Platform - PC
Date - 21 July 2014
Statistics overlay vanishes when testing the track
Skill game instructions AND score/bar graph does not show up when sharing the track
Layers become visible on undo
Bike sound starts on initial spline placement and on undo
Yes these have been reported multiple times however they are jumbled throughout the forums and these issues have not been fixed. Hopefully the demonstrations will help...
button icons and linebreaks are displayed on instructions, but im not sure about track description. is this just a display issue on the editor? or is it not working in general? anyone knows??
read more about that on the Useful controller icons for skill game thread (this should be sticky!)
and btw while testing a skillgame before you share it, no scores or instructions will be displayed.
Some more things I noticed:
- Lights turn off at edge of screen.
- Custom light settings reset to default on copying (Range/Intensity).
- Explosion from objects have no light settings.
- Cliff Edge varation 2 does not recolor, variation 1 does
- Some Lights have higher then 90 Light Cutoff, once you change it, you can only set it 0 to 90, it can't go back to its original. (some wall light have even 149 cutoff)
-Sand road curve 1 is an asphalt road while it should be a sand road
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The thread is now in the abyss lolOriginally Posted by Core2TOM Go to original post
Maybe the buttons don't display on Fusion (for description), but on Evo it worked.
And your are not the only one who can't see the scores/times/instructions/etc when you publish a skill game.
Btw, as my signature say : "add more characters for the description/intructions!!"
Just wait this before upload some skill games x)
edit: if you can also add 'a confirmation' before upload a track, it would be nice too![]()
Originally Posted by Core2TOM Go to original post![]()
Some new bugs i found :
- Problems with events in supercross ( http://forums.ubi.com/showthread.php...ercross-track? )
- When you test a supercross track, sometimes it doesn't show the time
- When you lock or turn off the visibility of layers and save, when you load the track the layers will be by default (only visibility on).
This happened me earlier aswell,Originally Posted by Jeruhnq Go to original post
Can't think of what caused it, it just wasn't there on test,
I saved, exited editor, returned and it was back.
Also came across that code display instead of track details,
But it was in a notification telling me my time was beaten on a track,
It didn't respond to being clicked so I don't know what track it was.
Howdy,
One thing i would really like to see implemented in the editor is the ability to group operators (+curves, or any number creator) into a 'true' function so i can update all the input values (data sources, vectors) and then pass it an impulse so it can compute an output and also output the impulse to be used if needed.
The problem i'm struggling with at the moment is, operators vs set vector/value to temporary vectors, i'll elaborate :-
i have 3x vectors A,B,C and i pass 3 object positions into these via set/copy vector
A is subtracted from B = S
B is subtracted from C = T
i then get the lengths of S and T and compare them to see which is larger
at the moment i update A, then B and then C, the vector operators (if i understood mutetus) are recalculated for the subtracts and length a total of 4 times each, this to me is shocking! and my only other alternative is to use the set vector event to do the subtractions to temporary vectors and then pass these into more temporary ones for final length calculations and unfortunately this also seems wasteful. It is also really hard determining which method is faster for optimisation, oh don't get me wrong its been a challenge finding ways to sync data so updates occur simultaneously but it is still quite a wasteful process.
im not sure if you can add to the extract function helper as it is a little unfriendly when edits are needed as pin names are lost and what not, but if a new helper could be created so it needs an impulse to say 'update me', or even create a new set of vector events, along the lines of 'Set Vector Scaler' or 'Set Vector Operator', either (or both) would be fantastic as this will most definitely improve performance.
any insight on how i could improve this situation i am constantly face with would be most helpful
EDIT: I was not expecting this :/
https://onedrive.live.com/redir?resi...nt=video%2cmp4
Riders of the Rustland specific bug which crashes the game: (not sure if it affects other platforms but be warned)
Object: Buildings > Rusted seed building block
The back wall (see highlight shot 1).
You can change the Wall Type in 5 modes normally from left to right: Auto - Solid - Broken - Empty - User Defined. which works for all 5 other wall orientations.
Here's the thing, on the back wall, you can set Auto - Solid, and when you click on the right side of the menu User Defined, however when trying to set it to broken or empty it bugs out like this, you get stuck in this weird menu with this name #seed_building_wall_broken_zpos#
You cannot change it back unless you Undo
I had 3 ways it crashed the game for me:
1- Changing layers on the bugged wall = guaranteed crash (Trials Fusion has stopped working)
2 & 3 I cannot exactly reproduce but it happened when changing the destruction % and randomizing the building shortly after one another which might be related to the back wall not functioning properly.