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April 25, 2024, 09:46:43 AM

News:

MX Bikes beta18j available! :)


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Messages - Some_Doofus

16
You'll have to screen record it with a separate program. I believe there is a screen recorder that comes with Windows 10, have a google and see what you can find about it. If you have a Nvidia gpu there is also a Nvidia screen recorder that works well, it's what I use. I think you'll need to download Geforce Experience and set it up through that, google is your friend here. You can adjust the video and audio quality of your recordings and even set up an instant replay feature that constantly records the last few minutes of gameplay and saves it if you press record.
17
I highly doubt it. It would be incredibly difficult to get proper mod support on consoles (even a massive game studio like Bethesda can't do it very well) and without mods the game would not be much fun for long. Add onto that the difficulty of having to port and optimise the game for multiple consoles with different hardware and software environments which Pibs has never done before afaik, as well as still developing the game and his 3 other games at the same time, I don't see how it would be possible or worth the extra time and effort. Besides, console players are more likely to want an arcade style game over a simulator. Most sims and sim players are on PC because sims work best on PC. If games like rFactor or iRacing don't get a port to consoles even with much bigger teams and player bases I can't see Bikes ever getting a port.
18
Do some chores, mow some lawns, it's not that expensive
19
+1
20
Tracks / Re: Northern Pike Ridge!!!!
January 04, 2021, 04:41:48 PM
Hey Tucko just wanted to say this track absolutely slaps with the latest update. I mean it was bloody good fun before, but now that we can get deep into ruts without bailing and can see around tight corners properly the flow is unbelievable. The ruts form up so good you can run laps without even touching the brakes, just tip it in hard and fast until your levers hit the ground  ;D
The one thing letting this track down is the lack of track cameras. It would be awesome to see an update to the track to add them, with focus on sexy shots of the ruts ;) And maybe if you were going to adjust anything I'd suggest editing the lip of the big table over the back after the long whoop section, it always seems to kick your weird when you whip it. The track would be damn near perfect with these updates, hope you consider it man. Keep it up
21
Still, maybe the placeholder model could be updated to be a bit more appealing? Would it be possible to load in a simple default bike and rider with sounds without lag? Everyone would get the same placeholder model still, they'd just look a bit nicer. Unless loading any textures or sounds at all is the problem, not just loading custom ones.
22
Quote from: Some_Doofus on August 20, 2020, 12:41:58 PMI'd love to see the new Fox Raceway. Keep seeing clips on Instagram and I notice a lot of fun whip jumps  ;D
Adding to this, I'd just love a track with a bunch of good whip jumps/booters with really good trackside cameras. All the tracks with the best booters (Paleta V2, JS7) don't have great track cams and sometimes you just wanna lay down a phat line and check the replay without having to chase after yourself in free cam. Really I wish all tracks came with decent track cams but idk how hard it is to set them up so that might be why so few have good cams
23
Suggestions and wishlist / Mod file size optimization
September 07, 2020, 06:10:30 PM
I've always thought the way paints for bikes and gear are handled is pretty poorly optimised, but crunching some numbers on my last KTM skin I've realised it's worse than I thought.

The issue comes up when your skin has multiple colourways with the same base/normals/reflection, and even worse when these skins are put in multiple bikes folders.

For example, for my last KTM skin I had the diffuse for the livery, metals and 2t engine, with normals and reflection maps for each one, along with wheels and chain which I didn't touch, which is 11 files for 1 skin (could be more with stand etc.). I had 4 colourways, and put them on all of the 6 KTMs, so all up thats 264 files totaling 822mb. The issue is the vast majority of these files are just copies. All the norms, reflections, 2t engine, wheels and chain files are the same for every skin. The only thing I changed for each one was the livery and metals diffuse. So really, there's only 17 unique files (~40mb when packed) and 247 unnecessary copies.

My suggestion is we use a base skin that has all the norms, reflection, metals etc. and have separate files for different colourways that only contain the files that are different from the base (livery/metals diffuse). On top of this we could pair each skin with a config file that tells the game which bikes can use the skin, so in the file you have a list of the compatible bikes and a true/false option for each bike. This way you would only need one copy of each skin but could still use it on every compatible bike.

I know this would require a lot of work from devs/content creators/players to implement, but with mods folders getting up to 50+GB for some people I think it's worth looking into. It would allow us to download a lot more mods which encourages creators and we'd be able to see everyone looking sexy online too, which is the main reason I have so many mods downloaded.

I also think that this should come with some improvements to the sorting of mods ingame. When you've got heaps installed it gets messy and hard to find specific skins. I'd like to see filters or sorting options or more categories, and a favourites function would be very useful.
24
I'd love to see the new Fox Raceway. Keep seeing clips on Instagram and I notice a lot of fun whip jumps  ;D
25
Tracks / Re: [release] DirtPark
August 20, 2020, 12:30:05 PM
This track is unreal fun, probably my new favourite to just rip fast laps on. Did a few races last night that were just stacks of fun trying to maintain as much speed as possible around every corner and scrub every jump. This track is the perfect mix of easy to follow, flowing lines and interesting/challenging roughness so you're always on your toes but not so much that you can't just ride it easy. So much fun, bravo
26
I've mentioned this on discord already but figured it would be better posted here.

After working on a new font for my KTM skin I noticed a few things that I didn't like about the way custom numbers work. First of all, they have no proper shading or reflections that I could see because they're applied as a separate layer on top of the graphics. I thought this could be fixed if the numbers were applied under the normal map of the bike or gear so they show the same shading and reflections. This would integrate the numbers into the skins much better and would encourage people to use these numbers instead of making their own on PS which nobody else can see online.

Second of all, I would like to see more options to customise the position of numbers on bikes and gear when making a font. At the moment we can only change the basic X/Y positions of the numbers in the fonts config file, however we can't change the angle of the numbers and only have very limited control over the spacing between the numbers. Even when exporting the tgas with no gaps between the numbers and setting the spacing to exactly the width of the numbers there is still a large gap between each one in game. We should be able to make the gap as small as we like to make more compact looking fonts.

Another issue, at least with the current KTM model, is that the numbers on the side plates are in different positions on each side (see screenshots). Even though I've spent hours making sure my plates are symmetrical the numbers don't sit in the same place on both sides, meaning on one side the numbers are in the right position and on the other the numbers overlap the logos and such. The obvious fix for this would be to update the model and fix the number placement properly, but it would be good to have the option to change the coordinates of each side separately so we could fix it ourselves.

Lastly, and I'm not really sure why this happens or if it can be fixed, but if you move the numbers too far in one direction they get to a point where they will stretch across the graphics (see screenshots). This severely limits the range of customisation you have, and for any kits with slightly unorthodox number positions (like mine) it makes it very hard to get it right. It would be very useful to see this limit expanded to the entire side plate so numbers can be placed anywhere on them.

Hopefully these are all relatively easy fixes/additions, and I know there are bigger issues that should be focused on first, but this would be nice to see done soon.