title: Re: Questions
Post by: ChrisK on May 02, 2014, 12:48:14 PM
LOL "do u even squat????"
Title: Re: Questions
Post by: MX181 on May 02, 2014, 01:29:55 PM
guys, your missing robos point, do you even read hahahahahahaha

Quote from: robos on May 02, 2014, 11:38:13 AM
Once again proves you don't read before you post. Go take an eye test.

must suck when multiple people get on the opposing band wagon haha

Quote from: Jeston on May 02, 2014, 12:43:04 PM
Quote from: TheFatController on May 02, 2014, 12:30:37 PM
Quote from: MX181 on May 02, 2014, 12:14:59 PM
yer, exactly what i mean. just because you show a 30 sec board do you think it has to be 30 secounds? look at mx sim is that 30 secs?

And from what I remember in reflex some girl with big titties holds a 30 sec board up for about 4 seconds lol although I never counted, I was too busy looking at her big titties  8)
Cant forget dat ass

[img]http://www.gamingnexus.com/Images/Article/llqwdw2409/7.jpg[/img

ass looks like a crack junkies ass hahaha #nothinbutbone
Title: Re: Questions
Post by: GDUBMX on May 02, 2014, 01:46:00 PM
Sadly mx181 I have to agree with.. Its horrid!! We need some meat on there lol. So piboso if your reading this can you drop us the template now if the games still going take a few weeks or months.. At least we can crack on with our gear,helmets and bikes. I have some nice stuff waiting
Title: Re: Questions
Post by: PiBoSo on May 02, 2014, 02:34:15 PM
Quote from: MXK_cdub85 on May 02, 2014, 10:32:21 AM
Quote from: PiBoSo on May 02, 2014, 09:42:03 AM
There are a 15 seconds 3D board and a screen helper.
Gate drop is random.
30 seconds were tried, but they were too long.

Ok great! I was more or less just curious about the board itself rather than the amount of time. Also agree that 30 secs would become annoying, good call.  What do you mean by a screen helper? Countdown prompt, or green and red lights or something?

Just a 2D version of the 3D board, to avoid visibility problems.
Title: Re: Questions
Post by: PiBoSo on May 02, 2014, 03:08:39 PM
Quote from: ChrisK on May 02, 2014, 09:53:21 AM
Do we have the direct lean option in mxb?

Yes.
Title: Re: Questions
Post by: PiBoSo on May 02, 2014, 03:10:23 PM

robos and MX181, please keep it quiet...
We already have development to take care of, no need for additional work on the forum.
A ban can strike anytime...
Title: Re: Questions
Post by: keysor on May 02, 2014, 04:13:32 PM
 :o
Title: Re: Questions
Post by: ChrisK on May 03, 2014, 11:41:53 AM
u must hate this question piboso but how near(close) is the release  ;D ;D

sry  :-X
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on May 03, 2014, 12:43:25 PM
Quote from: ChrisK on May 03, 2014, 11:41:53 AM
u must hate this question piboso but how near(close) is the release  ;D ;D

sry  :-X

I'm surprised this hasn't been asked more tho to be fair lol people been well behaved!
Title: Re: Questions
Post by: PiBoSo on May 03, 2014, 10:07:53 PM
Quote from: ChrisK on May 03, 2014, 11:41:53 AM
u must hate this question piboso but how near(close) is the release  ;D ;D

sry  :-X

Release is not far away, but announcing a date was a huge mistake, huge!
Title: Re: Questions
Post by: moto28 on May 03, 2014, 10:19:56 PM
Quote from: PiBoSo on May 03, 2014, 10:07:53 PM
Quote from: ChrisK on May 03, 2014, 11:41:53 AM
u must hate this question piboso but how near(close) is the release  ;D ;D

sry  :-X

Release is not far away, but announcing a date was a huge mistake, huge!
So the release is not going to make the 5th?

Would like to know because im debating whether or not to buy mxgp to play until then and i just talked myself out of it this afternoon because its only a 2 day wait. ( or so i thought )
Title: Re: Questions
Post by: ChrisK on May 03, 2014, 10:27:32 PM
Quote from: PiBoSo on May 03, 2014, 10:07:53 PM
Quote from: ChrisK on May 03, 2014, 11:41:53 AM
u must hate this question piboso but how near(close) is the release  ;D ;D

sry  :-X

Release is not far away, but announcing a date was a huge mistake, huge!

Yep understand u. Thx for the answer
Title: Re: Questions
Post by: Ruubs on May 03, 2014, 10:37:58 PM
I understand it too, even though I'm getting quite annoyed atm.  :(
Title: Re: Questions
Post by: Jeston on May 03, 2014, 10:40:35 PM
Quote from: Sandbiter on May 03, 2014, 10:37:58 PM
I understand it too, even though I'm getting quite annoyed atm.  :(
Title: Re: Questions
Post by: onlyonetone on May 03, 2014, 10:56:18 PM
Still patiently waiting.
Title: Re: Questions
Post by: Ruubs on May 03, 2014, 10:57:16 PM
Quote from: onlyonetone on May 03, 2014, 10:56:18 PM
Still patiently waiting.
I'm actually not waiting anymore. I'm moving on with my life.  ;D
Title: Re: Questions
Post by: robos on May 03, 2014, 11:00:22 PM
Quote from: Sandbiter on May 03, 2014, 10:57:16 PM
Quote from: onlyonetone on May 03, 2014, 10:56:18 PM
Still patiently waiting.
I'm actually not waiting anymore. I'm moving on with my life.  ;D

Me too, Im done with this game right now
Title: Re: Questions
Post by: Ruubs on May 03, 2014, 11:11:03 PM
Quote from: robos on May 03, 2014, 11:00:22 PM
Quote from: Sandbiter on May 03, 2014, 10:57:16 PM
Quote from: onlyonetone on May 03, 2014, 10:56:18 PM
Still patiently waiting.
I'm actually not waiting anymore. I'm moving on with my life.  ;D

Me too, Im done with this game right now
Not that much. Still exited, but I won't keep this forum on 24/7 anymore. I've been waiting since last year August since that was the first planned release date. Not sure what was going on that time tho, but I guess there happended something major since there changed some things in gpbikes etc I guess (new forum etc? idk.).
Title: Re: Questions
Post by: PiBoSo on May 03, 2014, 11:11:30 PM
Quote from: robos on May 03, 2014, 11:00:22 PM
Quote from: Sandbiter on May 03, 2014, 10:57:16 PM
Quote from: onlyonetone on May 03, 2014, 10:56:18 PM
Still patiently waiting.
I'm actually not waiting anymore. I'm moving on with my life.  ;D

Me too, Im done with this game right now

Sorry you are disappointed. This is why it was a very bad idea to post a date  :(
Title: Re: Questions
Post by: Ruubs on May 03, 2014, 11:12:42 PM
Quote from: PiBoSo on May 03, 2014, 11:11:30 PM
Quote from: robos on May 03, 2014, 11:00:22 PM
Quote from: Sandbiter on May 03, 2014, 10:57:16 PM
Quote from: onlyonetone on May 03, 2014, 10:56:18 PM
Still patiently waiting.
I'm actually not waiting anymore. I'm moving on with my life.  ;D

Me too, Im done with this game right now

Sorry you are disappointed. This is why it was a very bad idea to post a date  :(
May we see a 1st person video though? Just one lap, nothing more.
Title: Re: Questions
Post by: PiBoSo on May 03, 2014, 11:12:59 PM
Quote from: Sandbiter on May 03, 2014, 11:11:03 PM
Quote from: robos on May 03, 2014, 11:00:22 PM
Quote from: Sandbiter on May 03, 2014, 10:57:16 PM
Quote from: onlyonetone on May 03, 2014, 10:56:18 PM
Still patiently waiting.
I'm actually not waiting anymore. I'm moving on with my life.  ;D

Me too, Im done with this game right now
Not that much. Still exited, but I won't keep this forum on 24/7 anymore. I've been waiting since last year August since that was the first planned release date. Not sure what was going on that time tho, but I guess there happended something major since there changed some things in gpbikes etc I guess (new forum etc? idk.).

???
MXB was never planned to be released in 2013. The plan has always been Q1 2014.
Title: Re: Questions
Post by: Ruubs on May 03, 2014, 11:15:14 PM
My mistake, thought I read that awhile back when the topic of an mx game started on the gp bikes forum back in 2013. Sorry.
Title: Re: Questions
Post by: Arvoss on May 03, 2014, 11:24:05 PM
Crap... No MX Bikes until end of June... Exams starting soon :(
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on May 03, 2014, 11:31:23 PM
Hard question to answer though isn't it. I knew when I saw the first video that I'd been waiting for this game since the first motocross madness, a game that looked so crisp and realistic, and I know I'm not alone. Thats a long time I think we can wait a little longer as painful as it is being sat on the brink lol
Title: Re: Questions
Post by: Jeston on May 03, 2014, 11:31:58 PM
Might as well start searching on Steam for some new games to pass the time until the release next month.
Title: Re: Questions
Post by: Ruubs on May 03, 2014, 11:49:34 PM
Quote from: geofanatec on May 03, 2014, 11:36:02 PM
Where was it said it's a month away or end of june?

It was stated its not far away, right.
It's the end of June for some guys here because they have exams at school, just like me. I've one 'free' week, then 2 weeks exams and then I can do whatever I want again. So that'll be 3 more weeks for me without Mx-bikes.

It was also stated that the release would be in Q1, well... you know.

Sorry for being a little bit of a twat right now, and I understand why the game won't be released, but it really is a kick in my balls for me. I've been waiting so long for a sick Motocross game since I don't enjoy Mx Simulator as much as some years back anymore. I'm just a little bit upset atm.
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on May 04, 2014, 12:32:58 AM
I dont get it. I got 2 kids and work full time but still find time for myself its important, you got evenings right? I mean you dont all go to bed at 7pm?
Title: Re: Questions
Post by: kastermansss on May 04, 2014, 03:45:37 AM
Quote from: TheFatController on May 04, 2014, 12:32:58 AM
I dont get it. I got 2 kids and work full time but still find time for myself its important, you got evenings right? I mean you dont all go to bed at 7pm?

Some people try to study .. lol
Title: Re: Questions
Post by: MX181 on May 04, 2014, 04:37:41 AM
Quote from: TheFatController on May 04, 2014, 12:32:58 AM
I dont get it. I got 2 kids and work full time but still find time for myself its important, you got evenings right? I mean you dont all go to bed at 7pm?

I can only speak for myself.

There is 168 hours in a week, I go to uni for 20 hours a week, sleep at least 8 a night 7 days a week, study at least twice as much as I work so 30 and spend at least 2 hours a day cleaning myself, eating dinner etc, an hour a day in travel, spend my weekends riding (10 x 2) and all the other fun stuff that comes with riding bikes like air filter, cleaning, maintance etc and lastly I spend atleast 10 hours a week just socialising with mates etc

168 (hours in a week) - (20 (time spent at uni) + (8 x 7(sleeping) + 30 (study)+ 14 (personal maintance) + 20 (irl bike stuff) + 10 (socialising) = 168 - 150 = 18

With all that stuff I still have 18 hours a week and them times don't allow for over time etc and extra days riding etc

I personally think my schedule is packed. I guarantee there is people here with more crammed schedules then me.
Title: Re: Questions
Post by: MXK_cdub85 on May 04, 2014, 09:37:07 AM
Man, some of you are being spoiled lil brats. I'm also disappointed to hear it might not release this month or as soon as we thought, but I'm not gonna cry about it. Saying that you are "done with this game" and stuff, I mean come on. Have any of you ever worked on something then had some unexpected issues? These dudes are only human. Also, you are pissed because it's not gonna release in the perfect time for you, right before your finals...boo hoo. Be prepared for a lot more disappointments in life. Be grateful a competent simulation developer is hard at work on a game based around something we all tremendously enjoy. We could be stuck with excite bike forever. Anyways, just ranting. Please don't take offense, just reflect on your behavior a bit maybe.

Piboso, most of us won't jump on the hate bandwagon. Keep up the good work and release when you feel comfortable with a product that you attach your name to. 
Title: Re: Questions
Post by: uollie on May 04, 2014, 09:38:00 AM
8 hours a sleep a night? There's your problem. Gotta cut down to 3-5   8)
Title: Re: Questions
Post by: giopanda on May 04, 2014, 09:40:00 AM
Quote from: MXK_cdub85 on May 04, 2014, 09:37:07 AM
Man, some of you are being spoiled lil brats. I'm also disappointed to hear it might not release this month or as soon as we thought, but I'm not gonna cry about it. Saying that you are "done with this game" and stuff, I mean come on. Have any of you ever worked on something, had some unexpected issues? These dudes are only human. Also, you are pissed because it's not gonna release in the perfect time, right before finals...boo hoo. Be prepared for a lot more disappointments in life. Be grateful a competent simulation developer is hard at work on a game based around something we all tremendously enjoy. We could be stuck with excite bike forever. Anyways, just ranting. Please don't take offense, just reflect on your behavior a bit maybe.

Piboso, most of us won't jump on the hate bandwagon. Keep up the good work and release when you feel comfortable with a product that you attach your name too. 
Title: Re: Questions
Post by: ChrisK on May 04, 2014, 10:00:58 AM
Buy gp bikes, its not that fun like a good mx game, but when u understand how to ride fast and have players online to race its fun and on nordschleife u can
jump a little hill with 250 kmh hehe.

Gpb is a lot more fun then mxgp trust me
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on May 04, 2014, 10:19:38 AM
Quote from: uollie on May 04, 2014, 09:38:00 AM
8 hours a sleep a night? There's your problem. Gotta cut down to 3-5   8)

Lol man id be overtired. Lucky if I get 6
Title: Re: Questions
Post by: MX181 on May 04, 2014, 10:25:09 AM
Quote from: uollie on May 04, 2014, 09:38:00 AM
8 hours a sleep a night? There's your problem. Gotta cut down to 3-5   8)

The human body can work on little hours like this but it is decreasing your performance significantly.
most people should be aiming to sleep around these times, although yes it does vary per person but to get around this will make you feel and perform much better.

(http://www.asianefficiency.com/wp-content/uploads/2011/02/table-sleep-hours.jpg)

also i know you all going to be unhappy with me saying this but the research is there.
Title: Re: Questions
Post by: ChrisK on May 04, 2014, 10:27:10 AM
with gp bikes u also get world racing series

2 games for 22€
Title: Re: Questions
Post by: PiBoSo on May 04, 2014, 11:17:52 AM
Quote from: MXK_cdub85 on May 04, 2014, 09:37:07 AM
Man, some of you are being spoiled lil brats. I'm also disappointed to hear it might not release this month or as soon as we thought, but I'm not gonna cry about it. Saying that you are "done with this game" and stuff, I mean come on. Have any of you ever worked on something then had some unexpected issues? These dudes are only human. Also, you are pissed because it's not gonna release in the perfect time for you, right before your finals...boo hoo. Be prepared for a lot more disappointments in life. Be grateful a competent simulation developer is hard at work on a game based around something we all tremendously enjoy. We could be stuck with excite bike forever. Anyways, just ranting. Please don't take offense, just reflect on your behavior a bit maybe.

Piboso, most of us won't jump on the hate bandwagon. Keep up the good work and release when you feel comfortable with a product that you attach your name to.

Thank you very much for the kind words.
Title: Re: Questions
Post by: Ruubs on May 04, 2014, 11:43:11 AM
Quote from: MXK_cdub85 on May 04, 2014, 09:37:07 AM
Man, some of you are being spoiled lil brats. I'm also disappointed to hear it might not release this month or as soon as we thought, but I'm not gonna cry about it. Saying that you are "done with this game" and stuff, I mean come on. Have any of you ever worked on something then had some unexpected issues? These dudes are only human. Also, you are pissed because it's not gonna release in the perfect time for you, right before your finals...boo hoo. Be prepared for a lot more disappointments in life. Be grateful a competent simulation developer is hard at work on a game based around something we all tremendously enjoy. We could be stuck with excite bike forever. Anyways, just ranting. Please don't take offense, just reflect on your behavior a bit maybe.

Piboso, most of us won't jump on the hate bandwagon. Keep up the good work and release when you feel comfortable with a product that you attach your name to.
I feel like you're saying this to me, and if it is, you understand me wrong.
I still can't wait for this game and I'll definitly play it as much as posible. I know making a game costs a HELL lot of time, I've experienced it. I just got a little upset because of the release dates, it kinda felt like a joke yesterday. Every time we're close to the date it changes again, I understand why but this got me a little upset.
No need to hate on me, I agree with your post.
Title: Re: Questions
Post by: Alby46 on May 04, 2014, 12:21:41 PM
Quote from: MX181 on May 04, 2014, 10:25:09 AM
Quote from: uollie on May 04, 2014, 09:38:00 AM
8 hours a sleep a night? There's your problem. Gotta cut down to 3-5   8)

The human body can work on little hours like this but it is decreasing your performance significantly.
most people should be aiming to sleep around these times, although yes it does vary per person but to get around this will make you feel and perform much better.

(http://www.asianefficiency.com/wp-content/uploads/2011/02/table-sleep-hours.jpg)

also i know you all going to be unhappy with me saying this but the research is there.
8.5-9.25? lol so i should go t school at 8.30 instead of 6.30 lol
Title: Re: Questions
Post by: MX181 on May 04, 2014, 12:49:23 PM
or go to bed earlier, i went to school at 7 and finsihed 12  :P
Title: Re: Questions
Post by: Jeston on May 04, 2014, 12:51:15 PM
Quote from: Sandbiter on May 04, 2014, 11:43:11 AM
Quote from: MXK_cdub85 on May 04, 2014, 09:37:07 AM
Man, some of you are being spoiled lil brats. I'm also disappointed to hear it might not release this month or as soon as we thought, but I'm not gonna cry about it. Saying that you are "done with this game" and stuff, I mean come on. Have any of you ever worked on something then had some unexpected issues? These dudes are only human. Also, you are pissed because it's not gonna release in the perfect time for you, right before your finals...boo hoo. Be prepared for a lot more disappointments in life. Be grateful a competent simulation developer is hard at work on a game based around something we all tremendously enjoy. We could be stuck with excite bike forever. Anyways, just ranting. Please don't take offense, just reflect on your behavior a bit maybe.

Piboso, most of us won't jump on the hate bandwagon. Keep up the good work and release when you feel comfortable with a product that you attach your name to.
I feel like you're saying this to me, and if it is, you understand me wrong.
I still can't wait for this game and I'll definitly play it as much as posible. I know making a game costs a HELL lot of time, I've experienced it. I just got a little upset because of the release dates, it kinda felt like a joke yesterday. Every time we're close to the date it changes again, I understand why but this got me a little upset.
No need to hate on me, I agree with your post.
Title: Re: Questions
Post by: 22Ryann on May 04, 2014, 01:46:10 PM
Quote from: Sandbiter on May 03, 2014, 11:49:34 PM
Quote from: geofanatec on May 03, 2014, 11:36:02 PM
Where was it said it's a month away or end of june?

It was stated its not far away, right.
It's the end of June for some guys here because they have exams at school, just like me. I've one 'free' week, then 2 weeks exams and then I can do whatever I want again. So that'll be 3 more weeks for me without Mx-bikes.

It was also stated that the release would be in Q1, well... you know.

Sorry for being a little bit of a twat right now, and I understand why the game won't be released, but it really is a kick in my balls for me. I've been waiting so long for a sick Motocross game since I don't enjoy Mx Simulator as much as some years back anymore. I'm just a little bit upset atm.

Pillowbiter is more suitable.
Title: Re: Questions
Post by: Ruubs on May 04, 2014, 03:23:54 PM
Quote from: 22Ryann on May 04, 2014, 01:46:10 PM
Quote from: Sandbiter on May 03, 2014, 11:49:34 PM
Quote from: geofanatec on May 03, 2014, 11:36:02 PM
Where was it said it's a month away or end of june?

It was stated its not far away, right.
It's the end of June for some guys here because they have exams at school, just like me. I've one 'free' week, then 2 weeks exams and then I can do whatever I want again. So that'll be 3 more weeks for me without Mx-bikes.

It was also stated that the release would be in Q1, well... you know.

Sorry for being a little bit of a twat right now, and I understand why the game won't be released, but it really is a kick in my balls for me. I've been waiting so long for a sick Motocross game since I don't enjoy Mx Simulator as much as some years back anymore. I'm just a little bit upset atm.

Pillowbiter is more suitable.
Thank you kind sir.

Piboso, may we know why it's delayed?
Title: Re: Questions
Post by: Omar on May 04, 2014, 05:31:55 PM
Quote from: MX181 on May 04, 2014, 10:25:09 AM
Quote from: uollie on May 04, 2014, 09:38:00 AM
8 hours a sleep a night? There's your problem. Gotta cut down to 3-5   8)

The human body can work on little hours like this but it is decreasing your performance significantly.
most people should be aiming to sleep around these times, although yes it does vary per person but to get around this will make you feel and perform much better.

(http://www.asianefficiency.com/wp-content/uploads/2011/02/table-sleep-hours.jpg)

also i know you all going to be unhappy with me saying this but the research is there.
Man its been regular for me, I only sleep five hours, sleep at 1 AM, wake at 6AM for school its really not a nice experience  :-\
Title: Re: Questions
Post by: uollie on May 04, 2014, 05:44:43 PM
Lol... I was joking as most college students tend to pull all-nighters pretty frequently. Thought that sarcasm would be right up your alley.

Title: Re: Questions
Post by: GDUBMX on May 04, 2014, 06:10:32 PM
Quote from: 22Ryann on May 04, 2014, 01:46:10 PM

Pillowbiter is more suitable.
LMAO!!  ;D
Title: Re: Questions
Post by: Abigor on May 04, 2014, 07:21:46 PM
Quote from: Sandbiter on May 04, 2014, 03:23:54 PM
Quote from: 22Ryann on May 04, 2014, 01:46:10 PM
Quote from: Sandbiter on May 03, 2014, 11:49:34 PM
Quote from: geofanatec on May 03, 2014, 11:36:02 PM
Where was it said it's a month away or end of june?

It was stated its not far away, right.
It's the end of June for some guys here because they have exams at school, just like me. I've one 'free' week, then 2 weeks exams and then I can do whatever I want again. So that'll be 3 more weeks for me without Mx-bikes.

It was also stated that the release would be in Q1, well... you know.

Sorry for being a little bit of a twat right now, and I understand why the game won't be released, but it really is a kick in my balls for me. I've been waiting so long for a sick Motocross game since I don't enjoy Mx Simulator as much as some years back anymore. I'm just a little bit upset atm.

Pillowbiter is more suitable.
Thank you kind sir.

Piboso, may we know why it's delayed?
Delayed ???? link please ?
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on May 04, 2014, 07:38:11 PM
Quote from: Abigor on May 04, 2014, 07:21:46 PMDelayed ???? link please ?

yeah I dont think anyone stated it was delayed officially just that announcing a date was a mistake, piboso said the 5th wasn't a real date a long time ago, just a lot of jumping to conclusions  :(
Title: Re: Questions
Post by: Ruubs on May 04, 2014, 07:51:17 PM
Quote from: TheFatController on May 04, 2014, 07:38:11 PM
Quote from: Abigor on May 04, 2014, 07:21:46 PMDelayed ???? link please ?

yeah I dont think anyone stated it was delayed officially just that announcing a date was a mistake, piboso said the 5th wasn't a real date a long time ago, just a lot of jumping to conclusions  :(
Sorry for my bad English, I thought delayed didn't mean released.
Anyway, then I'd like to know what still needs work before an actual alpha release.
Title: Re: Questions
Post by: ChrisK on May 04, 2014, 08:21:05 PM
lol for me it was clear what u mean. because of my bad english?! _:D
Title: Re: Questions
Post by: onlyonetone on May 04, 2014, 09:31:35 PM
Quote from: Sandbiter on May 04, 2014, 07:51:17 PM
I'd like to know what still needs work before an actual alpha release.
Title: Re: Questions
Post by: MXK_cdub85 on May 04, 2014, 09:38:54 PM
Quote from: Sandbiter on May 04, 2014, 11:43:11 AM
I feel like you're saying this to me, and if it is, you understand me wrong.
I still can't wait for this game and I'll definitly play it as much as posible. I know making a game costs a HELL lot of time, I've experienced it. I just got a little upset because of the release dates, it kinda felt like a joke yesterday. Every time we're close to the date it changes again, I understand why but this got me a little upset.
No need to hate on me, I agree with your post.

I am saying it to you yes, but others as well. I'm not hating on you, rather trying to help you see the behavior you were portraying. It was a little bratty. I know you're disappointed, just try to think before you type sometimes you know? Not much good comes out of making comments that are emotionally charged. You seem like a cool guy other then that. A little patience and a little respect go a long way.
Title: Re: Questions
Post by: ChrisK on May 04, 2014, 09:51:32 PM
since i try unity and c#  i can understand how hard it is to code a game
1 day u finish a lot then u stuck a week or more on a little stupid thing

and unity is realy for beginners and does not compare to what piboso have done

build a engine from sratch  :o :o :o
build the nicest racing bike game ever
and maybe the best mx game, we will see

ask "acr21" how difficult his simple but good mx sidecroller was :D

edit: idk if it was difficult for him, i just mean even a "simple" 2d game can be very frustrating and can make problems u never think about it
Title: Re: Questions
Post by: Ruubs on May 04, 2014, 11:07:08 PM
Quote from: MXK_cdub85 on May 04, 2014, 09:38:54 PM
Quote from: Sandbiter on May 04, 2014, 11:43:11 AM
I feel like you're saying this to me, and if it is, you understand me wrong.
I still can't wait for this game and I'll definitly play it as much as posible. I know making a game costs a HELL lot of time, I've experienced it. I just got a little upset because of the release dates, it kinda felt like a joke yesterday. Every time we're close to the date it changes again, I understand why but this got me a little upset.
No need to hate on me, I agree with your post.

I am saying it to you yes, but others as well. I'm not hating on you, rather trying to help you see the behavior you were portraying. It was a little bratty. I know you're disappointed, just try to think before you type sometimes you know? Not much good comes out of making comments that are emotionally charged. You seem like a cool guy other then that. A little patience and a little respect go a long way.
I'm sorry for that Cdub. I understand why you posted that. I guess I got a little angry and I shouldn't have been at all since I know how hard it is to script (I've gotten stuck with a simple '{' in one of my scripts for over 2 months). I also know how PiBoSo and Snappe are feeling, since I've wanting to release models and tracks for many games now, but I always see something I want to update before I actually finish it, and then people are begging me the whole time to release it.
Once again, I'm sorry for my attitude yesterday.
Title: Re: Questions
Post by: thisisdef on May 06, 2014, 05:40:25 PM
Quote from: ChrisK on May 04, 2014, 09:51:32 PM
since i try unity and c#  i can understand how hard it is to code a game
1 day u finish a lot then u stuck a week or more on a little stupid thing

and unity is realy for beginners and does not compare to what piboso have done

build a engine from sratch  :o :o :o
build the nicest racing bike game ever
and maybe the best mx game, we will see

ask "acr21" how difficult his simple but good mx sidecroller was :D

edit: idk if it was difficult for him, i just mean even a "simple" 2d game can be very frustrating and can make problems u never think about it

I'm not a game developer but C# <3
Title: Re: Questions
Post by: pulse on May 06, 2014, 10:44:01 PM
when can the DEVS stop beating around the bush. and give us a actual Date?
Title: Re: Questions
Post by: Jeston on May 06, 2014, 10:49:22 PM
1. He said 99.9% of a release in Q1 of 2014.
2. Then he said 99.9% of a release in April.
3. 5th of May.
4. ?
5. ?
6. ?
Title: Re: Questions
Post by: ChrisK on May 06, 2014, 10:50:01 PM
99,99% in may
0,01% is reserve for june

;D


edit: he never said 99,9 in q1
Title: Re: Questions
Post by: PiBoSo on May 06, 2014, 11:09:59 PM
Quote from: Jeston on May 06, 2014, 10:49:22 PM
1. He said 99.9% of a release in Q1 of 2014.

No.
Title: Re: Questions
Post by: thisisdef on May 06, 2014, 11:19:25 PM
Quote from: PiBoSo on May 06, 2014, 11:09:59 PM
Quote from: Jeston on May 06, 2014, 10:49:22 PM
1. He said 99.9% of a release in Q1 of 2014.

No.

(http://img1.wikia.nocookie.net/__cb20120921164818/dragonage/images/2/2a/Anchorman-well-that-escalated-quickly.jpg)
Title: Re: Questions
Post by: PiBoSo on May 06, 2014, 11:34:51 PM
Problem is, developing an MX sim is the final challenge of any sim programmer.
A car simulator, in comparison, is a pathetic toy for noobs.
Title: Re: Questions
Post by: Ruubs on May 06, 2014, 11:36:22 PM
Quote from: PiBoSo on May 06, 2014, 11:34:51 PM
A car simulator, in comparison, is a pathetic toy for noobs.
Well, I can't even get my worm game to work properly, and I use tutorials  :-[.
Title: Re: Questions
Post by: thisisdef on May 06, 2014, 11:38:37 PM
Quote from: PiBoSo on May 06, 2014, 11:34:51 PM
Problem is, developing an MX sim is the final challenge of any sim programmer.
A car simulator, in comparison, is a pathetic toy for noobs.

I thought cars sims were the hardest because of all the parts you can have. What if you included damaging models? I could see how MX sims are difficult though.
Title: Re: Questions
Post by: onlyonetone on May 06, 2014, 11:52:46 PM
Quote from: PiBoSo on May 06, 2014, 11:34:51 PM
Problem is, developing an MX sim is the final challenge of any sim programmer.
A car simulator, in comparison, is a pathetic toy for noobs.

I understand. There's just a crazy amount of variables.
Title: Re: Questions
Post by: Ruubs on May 06, 2014, 11:53:25 PM
Quote from: thisisdef on May 06, 2014, 11:38:37 PM
Quote from: PiBoSo on May 06, 2014, 11:34:51 PM
Problem is, developing an MX sim is the final challenge of any sim programmer.
A car simulator, in comparison, is a pathetic toy for noobs.

I thought cars sims were the hardest because of all the parts you can have. What if you included damaging models? I could see how MX sims are difficult though.
A car is way easier to make stabel that a 2 wheeler, and especially a 2 wheeler in the sand. Once I've time to learn some programming again I'll probably start with a car game too, just to get the hang of the physics etc.
Title: Re: Questions
Post by: PiBoSo on May 07, 2014, 12:03:31 AM
Quote from: Sandbiter on May 06, 2014, 11:53:25 PM
Quote from: thisisdef on May 06, 2014, 11:38:37 PM
Quote from: PiBoSo on May 06, 2014, 11:34:51 PM
Problem is, developing an MX sim is the final challenge of any sim programmer.
A car simulator, in comparison, is a pathetic toy for noobs.

I thought cars sims were the hardest because of all the parts you can have. What if you included damaging models? I could see how MX sims are difficult though.
A car is way easier to make stabel that a 2 wheeler, and especially a 2 wheeler in the sand.

This.
And also that there are countless books and papers and endless data about all kind of cars, but almost nothing about bikes, and zero, nothing, nada about dirt bikes.
Title: Re: Questions
Post by: thisisdef on May 07, 2014, 12:11:31 AM
Quote from: PiBoSo on May 07, 2014, 12:03:31 AM
Quote from: Sandbiter on May 06, 2014, 11:53:25 PM
Quote from: thisisdef on May 06, 2014, 11:38:37 PM
Quote from: PiBoSo on May 06, 2014, 11:34:51 PM
Problem is, developing an MX sim is the final challenge of any sim programmer.
A car simulator, in comparison, is a pathetic toy for noobs.

I thought cars sims were the hardest because of all the parts you can have. What if you included damaging models? I could see how MX sims are difficult though.
A car is way easier to make stabel that a 2 wheeler, and especially a 2 wheeler in the sand.

This.
And also that there are countless books and papers and endless data about all kind of cars, but almost nothing about bikes, and zero, nothing, nada about dirt bikes.

Ah ok. I see why now. Thanks!
Title: Re: Questions
Post by: onlyonetone on May 07, 2014, 12:41:06 AM
I'm sure you know this already. But there's quite a bit of dyno charts, specs, etc in a lot of the MX magazines.
Title: Re: Questions
Post by: holt619 on May 07, 2014, 01:39:52 AM
I can't even imagine how much time it takes to get the physics engine of a motocross game/sim to work similar to how it does in real life. I'm just stoked that something is in development in general. Always love the idea of any kind of new moto game!
Title: Re: Questions
Post by: ChrisK on May 07, 2014, 03:29:15 PM
Quote from: PiBoSo on May 06, 2014, 11:34:51 PM
Problem is, developing an MX sim is the final challenge of any sim programmer.
A car simulator, in comparison, is a pathetic toy for noobs.

hehe thats why we have 1000 car sims and just 2 mx sims(with mxb)

hope u learn much from coding mxb where is good for gpb.

edit:
also on a mx and enduro the rider is much more importand then on any other motorcycle
Title: Re: Questions
Post by: ChrisK on May 07, 2014, 04:21:30 PM
Piboso or Snappe is it possible to get the paint file from the bike?

i want to do 3-4 skins
Title: Re: Questions
Post by: GDUBMX on May 07, 2014, 04:39:34 PM
Yeh this would be cool, I've asked a couple of times but ain't heard anything. Piboso can you give us an update on development?
Title: Re: Questions
Post by: Alby46 on May 07, 2014, 06:02:50 PM
Quote from: pulse on May 06, 2014, 10:44:01 PM
when can the DEVS stop beating around the bush. and give us a actual Date?
https://www.youtube.com/v/pMI0WudRDF0
Title: Re: Questions
Post by: Arvoss on May 07, 2014, 06:08:57 PM
Quote from: Alby46 on May 07, 2014, 06:02:50 PM
Quote from: pulse on May 06, 2014, 10:44:01 PM
when can the DEVS stop beating around the bush. and give us a actual Date?
https://www.youtube.com/v/=X2CRtdrIMQE

You forgot to remove the '=' ;)

https://www.youtube.com/v/X2CRtdrIMQE
Title: Re: Questions
Post by: Alby46 on May 07, 2014, 06:09:24 PM
k :)
Title: Re: Questions
Post by: pulse on May 07, 2014, 09:58:20 PM
well can you give us a certain percentage of progress your at. so we have a idea? 1-100% of alpha stage
Title: Re: Questions
Post by: Reaper on May 08, 2014, 03:26:15 AM
Damn. Everyone is in a hurry. Lol.
Title: Re: Questions
Post by: thisisdef on May 08, 2014, 03:45:56 AM
Quote from: Reaper on May 08, 2014, 03:26:15 AM
Damn. Everyone is in a hurry. Lol.

Yeah idk why. I mean I'm really super excited just to play something, but idc when it comes out lol
Title: Re: Questions
Post by: giopanda on May 09, 2014, 08:16:13 AM
here's a question:

do you plan to add filters to sounds to make them different depending on the camera position?
i mean, the muffled sound you hear when wearing the helmet, or the typical muted sound created by the gopro case?
Title: Re: Questions
Post by: JohnnyMac on May 10, 2014, 12:22:20 AM
I have some concerns about online. What sort of safeguards are planned for multiplayer racing? Concerns for me include track cutting, time penalties, fast lap checks, and bike movements before gate drops. So far, from my experience MXS has done the best job and MXGP has done the worst. Let me explain my concerns:
1. Track cutting - how will this be handled? In mxs if you cut a corner, a time penalty will be added to your final time at end of race and your final position adjusted for penalties. (See fast lap times below for more.)

2. Fast Laps - Not sure if this game will keep records of fast laps on a track like mxs does or not. If so, like in MXS, I suggest disqualifying any lap where rider cut a corner. Just look to MXGP game where track cutting has allowed for laps 20-30 seconds quicker than possible.

3. Movement at the gate - MXS has failed on this. Just the other night a dumbass tipped his bike over at the gate pushing 2 other bikes including mine. I was penalized 15 seconds at start. MXS also allows bikes to back up at start gate further back then original start position. I would prefer something similar to MX vs ATV that allows us to time the gate, but not allow fricken bikes to be knocked over. MXS also used to allow players to jump the gate 5 seconds before gate drop allowing them to race ahead so this should be a concern as well.

Ive not seen this discussed in depth or explained and since no video of how online will work has been discussed either, I thought my frustrations with other games needed to be written.   
Title: Re: Questions
Post by: onlyonetone on May 10, 2014, 12:28:50 AM
There will be fast laps. You make the track boundaries in the Tracked program that keep people from track cutting. I don't how how the penalty system will work though.
Title: Re: Questions
Post by: onlyonetone on May 10, 2014, 12:51:38 AM
I actually have a question! In an online race when a faster rider is approaching will there be a warning?
Title: Re: Questions
Post by: onlyonetone on May 10, 2014, 01:35:57 AM
Quote from: geofanatec on May 10, 2014, 01:04:55 AM
Quote from: onlyonetone on May 10, 2014, 12:51:38 AM
I actually have a question! In an online race when a faster rider is approaching will there be a warning?

He passes you  ;D

harharhar.

but seriously. Ha. In mxs when some one is about to lap someone it shows a warning to the person who is about to get lapped.
Title: Re: Questions
Post by: PiBoSo on May 10, 2014, 11:37:48 AM
Quote from: onlyonetone on May 10, 2014, 12:51:38 AM
I actually have a question! In an online race when a faster rider is approaching will there be a warning?

When you are going to be lapped, a blue flag is shown.
Title: Re: Questions
Post by: onlyonetone on May 10, 2014, 07:06:47 PM
Quote from: PiBoSo on May 10, 2014, 11:37:48 AM
Quote from: onlyonetone on May 10, 2014, 12:51:38 AM
I actually have a question! In an online race when a faster rider is approaching will there be a warning?

When you are going to be lapped, a blue flag is shown.

Awesome
Title: Re: Questions
Post by: ALEale on May 11, 2014, 10:31:33 PM
Hi Pib :D

just some questions...

Mx Bikes is based on OpenGL like GpBikes?

what's the problem to port GpBikes,MxBikes on DirectX? it's possible?

what's the joypad you're (you & Snappe) using to test MxB?

thanks
Title: Re: Questions
Post by: PiBoSo on May 11, 2014, 10:45:23 PM
Quote from: ALEale on May 11, 2014, 10:31:33 PM
Hi Pib :D

just some questions...

Mx Bikes is based on OpenGL like GpBikes?

what's the problem to port GpBikes,MxBikes on DirectX? it's possible?

what's the joypad you're (you & Snappe) using to test MxB?

thanks

Ciao Ale.

OpenGL again, same engine. Why should it be ported to DirectX?
The xbox360 controller is the weapon of choice.
https://www.youtube.com/v/ZM1fkHQP_Pw
Title: Re: Questions
Post by: ALEale on May 12, 2014, 12:17:26 AM
Quote from: PiBoSo on May 11, 2014, 10:45:23 PM
Quote from: ALEale on May 11, 2014, 10:31:33 PM
Hi Pib :D

just some questions...

Mx Bikes is based on OpenGL like GpBikes?

what's the problem to port GpBikes,MxBikes on DirectX? it's possible?

what's the joypad you're (you & Snappe) using to test MxB?

thanks

Ciao Ale.

OpenGL again, same engine. Why should it be ported to DirectX?
The xbox360 controller is the weapon of choice.
https://www.youtube.com/v/ZM1fkHQP_Pw


I'm not sure but on DirectX it's possible to reach better graphics... No? Maybe I'm wrong :)

P.s.: Dal video sprigioni spensieratezza... Che sia la volta buona?  Eheheheh

Title: Re: Questions
Post by: Alby46 on May 12, 2014, 02:55:12 PM
l'opengl è un ottima scelta se guardiamo al futuro: conosco tanti che aspettano giochi seri su linux ( su mac nessuno ), se sono simulatori ancora meglio. Sorry for italian  ::)
Title: Re: Questions
Post by: giopanda on May 12, 2014, 02:59:09 PM
piboso non è spagnolo?

as far as i know opengl is just easier to implement and more 'recognizable' between various platforms..but i don't much about it really..
Title: Re: Questions
Post by: ALEale on May 12, 2014, 03:03:36 PM
PiBoSo si from the world... No matter where he lives or cane from ;)
Title: Re: Questions
Post by: onlyonetone on May 12, 2014, 06:49:12 PM
Any updates?
Title: Re: Questions
Post by: MX181 on May 12, 2014, 11:14:52 PM
non mi puĂ² lasciare fuori da questo segreto colloquio ha
Title: Re: Questions
Post by: ALEale on May 13, 2014, 09:20:21 AM
Quote from: MX181 on May 12, 2014, 11:14:52 PM
non mi puĂ² lasciare fuori da questo segreto colloquio ha

no secrets. just stay IN TOPIC ;)
Title: Re: Questions
Post by: HornetMaX on May 13, 2014, 10:52:30 AM
Quote from: PiBoSo on May 11, 2014, 10:45:23 PM
https://www.youtube.com/v/ZM1fkHQP_Pw
Approved !!

MaX.
Title: Re: Questions
Post by: onlyonetone on May 14, 2014, 12:38:14 AM
Quote from: PiBoSo on May 11, 2014, 10:45:23 PM
Quote from: ALEale on May 11, 2014, 10:31:33 PM
Hi Pib :D

just some questions...

Mx Bikes is based on OpenGL like GpBikes?

what's the problem to port GpBikes,MxBikes on DirectX? it's possible?

what's the joypad you're (you & Snappe) using to test MxB?

thanks

Ciao Ale.

OpenGL again, same engine. Why should it be ported to DirectX?
The xbox360 controller is the weapon of choice.
https://www.youtube.com/v/ZM1fkHQP_Pw

I'm curious as to what your layout on the 360 controller is.
Title: Re: Questions
Post by: JohnnyMac on May 16, 2014, 08:42:58 PM
Quote from: PiBoSo on January 30, 2014, 03:26:42 PM
Quote from: Mikey on January 30, 2014, 03:21:12 PM
How many rider stability settings will we be able to control?

???

Quote
And will we be only able to play in 1st person or will there be a 3rd person camera?

There are 3 cameras: 2 onboard and 1 external.

QUESTION REGARDING EXTERNAL CAMERA:
I am into radio control dirt bikes. I have the ability, with a usb device, to use my 3 channel radio to be used as a basic xy game controller (steering, throttle, brake). My question is regarding the modding of the camera. In mxsim, just for testing I can mess around and run the bike in 3rd person with my radio, but the camera is 3rd person and not realistic to radio control. Would your external camera be able to be placed at a position and pitch/yaw to track the bikes movement like a stationary replay camera?
Title: Re: Questions
Post by: PiBoSo on May 16, 2014, 10:00:01 PM
Quote from: JohnnyMac on May 16, 2014, 08:42:58 PM
Quote from: PiBoSo on January 30, 2014, 03:26:42 PM
Quote from: Mikey on January 30, 2014, 03:21:12 PM
How many rider stability settings will we be able to control?

???

Quote
And will we be only able to play in 1st person or will there be a 3rd person camera?

There are 3 cameras: 2 onboard and 1 external.

QUESTION REGARDING EXTERNAL CAMERA:
I am into radio control dirt bikes. I have the ability, with a usb device, to use my 3 channel radio to be used as a basic xy game controller (steering, throttle, brake). My question is regarding the modding of the camera. In mxsim, just for testing I can mess around and run the bike in 3rd person with my radio, but the camera is 3rd person and not realistic to radio control. Would your external camera be able to be placed at a position and pitch/yaw to track the bikes movement like a stationary replay camera?

This is not possible at the moment.
Maybe something could be done, though.
Title: Re: Questions
Post by: JohnnyMac on May 17, 2014, 05:17:23 AM
Thanks Piboso.
Title: Re: Questions
Post by: Ruubs on May 20, 2014, 10:56:53 AM
Quote from: geofanatec on May 20, 2014, 05:07:16 AM
Another question.............(since your not answering any, lol :D)

I am doing a new TrackEd file and the absolute positions don't work anymore? Do we need to draw the centerline through pits and start lines now? And then use the actual long/lat coordinates instead of absolute?

Before the latest track tools the absolute worked fine

For the absolute settings, are you sure you selected Mx Bikes? You can choose KRP, GPB, WRS and MXB. Some games don't support settings which the other does.
Title: Re: Questions
Post by: Ruubs on May 20, 2014, 06:29:23 PM
Quote from: geofanatec on May 20, 2014, 01:25:45 PM
Yes........I have tutorial videos showing how it worked before track tools was updated. Now I can't get it to go.
Erm, sorry I guess? I only tried to help.

I know you have tutorial videos, but you're 'probably' a human being, and humans are able to forget certain things.
Title: Re: Questions
Post by: Ruubs on May 20, 2014, 06:57:16 PM
Quote from: geofanatec on May 20, 2014, 06:48:58 PM
Quote from: Sandbiter on May 20, 2014, 06:29:23 PM
Quote from: geofanatec on May 20, 2014, 01:25:45 PM
Yes........I have tutorial videos showing how it worked before track tools was updated. Now I can't get it to go.
Erm, sorry I guess? I only tried to help.

I know you have tutorial videos, but you're 'probably' a human being, and humans are able to forget certain things.

Lol....think u misunderstood what I meant. Didn't mean it that way.

Just saying the new version of tracked doesn't work, and only devs can fix it. As far as I can tell.

Was just saying I have those videos which showed it working in old version and now.......it doesn't work.
Sorry, it looked kinda cocky to me with the 1 mile long dots hahah.
Lets hope they fix that soon!
Title: Re: Questions
Post by: 2tfanatic on May 23, 2014, 07:35:12 PM
Hey man please release a very very early access to the demo atleast, in the pre-alpha 2 video everything seems playable.

EDIT: Are the controls going to be like in MXS? I hope the controls wont be that hard like in MXS where you fall on the ground every 10 seconds. Please make it playable for beginners.
Title: Re: Questions
Post by: Ruubs on May 23, 2014, 08:01:37 PM
Quote from: Rhyveeo on May 23, 2014, 07:35:12 PM
Hey man please release a very very early access to the demo atleast, in the pre-alpha 2 video everything seems playable.

EDIT: Are the controls going to be like in MXS? I hope the controls wont be that hard like in MXS where you fall on the ground every 10 seconds. Please make it playable for beginners.

This has all been talked about on the forums already. The game won't be as hard as MXS, it neither would be like the MvA series. You can check out GP-Bikes (also a game of Piboso) and see how that game works, it explains a lot!
Title: Re: Questions
Post by: onlyonetone on May 23, 2014, 11:04:34 PM
Quote from: Rhyveeo on May 23, 2014, 07:35:12 PM
Hey man please release a very very early access to the demo atleast, in the pre-alpha 2 video everything seems playable.

EDIT: Are the controls going to be like in MXS? I hope the controls wont be that hard like in MXS where you fall on the ground every 10 seconds. Please make it playable for beginners.

there's also quite a bit of assists that help. As far as sliding out or over there is no assists. Just strictly physics driven.
Title: Re: Questions
Post by: GDUBMX on June 10, 2014, 04:01:26 PM
Hey piboso, hope everything's going well? So nordic/rainbow are at e3 today and plan to unveil gameplay footage of their latest title Supercross. Can you perhaps give us an update on things your end as its been a while since we've heard anything good.I understand if your busy n all but hey it was worth a try. Either way keep plowing away as we have full faith! Cheers
Title: Re: Questions
Post by: Omar on June 10, 2014, 04:56:29 PM
Quote from: gdubmx on June 10, 2014, 04:01:26 PM
Hey piboso, hope everything's going well? So nordic/rainbow are at e3 today and plan to unveil gameplay footage of their latest title Supercross. Can you perhaps give us an update on things your end as its been a while since we've heard anything good.I understand if your busy n all but hey it was worth a try. Either keep plowing away as we have full faith! Cheers
THANK YOU I JUST REMEMBERED.
Title: Re: Questions
Post by: iLoveFatAsians on June 10, 2014, 09:28:57 PM
Hey PiBoSo, someone mentioned that there would be assists. Would we be able to turn these off for a more competitive and realistic experience? I'm trying to get a feel for the level of realism and difficulty you are going for. I'm sure it wont be as hard as MX Sim, because MX sim is hard only for the sake of being hard. If this has been answered don't worry about it then. :P
Title: Re: Questions
Post by: Ruubs on June 10, 2014, 10:41:53 PM
Quote from: iLoveFatAsians on June 10, 2014, 09:28:57 PM
Hey PiBoSo, someone mentioned that there would be assists. Would we be able to turn these off for a more competitive and realistic experience? I'm trying to get a feel for the level of realism and difficulty you are going for. I'm sure it wont be as hard as MX Sim, because MX sim is hard only for the sake of being hard. If this has been answered don't worry about it then. :P
You should check out the free demo of GP-bikes, that'll explain a lot for you.
Title: Re: Questions
Post by: Scuzzy285 on June 18, 2014, 10:05:46 AM
hey I was wondering how will the whips be featured will it me lie mx sim or mx vs atv as in its not a scripted whip so its a free whip like fully controllable in air sorry for the ramble I didn't know how to put it
Title: Re: Questions
Post by: Ruubs on June 18, 2014, 11:07:12 AM
Quote from: yz250frider285 on June 18, 2014, 10:05:46 AM
hey I was wondering how will the whips be featured will it me lie mx sim or mx vs atv as in its not a scripted whip so its a free whip like fully controllable in air sorry for the ramble I didn't know how to put it
That has all been answered already. It's more like Mx Simulator.
Title: Re: Questions
Post by: Scuzzy285 on June 19, 2014, 08:06:14 AM
thank you and I checked everywhere and couldn't find it so I posted the question thank you cant wait to see some whip footage of the game well more of it I should say
Title: Re: Questions
Post by: Richard de Kuijper on June 24, 2014, 04:39:31 PM
when do you release it bro, give me some more information... :D en just post 1 or more "good whip fotos" is that a big question??
Title: Re: Questions
Post by: Ruubs on June 24, 2014, 11:11:45 PM
Quote from: Richard de Kuijper on June 24, 2014, 04:39:31 PM
when do you release it bro, give me some more information... :D en just post 1 or more "good whip fotos" is that a big question??

I'm not trying to be a dick now, since most of you guys on skype think I am most of the time...
When it's done it's going to be released, they have no idea when it is at the moment, and they don't want to speculate any dates, because you know how that went in the past.
I'd rather see them working on the game that trying to do a good whip and make pictures from it tbh. A picture would be nice, but a release would be even better.

For the guys that want a discussion (not directed to Richard). I know making a picture doesn't take up a hell lot of time, but imagine they have to jump 20 times to make a good enough whip for a picture, then they need to get a good angle, and take the picture and then post it on the forums. With guys asking for new pictures on every page it'll soon be a whole week of actually taking pictures of you calculate it all, and I'd rather see a release one week earlier than having some pictures.
Title: Re: Questions
Post by: inTights on June 25, 2014, 05:46:43 AM
It really doesn't take much time. Making a screenshot takes a fraction of a second and uploading it, is like 30sec. 7 pics would be ~2 minutes. Thats hardly taking a week off of the development. Its something you do before a get a coffee or stretch out.

Creating a hype or high expectations from a screenshot, which is very dangerous as it doesn't give any information about the handling, would be a legitimate reason to not post anything, but that it takes time to make a screenshot, is not.
Title: Re: Questions
Post by: Ruubs on June 25, 2014, 11:28:12 AM
Making the screenshot can be fast, if you can find the right angle/light. But you also need to get a good looking whip, and Piboso said that whipping is kinda hard in MXB, so what if he has to jump 20 times to get a decent whip?
Title: Re: Questions
Post by: inTights on June 25, 2014, 03:41:34 PM
given that he can reset the bike before the jump? ~200 seconds?

However, doing it in-game is kinda pointless anyway as it doesn't have any information on the handling and how the whip developed. You could "fake" such things easily in mx vs atv too, but that doesnt means its good, you know. To just show the animation and possible rider positions for various styles, it could be grabbed plainly from the animation program, which btw, would be a sweet BTS snippet.

Title: Re: Questions
Post by: acr21 on June 25, 2014, 05:11:07 PM
I really doubt there is a whip animation. I'm guessing you control the rider/bike lean and the physics determine the style of the whip.
Title: Re: Questions
Post by: Ruubs on June 25, 2014, 05:20:04 PM
Quote from: acr21 on June 25, 2014, 05:11:07 PM
I really doubt there is a whip animation. I'm guessing you control the rider/bike lean and the physics determine the style of the whip.
^That. It would definitly take 20 seconds to take a picture and upload it if theres an animation.
Title: Re: Questions
Post by: Madcowie on June 25, 2014, 06:20:27 PM
1 whole page on whips! I will be just happy if its good progress when its released. Dont expect miracles in the first release but do expect updates in the future until its as near as perfect! I dont envy his task trying to please you lot! So many people will have so many opinions and at best you just have to go with the majority for room for improvements.

When it is released make sure you can do 5 clean laps before you have an opinion. If I had said my opinion on MX simulator in the first week it wouldn't of been too high. But with practice it becomes enjoyable. Remember this is a sim and therefore its not going to be easy.

Also the community will make this game grow by delivering great tracks and bikes.

I think we might need a good oval with a couple of jumps to practice to start with.

Support this mans fantastic skills and appreicate what he is bringing to us as no games company will be creating an MX sim in the near future. (Milestones effort doesnt count, if riding a bike was that easy I would be world champion)
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on June 25, 2014, 06:30:14 PM
Quote from: Madcowie on June 25, 2014, 06:20:27 PM
if riding a bike was that easy I would be world champion)

I still wouldn't lol. Man that game sucks. Makes reflex look amazing lol

Title: Re: Questions
Post by: Madcowie on June 25, 2014, 06:36:28 PM
Quote from: TheFatController on June 25, 2014, 06:30:14 PM
Quote from: Madcowie on June 25, 2014, 06:20:27 PM
if riding a bike was that easy I would be world champion)

I still wouldn't lol. Man that game sucks. Makes reflex look amazing lol

I think it actually looks really nice but the physics as so much for the consoles. For arguments sake can you imagine if it handled similar to MX simulator. My god the public would go nuts in a bad way. RBR is still considered one of the best simulators of all time and especially when it comes to rallying. But that game didn't sell well because it was too realistic. Its hard to please everyone. Yeah I am a simulator type of guy but I do still enjoy playing arcade racing games. You respect it for what its ment to be. Having said that Milestones is too easy and therefore it borders on boring!
Title: Re: Questions
Post by: Madcowie on June 25, 2014, 09:46:56 PM
If Milestones game is bad, just think how crap this one is! My god these physics are terrible. You can land at 90 degrees and not fall off! :)

https://www.youtube.com/watch?v=B3qg_vhgflI
Title: Re: Questions
Post by: PiBoSo on June 26, 2014, 06:25:35 PM
Quote from: Madcowie on June 25, 2014, 09:46:56 PM
If Milestones game is bad, just think how crap this one is! My god these physics are terrible. You can land at 90 degrees and not fall off! :)

https://www.youtube.com/watch?v=B3qg_vhgflI

Wasn't the new MX vs ATV supposed to be developed by Nordic Games?  ???
Title: Re: Questions
Post by: GDUBMX on June 26, 2014, 06:30:01 PM
yeh, he's saying that you think MXGP by Milestone is bad, MvA Supercross is even worse. It may be "crap" but its still two wheels,nobbly tires and dirt. Just ties us over until MXB is released eh Piboso "wink wink"
Btw MvA Supercross is released septemeber 9th. And the PC version still hasnt got a release date. Is it possible we could be playing MXB before september??
Title: Re: Questions
Post by: Madcowie on June 26, 2014, 06:43:05 PM
Yeah Nordic bought the title and by the looks of it and destroyed it. Having said that I will probably still play it as its abit of sit down relaxing fun on the couch rather than in the office on the PC.
Title: Re: Questions
Post by: PiBoSo on June 26, 2014, 06:50:55 PM
Quote from: Madcowie on June 26, 2014, 06:43:05 PM
Yeah Nordic bought the title and by the looks of it and destroyed it. Having said that I will probably still play it as its abit of sit down relaxing fun on the couch rather than in the office on the PC.

Then who is Big Bang Entertainment?
The developers look more american than austrian  :-\
Title: Re: Questions
Post by: GDUBMX on June 26, 2014, 07:12:56 PM
Nordic bought the franchise last year and have re-hired Big Bang aka Rainbow studios to build the game. Altho the rather shit riding in that video is by Reinhard @ Nordic Games. check out their latest video...

https://www.youtube.com/watch?v=bvjMMbF1iMM
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on June 26, 2014, 07:49:24 PM
Just looks like untamed
Title: Re: Questions
Post by: Madcowie on June 27, 2014, 02:28:40 AM
Taken a big step back in my opinion. I know its ment to be arcadey and despite alot of comments I have read about Reflex been good physics I actually preferred Alives. I know its ment to be arcadey but at the end of the day if you over jump a jump by 20 feet and land on a up slope you wanna fall off or if you land at 90 degrees you should go flying. If its flatout all the way round that wont entertain a 5 year old! Cant see it changing a right lot between now and release in September. Maybe next years might be good! After all despite it been crap Milestones effort this year was alot better than last years. Anyway balls to them games! Lets play MX Bikes soon!
Title: Re: Questions
Post by: frankie on June 27, 2014, 10:46:37 AM
I dont know if this question is ever asked before but how will we need to export the model so it could work in game? Like mxs?
Title: Re: Questions
Post by: PiBoSo on June 27, 2014, 12:01:16 PM
Quote from: frankie on June 27, 2014, 10:46:37 AM
I dont know if this question is ever asked before but how will we need to export the model so it could work in game? Like mxs?

There are 3dsmax and FBX exporters.
Title: Re: Questions
Post by: zracer94 on June 27, 2014, 08:52:17 PM
 A question for Madcowie.  As a current MXGP player it makes me curious  what are some of  your best laptimes on that game. They must be rediculously fast since you find it so easy. Just trying to find what the top players in the world can run.
Title: Re: Questions
Post by: onlyonetone on June 28, 2014, 06:36:31 PM
Its super easy to cut track on mxgp. So the lap times don't matter much. Ha
Title: Re: Questions
Post by: Madcowie on June 30, 2014, 09:22:29 AM
Quote from: zracer94 on June 27, 2014, 08:52:17 PM
A question for Madcowie.  As a current MXGP player it makes me curious  what are some of  your best laptimes on that game. They must be rediculously fast since you find it so easy. Just trying to find what the top players in the world can run.

Fair point and good question. Honest answer I haven't a clue and to be honest I based my summary on the fact that I dont fall off enough and ride far too many clean laps. Also I have crap internet where I live so I cant race online with it but I certainly dont expect to be the fastest. Therefore I have been playing career mode and so far haven't found a challenge. Having said that I haven't played it for weeks as its abit boring!
Title: Re: Questions
Post by: GDUBMX on July 16, 2014, 07:16:36 PM
Hey piboso,can we get an update on a potential release date please. Do you expect to release before Christmas or do you expect it to be early next year? I'm not asking for an exact date just more of a completion percentage. Cheers
Title: Re: Questions
Post by: thisisdef on July 16, 2014, 08:42:33 PM
Quote from: gdubmx on July 16, 2014, 07:16:36 PM
Hey piboso,can we get an update on a potential release date please. Do you expect to release before Christmas or do you expect it to be early next year? I'm not asking for an exact date just more of a completion percentage. Cheers

I think a percentage would be nice. A percentage could be the same for awhile while a release date would be too harsh.
Title: Re: Questions
Post by: PiBoSo on July 16, 2014, 10:58:22 PM
Quote from: gdubmx on July 16, 2014, 07:16:36 PM
Hey piboso,can we get an update on a potential release date please. Do you expect to release before Christmas or do you expect it to be early next year? I'm not asking for an exact date just more of a completion percentage. Cheers

Definitely before Christmas  :)
Completion percentage is over 90%, but the rule of development is that the last 10% takes the 90% of the time  :)
Title: Re: Questions
Post by: MX181 on July 17, 2014, 12:48:44 AM
Quote from: PiBoSo on July 16, 2014, 10:58:22 PM
Quote from: gdubmx on July 16, 2014, 07:16:36 PM
Hey piboso,can we get an update on a potential release date please. Do you expect to release before Christmas or do you expect it to be early next year? I'm not asking for an exact date just more of a completion percentage. Cheers

Definitely before Christmas  :)
Completion percentage is over 90%, but the rule of development is that the last 10% takes the 90% of the time  :)

Working on that rule, I guess your wrong in saying before Christmas haha you have been working on it for over six months haha  :P
Title: Re: Questions
Post by: thisisdef on July 17, 2014, 03:26:18 AM
 
Quote from: PiBoSo on July 16, 2014, 10:58:22 PM
Quote from: gdubmx on July 16, 2014, 07:16:36 PM
Hey piboso,can we get an update on a potential release date please. Do you expect to release before Christmas or do you expect it to be early next year? I'm not asking for an exact date just more of a completion percentage. Cheers

Definitely before Christmas  :)
Completion percentage is over 90%, but the rule of development is that the last 10% takes the 90% of the time  :)

:)
Title: Re: Questions
Post by: GDUBMX on July 18, 2014, 10:32:38 AM
Quote from: PiBoSo on July 16, 2014, 10:58:22 PM
Quote from: gdubmx on July 16, 2014, 07:16:36 PM
Hey piboso,can we get an update on a potential release date please. Do you expect to release before Christmas or do you expect it to be early next year? I'm not asking for an exact date just more of a completion percentage. Cheers

Definitely before Christmas  :)
Completion percentage is over 90%, but the rule of development is that the last 10% takes the 90% of the time  :)
Thanks alot mate. Just about to finish building my new rig so look forward to it. Thanks again Pib and keep up the great work. cheers
Title: Re: Questions
Post by: MXK_cdub85 on September 08, 2014, 05:14:14 AM
I was just watching the videos again, my excitement is barley contained. I was wondering if you have made alterations to the engine sounds, I'm only talking about the constant backfire/popping noise. It seems to be the only issue I can find when watching them. It's just not right. Anyways only curious. Thanks for all of your hard work boys  ;D
Title: Re: Questions
Post by: stevos758 on September 23, 2014, 09:01:37 PM
It looks like some changes have been made to the site! Looks like the FAQ was updated a few days ago saying release around the end of the 3rd quarter! Great things are happening!

Thanks for all the hard work!
Title: Re: Questions
Post by: GDUBMX on September 26, 2014, 06:54:08 PM
Snappe/Piboso could you answer something for me please.
Will the directory for MXb be the same as GPbikes? for example we have to create folders:

Helmets
Paints
Bikes
Riders
Gloves
Boots

Title: Re: Questions
Post by: Alby46 on September 26, 2014, 07:16:20 PM
Quote from: gdubmx on September 26, 2014, 06:54:08 PM
Snappe/Piboso could you answer something for me please.
Will the directory for MXb be the same as GPbikes? for example we have to create folders:

Helmets
Paints
Bikes
Riders
Gloves
Boots
you forgot tracks, but i think it will be the same
Title: Re: Questions
Post by: PiBoSo on September 26, 2014, 07:21:52 PM
Quote from: gdubmx on September 26, 2014, 06:54:08 PM
Snappe/Piboso could you answer something for me please.
Will the directory for MXb be the same as GPbikes? for example we have to create folders:

Helmets
Paints
Bikes
Riders
Gloves
Boots

Yes.

This is the structure:
Bikes
- 350xf
-- paints
Rider
- boots
- fonts
- gloves
- helmets
-- default
--- paints
- paints
- protections
-- default
-- neck
Title: Re: Questions
Post by: GDUBMX on September 26, 2014, 07:31:18 PM
sick fonts! so that means we can add font files yeh? also is there an option to change the font colour?
Title: Re: Questions
Post by: PiBoSo on September 26, 2014, 07:32:05 PM
Quote from: gdubmx on September 26, 2014, 07:31:18 PM
sick fonts! so that means we can add font files yeh? also is there an option to change the font colour?

Not colour only.
To change it, a new font is needed.
Title: Re: Questions
Post by: GDUBMX on September 26, 2014, 07:35:08 PM
right ok, if you wouldnt mind could you explain a little further on how it all works? we copy a "truetype" or "opentype" actual font file into the folder and the game will determine the colour?
Title: Re: Questions
Post by: PiBoSo on September 26, 2014, 07:37:28 PM
Quote from: gdubmx on September 26, 2014, 07:35:08 PM
right ok, if you wouldnt mind could you explain a little further on how it all works? we copy a "truetype" or "opentype" actual font file into the folder and the game will determine the colour?

For numbers: a bitmap with the 10 digits printed.
For text: a bitmap with the 26 letters.
Title: Re: Questions
Post by: GDUBMX on September 26, 2014, 07:40:05 PM
ok cool, im assuming the "stock" one which comes with your model can be viewed using "painted.exe" yeh? if so thats cool then we can figure out the rest. cheers Piboso i do appreciate you taking the time to respond. and are we talking monday midnight release?? :D
Title: Re: Questions
Post by: PiBoSo on September 26, 2014, 07:44:47 PM
Quote from: gdubmx on September 26, 2014, 07:40:05 PM
ok cool, im assuming the "stock" one which comes with your model can be viewed using "painted.exe" yeh? if so thats cool then we can figure out the rest. cheers Piboso i do appreciate you taking the time to respond. and are we talking monday midnight release?? :D

Fonts are simple TGA bitmaps.
Title: Re: Questions
Post by: Midbeck on September 27, 2014, 02:06:18 AM
Is it just me or is the track previews on the homepage just a gray box? Would love to see the pictures :)
Title: Re: Questions
Post by: GDUBMX on September 28, 2014, 11:41:00 AM
Piboso, which program/s do you use to add your trees and other objects to your tracks?
Title: Re: Questions
Post by: PiBoSo on September 28, 2014, 11:56:28 AM
Quote from: gdubmx on September 28, 2014, 11:41:00 AM
Piboso, which program/s do you use to add your trees and other objects to your tracks?

Snappe should answer.
Anyway: 3dsmax.
Title: Re: Questions
Post by: GDUBMX on September 28, 2014, 12:04:42 PM
awesome cheers mate.
Title: Re: Questions
Post by: Webby on October 01, 2014, 02:44:06 AM
I cant seem to get my gear to show up so, what do i name the .tga(bikes: livery) and does it fall under paints?
Title: Re: Questions
Post by: Snappe on October 01, 2014, 03:10:47 AM
The tga must be named correctly before converting to .pnt
For example, livery.tga packed to a .pnt file name of your choice, placed in MX Bikes\bikes\350xf\paints\
Wiki will be updated soon with more infos!
Title: Re: Questions
Post by: Webby on October 01, 2014, 03:36:19 AM
That i get, but what i was wondering was what to name the .tga before packing the .pnt for the gear? or Paints
Title: Re: Questions
Post by: MXK_cdub85 on October 01, 2014, 04:01:48 AM
what im not grasping is where to get a .pnt file from the templates or how to properly convert the .tga to a .pnt using paint ed. i'm obviously missing a step somewhere.

edit: I figured it out incase anyone was wondering.
1. save your psd as a .tga to documents<piboso<bikes<paints. (You manually add the bikes and paints folders)
2. Open PaintEd and go to Dir Read and search for the .tga in the documents folder you just made.
3.click to select your .tga that pops up
4. Name your skin whatever you want inside PaintEd; this is the in game name.
5. Hit pack and when it's done, place the new .pnt file into ProgramFiles<MxBikes<bikes<350xf<paints and voila! All done.
Now you can select it under paints in the garage and view it in game.
Title: Re: Questions
Post by: GDUBMX on October 01, 2014, 08:36:26 AM
im having the same issues mate, except with boots,helemt,gear
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on October 01, 2014, 08:48:23 AM
Quote from: MX181 on October 01, 2014, 04:18:38 AM
Seeming this is the questions topic haha

im trying to get some gear, boots, gloves and helmet working. i have folders set out likte this "C:\Program Files (x86)\MX Bikes\Rider\boots" and where boots is i have 3 other folder aswell, one "helmets" another "gloves" and lastly "rider". i try putting the .tga file in the correct folder (gloves tga in gloves folder etc) but ingame nothing. what am i doing wrong hahaha??

are you supposed to pack all the gear pieces in to one pack? I.e put rider boots gloves helmet whatever in one folder, select that one folder in painted and pack? I dont know just saw a gp bikes paint tut last night that said to do that..

I suppose this is more of a question than a suggestion! Haven't tried it yet  :-X
Title: Re: Questions
Post by: GDUBMX on October 01, 2014, 09:03:50 AM
i got my rider gear and helemt working. cant get the boots to work tho, not sure what the proper name is for them.

i'll post screens after the school run :) you on steam FATs?
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on October 01, 2014, 09:07:55 AM
Will be about 10 mate
Title: Re: Questions
Post by: Scuzzy285 on October 01, 2014, 11:28:44 AM
hey how do I play online I go in the game and go to race it says when I prss world it says you need to register and I don't know whre to go to do that I registered on the forums and when I bought the game and when I go to servers it brings up a error page and says it cant be accesed
???
Title: Re: Questions
Post by: GDUBMX on October 01, 2014, 11:53:32 AM
Quote from: yz250frider285 on October 01, 2014, 11:28:44 AM
hey how do I play online I go in the game and go to race it says when I prss world it says you need to register and I don't know whre to go to do that I registered on the forums and when I bought the game and when I go to servers it brings up a error page and says it cant be accesed
???

check your email which the key came with, there is a link to register there.
it will say
nickname:
old nickname:

just put your name in nickname NOT old nickname and enter your key.
Title: Re: Questions
Post by: Scuzzy285 on October 01, 2014, 01:16:35 PM
I did I didn't know 2 names had to be the same it was a mis communication that's all thanks though
Title: Re: Questions
Post by: GDUBMX on October 01, 2014, 01:19:40 PM
no problem mate
Title: Re: Questions
Post by: Fangel on October 01, 2014, 01:30:03 PM
Just to be clear, we ARE allowed to put videos online of MX Bikes, right?
Title: Re: Questions
Post by: GDUBMX on October 01, 2014, 01:54:57 PM
Yeh
Title: Re: Questions
Post by: PiBoSo on October 01, 2014, 01:55:03 PM
Quote from: Fangel on October 01, 2014, 01:30:03 PM
Just to be clear, we ARE allowed to put videos online of MX Bikes, right?

Sure you are!  :)
Title: Re: Questions
Post by: MX181 on October 01, 2014, 06:14:38 PM
Question: If i have my number on my gear but i also run my number ingame how do i prevent my ingame number showing up other than not running a number?
Title: Re: Questions
Post by: onlyonetone on October 01, 2014, 08:54:39 PM
Quote from: MX181 on October 01, 2014, 06:14:38 PM
Question: If i have my number on my gear but i also run my number ingame how do i prevent my ingame number showing up other than not running a number?

I don't think you can. You can add your own fonts though. I'll have to find where he said how to do that.
Title: Re: Questions
Post by: MX181 on October 02, 2014, 12:27:15 PM
Quote from: onlyonetone on October 01, 2014, 08:54:39 PM
Quote from: MX181 on October 01, 2014, 06:14:38 PM
Question: If i have my number on my gear but i also run my number ingame how do i prevent my ingame number showing up other than not running a number?

I don't think you can. You can add your own fonts though. I'll have to find where he said how to do that.

ill just add a clear font haha, i know how to add fonts haha
Title: Re: Questions
Post by: Scotty226 on October 02, 2014, 12:40:19 PM
Quote from: MX181 on October 02, 2014, 12:27:15 PMill just add a clear font haha, i know how to add fonts haha
send it to me, bruh ;)
Title: Re: Questions
Post by: nickuzick on October 03, 2014, 06:55:34 AM
How can I stop the front wheel from knifing in corners, and when I just start going?
Title: Re: Questions
Post by: onlyonetone on October 03, 2014, 08:49:51 AM
Quote from: nickuzick on October 03, 2014, 06:55:34 AM
How can I stop the front wheel from knifing in corners, and when I just start going?

Head over to the setups thread and try out my setup. It may help you a lot.
Title: Re: Questions
Post by: Maatth4 on October 03, 2014, 10:37:25 AM
Have you already started the next update? :)
Title: Re: Questions
Post by: Hegz on October 03, 2014, 10:43:52 AM
Quote from: Maatth4 on October 03, 2014, 10:37:25 AM
Have you already started the next update? :)

Next update?  The game has just come out you should just give Pib a little break with all the work he has done with the game already.  This game is amazing for beta but I'm sure an update will come out soon.
Title: Re: Questions
Post by: Maatth4 on October 03, 2014, 10:47:20 AM
Yes I understand. It was a stupid question. I'm really glad the game.  ;D
Title: Re: Questions
Post by: Gingerow11 on October 03, 2014, 11:01:43 AM
I know it's beta1, but do you guys think as the physics evolve we will see more rear end sliding/stepping out under acceleration, as rear end seems quite static at present?
Title: Re: Questions
Post by: GDUBMX on October 03, 2014, 11:23:51 AM
Quote from: Gingerow11 on October 03, 2014, 11:01:43 AM
I know it's beta1, but do you guys think as the physics evolve we will see more rear end sliding/stepping out under acceleration, as rear end seems quite static at present?

yeh i agree with your point, there seems to be a feel of both wheels being locked to the same line of direction (if that makes sense) theres no feel of you know when you get cross rutted and your front end is in the rut and the rear is dragging out alongside the rut. im sure someone else mentioned it feels like GP Bikes in that sense. No powerslidey type behavior but im gonna put that all down to my shit controller setup and suspension setup. This game is amazing and i dont want it to come across as if  im slamming it because im really not.
Title: Re: Questions
Post by: Omar on October 03, 2014, 11:58:44 AM
*NEVER MIND IT WAS A STUPID QUESTION ANYWAYS.
Title: Re: Questions
Post by: Gingerow11 on October 03, 2014, 04:40:09 PM
Quote from: gdubmx on October 03, 2014, 11:23:51 AM
Quote from: Gingerow11 on October 03, 2014, 11:01:43 AM
I know it's beta1, but do you guys think as the physics evolve we will see more rear end sliding/stepping out under acceleration, as rear end seems quite static at present?

yeh i agree with your point, there seems to be a feel of both wheels being locked to the same line of direction (if that makes sense) theres no feel of you know when you get cross rutted and your front end is in the rut and the rear is dragging out alongside the rut. im sure someone else mentioned it feels like GP Bikes in that sense. No powerslidey type behavior but im gonna put that all down to my shit controller setup and suspension setup. This game is amazing and i dont want it to come across as if  im slamming it because im really not.

Yeah I'm the same, nothing but praise for this game, just wana hang it out a bit more. 😎
Title: Re: Questions
Post by: moto28 on October 04, 2014, 12:40:09 AM
Question piboso: Will Assist's be restricted in organized races? Because i dont think they should be allowed if its an actual organized race because its cheating Imo.
Title: Re: Questions
Post by: onlyonetone on October 04, 2014, 07:03:39 AM
Quote from: moto28 on October 04, 2014, 12:40:09 AM
Question piboso: Will Assist's be restricted in organized races? Because i dont think they should be allowed if its an actual organized race because its cheating Imo.

When hosting a server there's already a "hardcore" option where you can even force cockpit view.
Title: Re: Questions
Post by: GDUBMX on October 04, 2014, 09:17:38 PM
Piboso is there a way to change or stabilize the 3rd person camera? Also how do we fix the "error" message after we've joined and left a server then try to rejoin the same one?
Title: Re: Questions
Post by: KaseoDip on October 04, 2014, 10:51:21 PM
Is there a way to set your rear and front brake on the same axis?
Title: Re: Questions
Post by: onlyonetone on October 04, 2014, 10:59:54 PM
Quote from: KaseoDip on October 04, 2014, 10:51:21 PM
Is there a way to set your rear and front brake on the same axis?

I do this with an external program. I use xpadder. I just assign one key to the left trigger and then set that key as rear brake in game.
Title: Re: Questions
Post by: GDUBMX on October 05, 2014, 11:14:01 PM
Piboso/Snappe can we customise the in-game bike stand?


(http://oi61.tinypic.com/2l8hhxh.jpg)
Title: Re: Questions
Post by: moto28 on October 05, 2014, 11:18:18 PM
^ my life would be so complete if you could. That would be so amazing :D
Title: Re: Questions
Post by: Jeston on October 05, 2014, 11:18:21 PM
I modelled a bike stand a while ago... dunno if there's a way to get it in game or not.
I'll just leave it here and let ya'll mess around wih it  ;D
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xpa1/v/t1.0-9/10590635_472062499564117_1163668139734145310_n.jpg?oh=d7d79a206db102886b25610d02317688&oe=54829986&__gda__=1422128702_6afcbe474b3072f67a6a7ff7b86c5ca2)

Link: www.mediafire.com/?4i33ajpjg3j3k1x
Title: Re: Questions
Post by: PiBoSo on October 05, 2014, 11:47:45 PM
Quote from: gdubmx on October 05, 2014, 11:14:01 PM
Piboso/Snappe can we customise the in-game bike stand?

misc/stand/
Title: Re: Questions
Post by: moto28 on October 06, 2014, 01:56:30 AM
Quote from: PiBoSo on October 05, 2014, 11:47:45 PM
Quote from: gdubmx on October 05, 2014, 11:14:01 PM
Piboso/Snappe can we customise the in-game bike stand?

misc/stand/
cant seem to get it to work :(
Title: Re: Questions
Post by: HornetMaX on October 06, 2014, 08:45:50 PM
Quote from: onlyonetone on October 04, 2014, 10:59:54 PM
Quote from: KaseoDip on October 04, 2014, 10:51:21 PM
Is there a way to set your rear and front brake on the same axis?

I do this with an external program. I use xpadder. I just assign one key to the left trigger and then set that key as rear brake in game.
We have already had this discussion in GPB. My opinion, this is borderline cheating.

MaX.
Title: Re: Questions
Post by: acr21 on October 06, 2014, 09:01:46 PM
Quote from: HornetMaX on October 06, 2014, 08:45:50 PM
We have already had this discussion in GPB. My opinion, this is borderline cheating.

MaX.

Please explain.
Title: Re: Questions
Post by: acr21 on October 06, 2014, 09:27:11 PM
Quote from: geofanatec on October 06, 2014, 09:05:55 PM
Quote from: HornetMaX on October 06, 2014, 08:45:50 PM
Quote from: onlyonetone on October 04, 2014, 10:59:54 PM
Quote from: KaseoDip on October 04, 2014, 10:51:21 PM
Is there a way to set your rear and front brake on the same axis?

I do this with an external program. I use xpadder. I just assign one key to the left trigger and then set that key as rear brake in game.
We have already had this discussion in GPB. My opinion, this is borderline cheating.

MaX.

Well....I'd have to agree just on the simple fact that on a bike in RL you don't have them on 1 control ;D

If I could rig up my real life bike so that both brakes were on 1 control would you consider it cheating?
Title: Re: Questions
Post by: HornetMaX on October 06, 2014, 09:47:53 PM
Quote from: acr21 on October 06, 2014, 09:27:11 PM
Quote from: geofanatec on October 06, 2014, 09:05:55 PM
Quote from: HornetMaX on October 06, 2014, 08:45:50 PM
Quote from: onlyonetone on October 04, 2014, 10:59:54 PM
Quote from: KaseoDip on October 04, 2014, 10:51:21 PM
Is there a way to set your rear and front brake on the same axis?

I do this with an external program. I use xpadder. I just assign one key to the left trigger and then set that key as rear brake in game.
We have already had this discussion in GPB. My opinion, this is borderline cheating.

MaX.

Well....I'd have to agree just on the simple fact that on a bike in RL you don't have them on 1 control ;D

If I could rig up my real life bike so that both brakes were on 1 control would you consider it cheating?

Yes if the real life rules state that it's illegal.

Combined brakes AFAIK do not exist in races (neither road/track, nor mx).

They do exist in road bikes though (Honda CBS).

In the context of the game/simulator, if it was Piboso intention to provide combined braking, you'd have an option in the input settings.

Just my 2.5x10^0 cents.

MaX.
Title: Re: Questions
Post by: acr21 on October 06, 2014, 09:54:50 PM
Quote from: HornetMaX on October 06, 2014, 09:47:53 PM
Quote from: acr21 on October 06, 2014, 09:27:11 PM
Quote from: geofanatec on October 06, 2014, 09:05:55 PM
Quote from: HornetMaX on October 06, 2014, 08:45:50 PM
Quote from: onlyonetone on October 04, 2014, 10:59:54 PM
Quote from: KaseoDip on October 04, 2014, 10:51:21 PM
Is there a way to set your rear and front brake on the same axis?

I do this with an external program. I use xpadder. I just assign one key to the left trigger and then set that key as rear brake in game.
We have already had this discussion in GPB. My opinion, this is borderline cheating.

MaX.

Well....I'd have to agree just on the simple fact that on a bike in RL you don't have them on 1 control ;D

If I could rig up my real life bike so that both brakes were on 1 control would you consider it cheating?

Yes if the real life rules state that it's illegal.

Combined brakes AFAIK do not exist in races (neither road/track, nor mx).

They do exist in road bikes though (Honda CBS).

In the context of the game/simulator, if it was Piboso intention to provide combined braking, you'd have an option in the input settings.

Just my 2.5x10^0 cents.

MaX.

The way I see it, if you are using a gamepad such as a 360 controller(which is most people I believe) you are basically like someone trying to ride with a handicap. As far as I can tell it is almost impossible to get all the controls onto analog inputs on a gamepad. If an amputee came to a race with both his brakes on his front brake lever I don't think anyone would tell him he was cheating.
Title: Re: Questions
Post by: HornetMaX on October 06, 2014, 10:17:27 PM
Quote from: acr21 on October 06, 2014, 09:54:50 PM
If an amputee came to a race with both his brakes on his front brake lever I don't think anyone would tell him he was cheating.
Reasoning is wrong from the start, because neither you nor me are invalid. We all use a pad (well, mostly), hence we are on par (with respect to each other).

GPB/MXB/KRP/WRS do not provide combined braking, because in reality you don't have it. A simple as that.

Then of course, you can use it and nobody will be able to detect you. No big deal to me. But still some sort of cheating in my own books.
Others' opinion can be different, of course.

MaX.

P.S.
What if I manage to script a keyboard macro to "auto-scrub" jumps ? Can I use the "amputee" argument ?

Title: Re: Questions
Post by: acr21 on October 06, 2014, 10:25:27 PM
So since we are all amputees none of us get rear brakes? Personally I think the best solution to this is to make it so we can put both brakes on one input in game, that way we all have the option. Right now we tell the rider through controller input to lean this far over and he tries his best to do it using piboso's steering logic. What is wrong with telling the rider to brake this much and he applies both brakes to attempt to brake that much?
Title: Re: Questions
Post by: HornetMaX on October 06, 2014, 11:09:41 PM
No in-game option = no go. Just my opinion.

Also, with a joypad and two hands, you definitely can use an independent rear brake. Unless you're an amputee for real, which I somehow doubt :)

MaX.
Title: Re: Questions
Post by: acr21 on October 06, 2014, 11:12:11 PM
Can you give me a sample controller setup that demonstrates this?
Title: Re: Questions
Post by: ChrisMX#77 on October 07, 2014, 12:05:16 AM
My Suggestion is an ABS or anything Else for frontbrake. We can Set brake help in but its for both brakes. But when we can Choose about brake help for front OR rear brake it doesnt "cheat".
You guys now what i mean?
Sry for my Bad english ;)
Title: Re: Questions
Post by: jbrandmx85 on October 07, 2014, 12:23:52 AM
I think it should be able to be mapped onto one button. Its a game after all and some things are just too hard to really do in game. I can tell you right now as someone who rides a 450 IRL, the only way to do a real complete sim setuo for an mx game is to make a controller setup that has handlebars, shifter,levers, the whole works. Mx is a super complex sport to learn but even at that lots of goons out there can shift and use a clutch and all that without falling all over the track
Title: Re: Questions
Post by: BOBR6 84 on October 07, 2014, 01:24:19 AM
I use X button as rear brake! (360 pad) left trigger is front brake.

At the moment im using the exact layout as gpbikes but that means rider lean l/r is on auto.

Left trigger- f brake
Right trigger- throttle
Left stick- l/r lean (bike lean)
Right stick forward- clutch
B button- gear up
Right bumper- gear down
X button- rear brake

Needs changing around I think for MXB.. as I suck at MXB so far il just ditch manual clutch and have rider lean F/B/L/R all on the right stick and maybe rear brake on the left bumper..

Title: Re: Questions
Post by: acr21 on October 07, 2014, 01:33:08 AM
Quote from: geofanatec on October 07, 2014, 01:00:30 AM
Quote from: acr21 on October 06, 2014, 11:12:11 PM
Can you give me a sample controller setup that demonstrates this?

You do realize a button can somewhat act as analog with pibs options right? U can make it come on and release, even though its a button, how u want it to.

I do realize you can make the brakes come on gradually with the settings but this still doesn't give as much control as an analog control.
Title: Re: Questions
Post by: HornetMaX on October 07, 2014, 01:42:57 AM
Quote from: acr21 on October 06, 2014, 11:12:11 PM
Can you give me a sample controller setup that demonstrates this?
Left stick horiz = lean, vert = clutch + rear brake
Right stick = rider lean fwd/back + left/right
Left/right trigger = throttle + front brake

Then put the rest where you want.

You may not even need all this.

MaX.
Title: Re: Questions
Post by: acr21 on October 07, 2014, 01:45:46 AM
Quote from: HornetMaX on October 07, 2014, 01:42:57 AM
Quote from: acr21 on October 06, 2014, 11:12:11 PM
Can you give me a sample controller setup that demonstrates this?
Left stick horiz = lean, vert = clutch + rear brake
Right stick = rider lean fwd/back + left/right
Left/right trigger = throttle + front brake

Then put the rest where you want.

You may not even need all this.

MaX.

Thanks for the setup. Is it hard to turn and use the rear brake at the same time with this setup?
Title: Re: Questions
Post by: HornetMaX on October 07, 2014, 08:41:09 AM
Quote from: acr21 on October 07, 2014, 01:45:46 AM
Thanks for the setup. Is it hard to turn and use the rear brake at the same time with this setup?
Well, controller setup is very personal, what works for one may not work for another.

If you fear unwanted interactions you could distribute the functions differently, e.g.

  Left stick = lean + rider f/b
  Right stick = rifer l/r + clutch/rear brake

It was just to show it is possible.

MaX.
Title: Re: Questions
Post by: MXK_cdub85 on October 07, 2014, 09:30:45 PM
How do you change tracks online without it kicking the other people from the server then having to come back in? I feel stupid here lol. Also, is there a way to bypass the 15 minute wait when I do a quick race? Thanks
Title: Re: Questions
Post by: anthony 04 on October 09, 2014, 07:47:04 PM
hi to all, as some must know I'm French and I uttilise a translator to you speak. I would put the skins in the game, after trying your method it's not working. I play Demo skin that are running in the demo. If so you can make a video of how to install a skin (folder name). Even his photos will help me a lot.cordially anthony
Title: Re: Questions
Post by: GDUBMX on October 12, 2014, 05:41:38 PM
Piboso/Snappe, pardon me for asking but how can we turn a file into an EDF file? ive downloaded someones bike stand model and have permission to import into the game. Its a .blend file and i have 3ds max (i borrowed of a friend) im guessing that EDF is the file format in which the game reads and is not an actual model file format.
Title: Re: Questions
Post by: janaucarre on October 12, 2014, 05:50:19 PM
Quote from: gdubmx on October 12, 2014, 05:41:38 PM
Piboso/Snappe, pardon me for asking but how can we turn a file into an EDF file? ive downloaded someones bike stand model and have permission to import into the game. Its a .blend file and i have 3ds max (i borrowed of a friend) im guessing that EDF is the file format in which the game reads and is not an actual model file format.

Hi,
You need to install the plugin for 3ds max in the plugin folder, you can download it at the webpage where you have download the game, after that make an export(in 3d) and choose the edf... format in the list below in the export window.
Title: Re: Questions
Post by: GDUBMX on October 12, 2014, 05:53:55 PM
Quote from: janaucarre on October 12, 2014, 05:50:19 PM
Quote from: gdubmx on October 12, 2014, 05:41:38 PM
Piboso/Snappe, pardon me for asking but how can we turn a file into an EDF file? ive downloaded someones bike stand model and have permission to import into the game. Its a .blend file and i have 3ds max (i borrowed of a friend) im guessing that EDF is the file format in which the game reads and is not an actual model file format.

Hi,
You need to install the plugin for 3ds max in the plugin folder, you can download it at the webpage where you have download the game, after that make an export(in 3d) and choose the edf... format in the list below in the export window.
hey thanks mate, been trying to download those things but it comes up with this stuff: *
If compiled as C++, extern "C" must be added to declaration of functions to export
*/

typedef struct
{
   char m_szName[100];
   char m_szUUID[37];                  /* universally unique identifier */
   int m_iID;                        /* internal unique ID */
   char m_iNumAxis;                  /* number of axis */
   short m_aaiAxisRange[6][3];            /* min, max and center value of each axis */
   char m_iNumSliders;                  /* number of sliders */
   short m_aiSliderRange[6];            /* max value of each slider */
   char m_iNumButtons;                  /* number of buttons */
   char m_iNumPOV;                     /* number of POVs */
   char m_iNumDials;                  /* number of dials */
   char m_aiDialRange[8];               /* max value of dials */
} SControllerInfo_t;

typedef struct
{
   short m_aiAxis[6];
   short m_aiSlider[6];
   char m_aiButton[32];
   char m_aiPOV[2];
   char m_aiDial[8];
} SControllerData_t;

__declspec(dllexport) int Version()
{
   return 2;
}

/* called when software is started. If return value is not 0, the plugin is disabled */
__declspec(dllexport) int Startup()
{
   return 0;   
}

/* called when software is closed */
__declspec(dllexport) void Shutdown()
{
}

/* called every rendering frame. This function is optional */
__declspec(dllexport) void Update()
{

}

/* called when a control is queried */
__declspec(dllexport) void Reset()
{
}

/* called every few seconds to support hot plugging. The return value is the number of active controllers */
__declspec(dllexport) int GetNumControllers()
{
   return 0;
}

/* _iIndex is the 0 based controller index. _psInfo must be filled with controller info */
__declspec(dllexport) int GetControllerInfo(int _iIndex,SControllerInfo_t *_psInfo)
{

   return 0;
}

/* _iID is the unique controller ID. _psData must be filled with controller data */
__declspec(dllexport) int GetControllerData(int _iID,SControllerData_t *_psData)
{

   return 0;



Have no idea what all that means, are the links broken or do i need something else?
Title: Re: Questions
Post by: Snappe on October 13, 2014, 06:07:38 PM
You simply put the edfexp .dle file in the 3dsmax/plugins directory. Or you can export from blender as an fbx and use the converter tool also included in the Tools zip (fbx2edf.exe)
Title: Re: Questions
Post by: GDUBMX on October 13, 2014, 07:10:17 PM
Tried both snappe and get an error with the 3dsmax plugin way, the fbx2edf.exe crashes every single time I attempt to convert. I've give up on it now, if you want to give it a go you are more than welcome to just let me know and I can pm you the files. Cheers anyway mate.
Title: Re: Questions
Post by: janaucarre on October 13, 2014, 07:28:49 PM
Hi,
Have you tried all the solutions i sent you by PM?
If yes you can forget to do anything, or search another solution, but i tried to solve this problem during monthes.
Title: Re: Questions
Post by: Snappe on October 14, 2014, 04:08:07 PM
Quote from: gdubmx on October 13, 2014, 07:10:17 PM
Tried both snappe and get an error with the 3dsmax plugin way, the fbx2edf.exe crashes every single time I attempt to convert. I've give up on it now, if you want to give it a go you are more than welcome to just let me know and I can pm you the files. Cheers anyway mate.

Feel free to send me files to test! If there is a problem with fbx2edf, we need to be able to replicate the bug.
Title: Re: Questions
Post by: MXK_cdub85 on October 30, 2014, 03:08:28 AM
So I haven't found my answer searching around, I'm feeling so dumb at the moment lol. How in the heck do you change the track in an online race without it kicking everyone from the server and having to rejoin? I have to be missing something here. I click on admin, select the new track and then it kicks everyone, including me. Any help?
Title: Re: Questions
Post by: PiBoSo on October 30, 2014, 11:33:38 AM
Quote from: MXK_cdub85 on October 30, 2014, 03:08:28 AM
So I haven't found my answer searching around, I'm feeling so dumb at the moment lol. How in the heck do you change the track in an online race without it kicking everyone from the server and having to rejoin? I have to be missing something here. I click on admin, select the new track and then it kicks everyone, including me. Any help?

In theory you shouldn't be kicked out.
Just sent to bike choose page, while still connected, and then the track should be loaded.
Title: Re: Questions
Post by: GDUBMX on November 17, 2014, 03:07:56 AM
Piboso, with the current build are we able to do an actual gate drop start in testing mode? If not could it be implemented in a forthcoming release? I think we could all benefit from it, would help with better starts plus it looks good in videos. Also another feature im not sure is possible is having the ability to assign hot keys/buttons to replay mode, that would awesome to control the slow mo without the need to keep bringing up the replay menu. That would be awesome! Really excited about beta 2 and the step toward supercross. Thanks for all your hard work and efforts in bringing us this title.
Title: Re: Questions
Post by: PiBoSo on November 17, 2014, 09:19:43 AM
Quote from: gdubmx on November 17, 2014, 03:07:56 AM
Piboso, with the current build are we able to do an actual gate drop start in testing mode? If not could it be implemented in a forthcoming release? I think we could all benefit from it, would help with better starts plus it looks good in videos. Also another feature im not sure is possible is having the ability to assign hot keys/buttons to replay mode, that would awesome to control the slow mo without the need to keep bringing up the replay menu. That would be awesome! Really excited about beta 2 and the step toward supercross. Thanks for all your hard work and efforts in bringing us this title.

It is possible to practice with gates simply creating a local race and jumping to the start.
For replay controls, please click on the question mark in the bottom-left corner.
Title: Re: Questions
Post by: Maatth4 on November 20, 2014, 10:37:43 PM
This is off topic. But I want to thank the team Piboso enormously for the work they do. I am so looking forward to each new update ! I wish you all the best ! The game will grow again and again! See you soon on the online.

:)

Mathieu
Title: Re: Questions
Post by: PiBoSo on November 20, 2014, 10:47:15 PM
Quote from: Maatth4 on November 20, 2014, 10:37:43 PM
This is off topic. But I want to thank the team Piboso enormously for the work they do. I am so looking forward to each new update ! I wish you all the best ! The game will grow again and again! See you soon on the online.

:)

Mathieu

Thank you  :)
Title: Re: Questions
Post by: MXK_cdub85 on January 27, 2015, 10:40:17 PM
This may seem a bit daft, but I am wondering if there is any way to add spec maps or normal maps to bike/rider skins. I've tried at least a dozen methods and haven't had any luck. Just a use case example, I'm wanting to have the fork tubes produce a shinier look on a bike I've been working on. I've settled on texturing alone as of now, but it would be great to give that extra level of detail. I'd love to be able to add norms to the seat cover/grips etc. Any help is greatly appreciated!
Title: Re: Questions
Post by: PiBoSo on January 28, 2015, 12:11:17 AM
Quote from: MXK_cdub85 on January 27, 2015, 10:40:17 PM
This may seem a bit daft, but I am wondering if there is any way to add spec maps or normal maps to bike/rider skins. I've tried at least a dozen methods and haven't had any luck. Just a use case example, I'm wanting to have the fork tubes produce a shinier look on a bike I've been working on. I've settled on texturing alone as of now, but it would be great to give that extra level of detail. I'd love to be able to add norms to the seat cover/grips etc. Any help is greatly appreciated!

Of course it is possible to add shaders at new models.
It is also possible to paint the specular and normal maps. Documentation coming as soon as possible.
Title: Re: Questions
Post by: MXK_cdub85 on January 28, 2015, 01:03:16 AM
Brilliant! So new models having the ability to add specs and norms is a given, are you also saying that the current models can have them added as well? Just trying to clarify as I feel silly for not being able to get them to work lol. I'm a pretty experienced Photoshop/Illustrator user, or so I thought!
Title: Re: Questions
Post by: MXK_cdub85 on January 30, 2015, 01:24:48 AM
bump

Any way to add spec/normal maps to the stock models?
Title: Re: Questions
Post by: Snappe on January 30, 2015, 01:18:30 PM
You can make your own specular / reflection maps by including the tga in the pnt. Just add _s or _r to the filename.
For example, livery_s.tga, bike_parts_r.tga, etc...
Are normal maps on the bike needed?
Title: Re: Questions
Post by: MXK_cdub85 on January 30, 2015, 10:33:23 PM
Ya...would have never figured that out lol. Thanks Snappe you th man! Gonna mess around and see what I can come up with!

And I see use cases where textures alone don't always cut it. Seat cover, grip tape, grips etc. not super important I guess. I just enjoy details! As for the rider, you and I both know that normals make or break a skin.
Title: Re: Questions
Post by: Tmax94 on February 06, 2015, 03:54:01 PM
Unable to join this server !

PiBoSo Dedicated    +       2 / 16    Practice Track    Open    10%          Practice       Join

This is normal normal ??
Title: Re: Questions
Post by: PiBoSo on February 06, 2015, 04:18:40 PM
Quote from: Tmax94 on February 06, 2015, 03:54:01 PM
Unable to join this server !

PiBoSo Dedicated    +       2 / 16    Practice Track    Open    10%          Practice       Join

This is normal normal ??

It's a test server with Beta3, so all normal  :)
Title: Re: Questions
Post by: JohnnyMac on February 24, 2015, 10:59:31 PM
Will the FOV limit of 90 be increased on the options screen to allow for higher FOV? I understand the settings file or whatever can be changed but its annoying this limit is even in place.
Title: Re: Questions
Post by: PiBoSo on February 25, 2015, 12:43:17 AM
Quote from: JohnnyMac on February 24, 2015, 10:59:31 PM
Will the FOV limit of 90 be increased on the options screen to allow for higher FOV? I understand the settings file or whatever can be changed but its annoying this limit is even in place.

Even if you are used to crazy angles, please give a lower FOV a try.
It's much more realistic and immersive.
Title: Re: Questions
Post by: JohnnyMac on February 25, 2015, 02:04:09 AM
Crazy angles? Wow, whatever I will use the stupid settings file if its that big of an issue. I was thinking around 100-110 just to get a better view of bike and a bit more peripheral for close racing of bikes in first person view. Btw, your engine doesn't think its crazy lol.
http://en.wikipedia.org/wiki/Peripheral_vision
Title: Re: Questions
Post by: PiBoSo on February 25, 2015, 10:43:13 AM
Quote from: JohnnyMac on February 25, 2015, 02:04:09 AM
Crazy angles? Wow, whatever I will use the stupid settings file if its that big of an issue. I was thinking around 100-110 just to get a better view of bike and a bit more peripheral for close racing of bikes in first person view. Btw, your engine doesn't think its crazy lol.
http://en.wikipedia.org/wiki/Peripheral_vision

Sorry, didn't want to offend :-[
It's just that some other MX software by default uses a very high FOV, that many are now used to, and this is very annoying.
Please note that you are seeing the virtual world through a relatively small monitor.
Considering the distance of the eyes from the screen, a realistic FOV would probably be around 40, or even less.
Of course a compromise must be used to have some peripheral vision, but values above 90 completely destroy the immersion.
The ideal solution would be to use a triple screen setup, that MX Bikes supports.
Title: Re: Questions
Post by: 22Ryann on February 25, 2015, 11:15:47 AM
(http://www.pccasegear.com/UserFiles/LG-34UM95-P-lrg.jpg)
Title: Re: Questions
Post by: GDUBMX on March 24, 2015, 10:57:29 AM
Piboso we have 880 members here on the forum, I'm curious to know how many of which own the full game? I've only ever seen a maximum of 7racing online which is sad, beta 2 is still a lot of fun especially racing with guys online.
Title: Re: Questions
Post by: 𝖙𝖋𝖈 on March 24, 2015, 12:58:28 PM
Quote from: gdubmx on March 24, 2015, 10:57:29 AM
Piboso we have 880 members here on the forum, I'm curious to know how many of which own the full game?

And remember you don't need to register on the forum to buy the full game, I'd imagine there's a lot more license keys out there! But think - 880 members, if they each buy the game that's over 20 grand  :D
Title: Re: Questions
Post by: PiBoSo on March 24, 2015, 01:01:52 PM
Quote from: gdubmx on March 24, 2015, 10:57:29 AM
Piboso we have 880 members here on the forum, I'm curious to know how many of which own the full game? I've only ever seen a maximum of 7racing online which is sad, beta 2 is still a lot of fun especially racing with guys online.

Many licenses were sold, but that's not really the point.
Until physics is improved and online is smoother, most users will not race.

Even Kart Racing Pro, that has 10 times the MX Bikes users, is not used much online.
Title: Re: Questions
Post by: GDUBMX on March 24, 2015, 01:11:00 PM
Thanks piboso. I hope beta 3 is the turning point for alot of folks. I'm really excited about the new changes and hope more guys will take to the online aspect. Be nice to see more more growth in this community, especially regarding user content such as models and more tracks. I'm hoping beta 3 is enough to start building up a series for us to compete in. :) piboso, do you and snappe fancy racing online tonight? I know fats will :)
Title: Re: Questions
Post by: daffernn on March 24, 2015, 02:27:23 PM
Piboso will this ever go on steam i feel like it will reach a bigger player base?
Title: Re: Questions
Post by: PiBoSo on March 24, 2015, 06:06:16 PM
Quote from: daffernn on March 24, 2015, 02:27:23 PM
Piboso will this ever go on steam i feel like it will reach a bigger player base?

Maybe, no decision about Steam yet.
The platform shouldn't make a big difference anyway, as long as MX Bikes is properly advertised.
Title: Re: Questions
Post by: Mace-x on March 24, 2015, 06:19:59 PM
Steam should rise the sales a lot, there's ultra crap games that gets sales only because they are on steam, plus the early acces program really suits this game development path.
Title: Re: Questions
Post by: GDUBMX on March 24, 2015, 06:45:45 PM
I made a thread on this last year, I know piboso would get shafted on his prices but it would be the only MX sim on there. Trouble is you'd still get the casual fans who'd want tracks and gear etc without creating themselves. The steam workshop would be pretty tho.This is why we need a decent well thought out,easy to use MX bike content site with friendly tutorials, skin packs,templates etc. I'd love to see this on steam.
Title: Re: Questions
Post by: thisisdef on March 24, 2015, 10:42:38 PM
Quote from: gdubmx on March 24, 2015, 06:45:45 PM
I made a thread on this last year, I know piboso would get shafted on his prices but it would be the only MX sim on there. Trouble is you'd still get the casual fans who'd want tracks and gear etc without creating themselves. The steam workshop would be pretty tho.This is why we need a decent well thought out,easy to use MX bike content site with friendly tutorials, skin packs,templates etc. I'd love to see this on steam.

I didn't even think about the steam workshop. TBH I have more fun on MX-Bikes than the new MVA game 0.o
I'm all for steam.

Not to mention steam boxes coming out soon and people could play MX-Bikes on a "console" =D
Title: Re: Questions
Post by: MUD on April 03, 2015, 05:19:57 AM
I'm having trouble noticing a difference between having Bump and Rebound at 0 or 15
Bike looks like it bottoms out after even some small jumps

Does Bump at 0 mean the suspension compresses quicker and at 15 it compresses slower?

Does Rebound at 0 mean quicker decompression and at 15 slower decompression?

Do they affect each other?
Title: Re: Questions
Post by: PizzaChet on April 03, 2015, 09:01:26 PM
Think of a shock with only a spring and no damping in either direction(like a pogo stick). It just bounces up and down like an old ambulance. Add compression damping and it's harder to compress it to bottoming (higher number=more resistance), add rebound damping and it won't spring back as fast(higher number=slower recovery to normal position). Too much compression and it bucks instead of absorbs bumps/impacts, too little and it bottoms too easy. Too much rebound and your tire won't follow the terrain, too little and you bounce back up in the air like a pogo stick. I adjust for balance/rideability. Hope this helps.  ;)
Title: Re: Questions
Post by: MotoRogers499 on April 06, 2015, 10:58:22 PM
Quote from: PiBoSo on March 24, 2015, 01:01:52 PM
Quote from: gdubmx on March 24, 2015, 10:57:29 AM
Piboso we have 880 members here on the forum, I'm curious to know how many of which own the full game? I've only ever seen a maximum of 7racing online which is sad, beta 2 is still a lot of fun especially racing with guys online.

Many licenses were sold, but that's not really the point.
Until physics is improved and online is smoother, most users will not race.

Even Kart Racing Pro, that has 10 times the MX Bikes users, is not used much online.

I really wish I could play!! I don't have a PC that can run the game right now. It's not that the game is super demanding, it's just that I have a really shit laptop haha.
HOPEFULLY I will have finished my build soon, so I can get back online with yall and shred ;)
Title: Re: Questions
Post by: shanebell618 on April 10, 2015, 02:08:16 AM
Is there any way to change the timezone for the forum? Or is it forced to pull from whatever time zone the server is located in?
Title: Re: Questions
Post by: Snappe on April 10, 2015, 01:13:25 PM
Quote from: shanebell618 on April 10, 2015, 02:08:16 AM
Is there any way to change the timezone for the forum? Or is it forced to pull from whatever time zone the server is located in?

Forum Profile > Modify Profile > Look and Layout > Time Offset
Title: Re: Questions
Post by: shanebell618 on April 16, 2015, 05:31:44 PM
Quote from: Snappe on April 10, 2015, 01:13:25 PM
Forum Profile > Modify Profile > Look and Layout > Time Offset

Thanks
Title: Re: Questions
Post by: Mace-x on August 18, 2015, 01:40:47 AM
Piboso, does Mx bikes support Tarmac surface?

In the F.A.Q is not listed.

Are there different tractions such as sand, hardpacked etc.
Currently MXB has soil, soft soil, hardpacked soil, gravel, and sand.
Title: Re: Questions
Post by: PiBoSo on August 18, 2015, 01:46:37 AM
Quote from: Mace-x on August 18, 2015, 01:40:47 AM
Piboso, does Mx bikes support Tarmac surface?

In the F.A.Q is not listed.

Are there different tractions such as sand, hardpacked etc.
Currently MXB has soil, soft soil, hardpacked soil, gravel, and sand.

Asphalt is supported.
There already are tracks using asphalt surfaces over the terrain ( for ramps ).
Title: Re: Questions
Post by: Mace-x on August 18, 2015, 04:24:29 AM
ooh i see, so you can set surfaces on objects, that´s nice!

Thanks a lot for the tip! :)
Title: Re: Questions
Post by: GDUBMX on October 13, 2015, 08:19:34 AM
Hey piboso, just a quick one. for some reason my stand model wont appear with colour in the game, what am i doing wrong?

(http://oi57.tinypic.com/2ypanns.jpg)
Title: Re: Questions
Post by: RiccoChicco on October 13, 2015, 01:39:52 PM
Is your texture a power of 2 image in .tga?
Title: Re: Questions
Post by: HornetMaX on October 01, 2016, 10:01:05 PM
Quote from: geofanatec on October 01, 2016, 08:36:30 PM
What are all the files sent from the server? I know race data is sent, but are there others?
What do you mean exactly ?