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SX Bug Report
Been building a supercross track !
Medal Limits are not working correctly since last night .
No matter what time I set for diamond it saves but doesn't register when running track !
just keeps saying next medal 22 seconds which I don't have even have anything set to 22 seconds (doesn't even give diamond to me when I beat the time it says after beating track ).
I loaded an earlier (perfectly working) save to make sure it wasn't something I did and it still didn't work .
Maybe it'll work fine after i upload it ?
What should i do any ideas ?
Could it be something to do with the newest patch ?
Help Please !
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So today the medal times i was talking about has currently adapted into all of my editor tracks (even creating new track the medal times not working right)
Same with loading my already shared tracks into editor (even though it works fine in TC)
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Update - took all medal times an zeroed them out and re-input times in order .
Now no matter what time you get it gives me diamond !
I have diamond set to 17.500 but for some reason I get it with under and/or over time set.
Can Somebody give me any ideas on my situation please ?
Im half tempted to scrub this game clean and re-download it!
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So I decided to post it - after zeroing out times and moving back made it not read in the editor (it works fine on track central though so I'm happy about that)
What was funny though is right as I was uploading after passing track it changed to trials track instead of supercross like i had it on (strange happenings)
Anyways i decided to repost it as supercross so make sure to pick up the fixed version listed with the OTHG8 anniversary tracks.
I turned on fake bikes and was working in editor so hopefully that works for you all too.
Thanks for playing hope you all enjoy :)
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The first one you uploaded did not have bikes (other player replays) in the other lanes for me.
The second one had four lanes with riders (replays I think) and worked fine for me.
(I'm on PC BTW)
The track ran smooth for me (and I liked it). Ran it many many times. :)
I have recently had some odd things happen while doing the "validation" runs during uploading. My last tracks (original and fixed) both had a physics joint that never did and still doesn't work correctly in the shared version. Works fine though when I'm not in the upload menu.
Ditto what you said (strange happenings)
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Where you referring to gods of wrath ?
1st track works fine but didn't save as supercross like I wanted.
Second track i thought adding fake bikes would allow all 8 track lines to show replays!
Haven't tried multiplayer yet but should show up correctly - 8 lines 8 riders:)
Thanks for the reply bud I do appreciate it
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Yea, Gods of Wrath, the original has a motorized physics joint in the "catapult" that flings you to the top of the waterfall (or under it). In the validation run it was flingning the rider way over the top so I made an adjustment only to find that the shared version does not throw the rider as far as it should.
So, really wanting the track to behave as intended, I tweaked few other things and adjusted the strength of that physics joint and uploaded "Gods of Wrath (fixed)" only to find that now the catapult throws the rider too far. Arrrrgh! Not gonna fix it again though. The rest plays ok and it's playable as is so...
No prob for the reply. I think sharing our experiences not only helps the devs but also helps us know what to be aware of and even avoid for the time being.
Community effort 'eh?
Take care.
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Yeah that's too bad that your fixed version didn't work as intended (it was a fun track tho:)
I did start this thread to more less share my experiences in the editor so they have an idea of what's going on .
Im sure they've heard about most problems that occurs in Trials already.
I've encountered new problems in editor since posting the fixed version of my OTHG track that I might share on here .
How to word it tho ?
All in all Trials is one of my favorite games - been playing since Trials HD(360)!
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My last 5 or 6 times in the editor it kept crashing on me when I try to place objects. But to be fair, I had a lot of stuff going on and in it, so I can't blame the game 'till I start a new build.
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Yeah I totally understand why it would crash when there's a lot going on.
But some of the glitches transfer into my new build !
For instance instead of having or seeing ghosts - the ghost is completely black and cannot see through (I fixed this by toggling fake bike on and off again and vice versa to repeat process) - also my game character has no head in editor since I posted my first track (posted it on track image for my N1L8E track)
Oh and I also have a piece of ramp from another track that will not turn visible and it'll still let me duplicate it as invisible!
Kinda funny in my opinion and doesn't really bother me so its all good .
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I thought it might be fun to do a really long Supercross track.
Maybe an Endurocross style, Mega Track. But, seems you'd have to be careful with what you put into it and I'm not sure how long you could make one while still keeping within all the various system specs. Plus it would be a bummer to spend that much time on a project and run into issues like you found when trying to upload.
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I think you could get away with a couple minute track no problem using less objects (or less in an area) - not to sure how that works exactly.
But my (OTHG X-SuperCross) track is a lot more compact than usual - I deleted some things to make run smoother (statistics overlay says im running 1300 active objects (red) from were camera is placed - when testing its around 350 (greenish) tops which is nice - I set most everything off track to decor only unless there's a reason not too.
There's no physics either
(dynamic modification)
But that's all about to change my friend
Taking back to Trials Track
(Ah ha ha ha)
Im going to mutilate the heck out of this
Be Warned :)
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Excellent!
Yea, that "Ice Nice" golf game for OTHG is what eventually was crashing the game on me when I'd try to add more but, because it was golf and you could land just about anywhere, almost everything had to have contact physics to it. I've been asked to make another one like that in the future but if I do it might be more like mini-put golf.
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I think the whole free roam was kinda cool and I can see you used a decent portion of editor map.
Probably nothing set to decoration only because your using it all !
Did you learn any more about using types vs instances for doing trigger work ?
Can't remember what the difference was between default and contact at the moment.
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Was that me? Might have been someone else. I don't recall that, but I just woke up too so... not enough coffee yet to screw in my brain fully.
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Thought we talked about hit trigger setting to object types you could select the type of rocks you added (ice nice) for something cool.
Maybe it wasn't you !
Anyways i liked how it had that free roam feel to it :)
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I did use object type triggers on my Easter egg hunt game so if the riders head hit the ground it would bounce you so you could flip back over again.
But, I found that in setting an object type, it only works for the individual variations of the object so, for example in this case, the object type had to be set for every variation of the grass ramp used in the map. It would be a nice option if in the object type trigger menu you could set it to a single variation or all variations of an object.
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Hmm yeah that must've been it !
I see what your saying - I wonder if you might be able to link it to a variation event that's set to that object so it works after changing .
Have all variated pieces of object already linked so that whatever its changed to will register .
Just some ideas bud :)
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Nice. I like little tips like that. It's what makes good tracks better. Good idea.