Dead Land 1.2

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Fatal Error
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Dead Land 1.2

Post by Fatal Error »

OK, Dead Land 1.2 beta is at KC's. Suggestions good or bad are welcomed and needed. I'm not sure if I should increase the length of the circuit or leave it as is. Let me know your thoughts
Thanks
FE
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Phineus
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Post by Phineus »

<center><IMG SRC="http://mtm2.com/~mtmg/Traxx/errors/key_frame_vertex_mismatch.gif" border=0></center>

oops.

BTW, that's a new one.
Fatal Error
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Post by Fatal Error »

well, it works for me so what do I do? Who can decipher that error?
Kdawg
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Post by Kdawg »

I was wondering if it was just me
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Wint
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Post by Wint »

I don't have it yet, but it sounds to me like an error related to an animated model. Keyword: keyframe

Animated models require the same number of and I belive the same numbering of the vertices in each frame - i.e. the same model in a different shape. Vertex mismatch 'suggests' the frames are not the 'same'.

FE, unmount all of your own pods except the latest beta, and see if you get the error.
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Malibu350
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Post by Malibu350 »

<IMG SRC="http://malibuco.hostme.com/images_mtmg/illop.jpg" border=0>
I didnt get Phins error after running about 16 laps but i did get the above but i doubt that its related to the track probly just my systems resourses dwindling to nadda....

anyway the track looks and feels much much better than ver 1.1 the only things i noticed were that there is a molten rock suspended in mid air just after cp5 and you run into it if you try to drive under it (this animated bin may be the source of Phins error ?)and another minor thing and it may be intended if so just leave it but i thought i'd point it out just in case, you can avoid the big jump between cp3 and cp4 by driving just to the left of it this shaves about 7 seconds off the lap time....

the track is beautiful and fast but i lap the comp trucks on the fourth go around they probly can be tweaked a bit more Image

btw, i do not have any other version of this track in the mtm folder

[This message has been edited by Malibu350 (edited 14-05-2000).]
Fatal Error
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Post by Fatal Error »

yea, a divide error is your CPU..Anyway Phineus, I've decided to not "push the limits" anymore like we discussed with Straight On. I'm trying to do things that MTM2 just can't handle across the board. Hopefully 4x4 will be different. The error is coming from lava rocks shooting in the air at different intervals and spinning at the same time. I give up on trying to "out do" the veterans like Zoon, OOPS and the rest. I deleted all the rock animations and am tweaking the comp trucks. The shortcut Malibu350 mentioned is now blocked by an invisible wall. (Malibu350, I saw your photo on your web page, and not that you care, but you and I could be twins if you wore glasses and had about 3 more inches of hair in the back...hehehe) Anyway <sigh> look for ver. 1.4 on Monday.

FE

[This message has been edited by Fatal Error (edited 15-05-2000).]
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Wint
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Post by Wint »

--

By the way, if you only translated and rotated your rocks, there shouldn't have been any problem with the frames matching.
Fatal Error
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Post by Fatal Error »

Winterkill, you saw the ani in the bin you downloaded from my Xoom directory. All I did was take a rock and have it shoot up out of the larger lava pits. Then I made the same rock smaller and had it shooting up but at a slightly different frame rate. I can't remember the control files but you could see them in Traxx. I got so fed up about an hour ago I deleted every rock and animation of rocks I had. Then I deleted the models that went along with them. I can always download my own beta if I want to get them back. Right now the comp trucks are tweaked as best I can and the track is in my opinion ready to go. I usually don't give up. Like the idea you had about the wooden spikes coming out of the ground up and down..I did that in a test track and it looked great! They were slowly rising out of the water then back down again. But instead of moving the bin up each frame, I changed the size of the spike for each frame to make it "grow" out of the water instead of rise. Those lava rocks didn't look that good anyway, but let me know what you come up with...

FE
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Wint
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Post by Wint »

The track looks and drives great. The theme is very well done (pun?). I see you put most of the earlier suggestions into the track, what a guy ;-) The lava rocks in the cones were pretty cool, but I suppose they are not strictly necessary. I concur that the track is basically ready to go, assuming the errors disappear. Sometimes its time to move on, so just do what's fun bud ;-)
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Phineus
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Post by Phineus »

I got it to work. I moved the pod to the top of the list and it worked. Just to test, I moved it back down again, and the same error happened.

Anyway, I really like the road textures and those couple half-buried trucks. The change following cp3 is good, but yeah, you can still drive around the hill. The railings on the bridges work well.

The rock topic. um, I know they were problems, but I wonder if you'd want to keep them anyway. To be quite honest, and please, no offense intended, but they kinda looked like little popcorn kernals popping and bobbing around. Maybe the thing to do would be to have them trace an arc'd circle that extends below the terrain on it's returning orbit. That way, they'd look like they're emerging from the ground, shooting upward, falling to the ground again, then go out of site, only to return a few moments later for another round. A few of these placed carefully could make it look like quite the spout of lava and rocks.

Oh, there is a floating flame to the right of the start light - near the rocks. Looks like you lowered the ground after it was set.

Lastly, this track is shaping up nicely. I think you might like to consider a new name for it. Deadland does't describe the life and action in the track.

------------------
- Phineus
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Malibu350
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Post by Malibu350 »

One last suggestion

instead of an invisible wall to block that short try adding some small mounds in the grass to the left of the ramp and on the other side of the road in the grass, or you could also block it by moving the exsisting turn sign back a tad and adding another just before the cp marker, what i am trying to say here is i really hate to hit those invisible walls unexpectedly i usually end up with a minor case of whiplash and or a bruised forehead from smacking into the monitor Image hehe... seriously though whenever possible use the alternatives..

btw, that pic is old i had just cut about 5 inches off
Fatal Error
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Post by Fatal Error »

Phineus, I can tell a few names for this track have popped into your head. As they say "spill your guts" ..I'm at a loss. Anyone else have a good name?

FE
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Post by Kdawg »

I poded it at the top of the list and it worked. Yes there were some rocks that did not move which seemed like they should have. There was about 3 that were towards the beginning, and one where the lava dripped by the road. As for deleting rocks you should download the beta and then clone it or add rocks back in. Oh and one more thing the pod does not have to be podded above the fixall pod by YM for those who have it.
Fatal Error
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Post by Fatal Error »

note to all: I will try to make an animation as per Phineus's suggestion (rock arcing out of the pit then going into the ground) For some reason I was rushing this but then I thought "why the hell am I in such a hurry?" I'll be working on it during the little spare time I have this week and then upload a new beta. Phineus, one name that pops into my head is "Wild Volcano Run" What do you think?
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