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April 27, 2024, 12:34:52 AM

News:

MX Bikes beta18j available! :)


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Messages - PiBoSo

796
General Discussion / Re: Oculus Rift DK2
May 14, 2015, 06:39:35 PM
oculus.dll updated to SDK 0.5.0.1
797
Documentation / Re: Dedicated server
May 14, 2015, 03:21:34 PM
Quote from: teeds on May 14, 2015, 02:21:20 PM
I've been trying this -

In the dedicated server text input, it is possible to type:
"restart" to reset the server


But when I type "restart" in the dedi console it only seems to type a message in chat, is there a command symbol of some kind in need to put in front of these dedi console commands?

The "!" prefix must be used to execute a command.
First post updated.
798
Bug Reports / Re: Crash ODE internal error
May 10, 2015, 06:59:37 PM
Quote from: RedChainsaw on May 10, 2015, 06:48:20 PM
I was riding on club track and after a few laps the game crashed and I got this error:


Did it happen online or during testing?
799
Track Editing / Re: Surfaces question
May 07, 2015, 11:10:20 PM

Dry sand and gravel particles should be generated.
There is no dirt buildup from sand and gravel.
Gravel should simulate stone gravel.
800
Media / Re: Videos
May 06, 2015, 01:26:08 PM
Quote from: iceberg on May 06, 2015, 01:06:26 PM
Here the other video I made based on the other one. Much longer, about 1min 30.

Enjoy in 1080p for full HD

http://www.youtube.com/v/MWfRc3QNYIA

Do you mind if your video has been used in the official website?
http://www.mx-bikes.com/
801
General Discussion / Re: MX Bikes beta3
May 06, 2015, 12:57:31 PM
Quote from: Mace-x on May 06, 2015, 01:54:21 AM
1-dirt has weird rebound, it feels like bouyancy, the tyre trespasses the dirt and then gets ejected, no matter the suspension setting the tire is not making correct collisions with the ground.(i can provide example video if needed)

A video would be useful, thank you.

Quote
Btw, will we see more frequent updates? or we will have to wait for about 4 months to b4? thanks! :D

Beta3 took a long time because dynamic terrain deformation and wet layers support were added.
This also required a redesign of the file formats and track tools.
Beta4 will probably take a while, too, because the netcode needs a lot of work.
You can expect more frequent updates in the future.
802
General Discussion / Re: MX Bikes beta3
May 05, 2015, 03:08:30 PM
Quote from: TheFatController on May 05, 2015, 12:25:41 PM
Agreed on the biggest problem there.. Any update on this PiBoSo? I'm guessing we won't have to wait until Beta 4 for a fix (hoping anyway, I'm really missing the online!)

Netcode is a big task, so unfortunately a quick fix is not possible.
The source of the problems is still unknown.
The only positive aspect is that the crashes are shared among all projects, so this might help debug.
803
Track Editing / Re: Track editing questions/help
May 05, 2015, 12:49:51 AM
Quote from: TheFatController on May 05, 2015, 12:41:25 AM
So I don't want to flog a dead horse here, or sound stupid, but after spending a couple of evenings messing around with this, couple of questions..

1. How do you control how fast a track deforms, is it dependent on surface type? i.e soft soil deforms faster than compact soil?

2. Is the overall depth of deformation determined by the thickness of all layers? i.e if you have three layers all at 0.25, it will only ever become 0.75 deep?

Again, sorry if this sounds ignorant but I'm having trouble deciding if this is the way it works from testing..

1. Each layer deforms based on the material set in the physics file
2. Thickness of the base layer is ignored: there is no deformation limit, but as the terrain is compacted it requires more and more force to dig further.
804
General Discussion / Re: MX Bikes beta3
May 05, 2015, 12:47:14 AM
Quote from: KITZTER on May 05, 2015, 12:21:28 AM
game just got a lot harder with ruts.

I think for the physics it may help accelerate development if you can get this game to handle a replica sx track (NOT SCALED to 150% LIKE OTHER GAMES)without eating shit over every jump. There is really not a lot of control coming off jumps unless you hit them straight on. Its too unpredictable.

Piboso what is your vision for the final version of this game? Is it full sim or are you going to try and get it to replicate the pro level mx and sx? Just curious as to where you are headed.

keep up the good work!

A real scale SX track has been tested

The vision is:
- keep improving physics to make it more realistic ( especially suspensions and tyres )
- improve the virtual rider
- add optional helpers to make the simulator more accessible
- add the possibility of helpers for those that prefer direct steer control

What is "the pro level mx and sx"?
805
General Discussion / Re: MX Bikes beta3
May 04, 2015, 09:21:46 PM
Quote from: RFX_corentin_12 on May 04, 2015, 09:05:57 PM
Shitty game. I pass 3h for found the problem for i can connect, and now i can connect on server, my game crash, again, again and again. MXS is definitely better.

PS: I have no track, no skins.

Please note that MX Bikes is flawed because it's under heavy development.
For the next release the focus will be on physics and netcode.
806
Track Editing / Re: Track editing questions/help
May 04, 2015, 03:15:27 PM
Quote from: geofanatec on May 04, 2015, 03:04:48 PM
Interesting......so thickness is not depth! Lol

It is the width of the rut?

So ya removing a whole tile makes sense. So a value of .5 would remove half the tile.

.25 a quarter, etc....

Thickness IS depth.
With 0 thickness the rendering engine assumes there is nothing left in the layer to draw.
807
Bug Reports / Re: stats and records does not work
May 04, 2015, 03:01:46 PM
Quote from: ChrisK on May 04, 2015, 02:04:39 PM
still not working.

Thank you for the report.
Please test again.
808
Bug Reports / Re: stats and records does not work
May 04, 2015, 12:09:58 PM

Stats and records should now be recorded.
Please report if everything works correctly.
809
General Discussion / Re: MX Bikes beta3
May 02, 2015, 07:27:33 PM
Quote from: kamloops on May 02, 2015, 06:39:47 PM
Also, in the gfx file, the dir section of exhaust is the coordinate of an unitary vector (which indicate the direction of smoke) ?

"Dir" is the vector of the exhaust exit.
To generate smoke the following section must be added to "exhaust":

smoke
{
top_rpm = 4000
max_rpm = 5000
}
810
General Discussion / Re: MX Bikes beta3
May 02, 2015, 01:04:44 PM
Quote from: senensis on May 02, 2015, 12:54:00 PM
Unless I'm mistaken, terrain only gets removed and doesn't pile up right? So it only digs?

Correct.