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[PATCH] Project: milkfix; stock content patches
Topic Started: Feb 12 2014, 10:38 AM (24,088 Views)
Kenny
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SebR,Monday, Dec 8 2014
14:10
milkfix can't do anything about this, it's a all revolt bug (found it on 12.07 too)...

I don't think these are the same thing, espcially because in case of Quake only instances are affected and not the actual level geometry.
Btw I wasnt actually able to reproduce the disappearing instances in Quake though I don't have the newest game version either (13.0820), so I couldn't really investigate this.

And in case of Kipy's observation, thats actually a desired behaviour caused by the Visiboxes (and also makes sense considering you shouldn't be able to see the lower area on the bridge unless you are driving an unusual big car).
If you want to "fix" it, either delete the Visibox that encapsulates this area or if you want to make it simple, rename/delete the .vis file of the track (which will cause a performance loss, its usually not a significant one but its your choice).

What seems to be a real (game) bug though is this:
[ximg]http://snag.gy/t1Ye2.jpg[/ximg]
It could be a bug somewhere in the performance optimization code for the game but is at least not related to Visiboxes (since levels created with the Track Editor don't have any), its also interesting to note that it happens on both PC and Dreamcast version.

If you want to reproduce this issue, check the thread on ORP, just browse to the picture and read the surrounding text and following posts, I already thought about making a seperate thread for this to create more awareness for this issue but considering the current state of development I don't think it would change much.

edit:
ThugsRook
 
^ those are broken visiboxes caused by 1.2A ~ does not appear in 1.2B. (did not check 1207)

I didn't actually check 1.2B but as far as I can tell the same behaviour occurs in 1207 so I doubt its version related (unless they turned something off in 1.2B).
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SebR
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14.0208

14.0222

14.0306

14.0314
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Kenny
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Kenny,Monday, Dec 8 2014
15:31
Btw I wasnt actually able to reproduce the disappearing instances in Quake though I don't have the newest game version either (13.0820), so I couldn't really investigate this.

Also didn't happen to me in 14.0208, maybe something different causes this? Or perhaps the level files are different?
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ThugsRook
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^ maybe, i didnt use SebR's TAZ patch, that might be the cause. (the TAZ patch)

* XTG files are prepatched ~ download from RVZ.

this is why i dont like to fix things that are actually caused by 1.2A :(

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Kenny
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ThugsRook,Monday, Dec 8 2014
16:08
^ maybe, i didnt use SebR's TAZ patch, that might be the cause. (the TAZ patch)

Are you talking about Toyworld 1 and the Visiboxes? The Trackzones shouldn't have any relation with that so I doubt that could be the reason.
If you're talking about Quake, I don't even remember where I got it from but I guess I'll try the RVZ version.

And again, I don't think anything currently discussed here is caused by 1.2A (perhaps except for the Quake issue, can't say anything about that).
Last but not least, don't forget that not necessarily everything that changed in 1.2A and introduced track bugs broke stuff, it could just be that it wasn't correctly done in the first place (in either the code or the track).
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ThugsRook
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^ no, im talking about Quake!

and i found an additional problem with PetroVolt rev.


edit: i dont have the time to check everything ATM but v140831 says it fixes TAZ problems and these patches are not needed. this problem needs to be thoroughly checked in every RV version <_< (or just fuckit) ;)
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Kenny
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ThugsRook,Monday, Dec 8 2014
16:27
^ no, im talking about Quake!

Tried both RVZ and XTG versions, both have the same result in 14.0208 for me (meaning I don't have the issue).
You can send me your track files if you want...

Or perhaps a different question, am I the only one who doesn't have this issue in Quake?
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ThugsRook
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^ obviously 140208 is broken. (check my edit above)

v140831 claims to fix the TAZ problem, so Huki knows this exists. but if you use the patched TAZ files with v140831 it breaks the track?

1.2B does not have the TAZ problem.

this... is getting outrageous. now we cant even fix (certain) stuff due to 1.2A varient bugs. need to look into this more and figure out whats what.


note: none of this crap has anything to do with Milkfix files :P
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Kenny
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ThugsRook,Monday, Dec 8 2014
16:47
^ obviously 140208 is broken. (check my edit above)

As I said, I tested in 140208 and still didn't notice any visual glitches (didn't check for correct track flow but thats not what this discussion was about in the first place).

If I remember correctly the TAZ changes in the recent versions just changed the changes from 1.2A back to the original so I don't think any fixes in tracks that corrected the zones for 1.2A should be broken again in the very latest version.

Though thats assuming the fixes were done properly and the TAZ changes really were just reverted and not changed to something different.
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ThugsRook
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^ both of these problems are most likely related.

i dont have the time to check this in every version with and w/o the patches, but what ive posted so far is true.

SebR's TAZ patches worked fine in previous versions when they were needed, but they dont work in all versions correctly now? need to do some testing.
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Kenny
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ThugsRook,Monday, Dec 8 2014
17:01
^ both of these problems are most likely related.

Again, I tested the versions from both RVZ and XTG (which I assume has SebR's modifications) in 140208 and didn't experience any disappearing instances in either of them.

Besides, I would find it hard to believe that this issue is actually related to the Trackzones but I guess I'll just wait and see what other members have to say (we've flooded the thread with this sidetopic enough already :P)
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mightycucumber
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I recently modified track zones in PetroVolt. I don't really know if it is related, there were some fuckups happening and I had to add and move some zones, maybe now that's fixed. :)

I'll post an updated version of all my track edits soonish so you guys can check it out.
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ThugsRook
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ok ~ the original report was for Toy World 1, which isnt actually a fixable bug.

we also found Quake! has a problem with v140314, and Petrovolt has a problem with v140831, and possibly some TAZ patched/unpatched errors too. none of which is a Milkfix error so lets split the thread here so we can work on those problems in another thread :)
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ElectricBee
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Let's not ignore the possibility that some track makers may have had to work around the version of Re-Volt they had, or took advantage of some very, very extreme edge cases with triggers that may break if a different version of the game are used.

I know it sounds like the dumbest shit, but I don't know how else tracks are becoming broken between versions.
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ThugsRook
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^ every version of Re-Volt has its own problems, including original 1.0 and 1207.


the current problem is that there are multiple undocumented changes in every version of 1.2a that break older tracks. (FAN PAN & TAZ)

its even a problem for Milkfix, which is why it currently does not support 1.2B and earlier versions. (unavoidably caused by project: milkshake)

here's the link to the ORP thread we discuss these problems in...
http://z3.invisionfree.com/Our_ReVolt_Pub/...topic=1701&st=0

altho 1.2a gives us a nice sandbox to play around in, Re-Volt.exe is actually more broken then it has ever been.

:mellow:
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ElectricBee
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Was this ever fixed?

[ximg]http://i.imgur.com/bJBuujs.png[/ximg]
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Plant the seeds of sin into the world and they will grow to consume you.

I make usable stuff and break things for fun. Check out what I've made.
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ThugsRook
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i dont think so. thats a world file error and Sebr hasnt done any work to TW2 as of yet. there are actually a whole host of problems there at that intersection.
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SebR
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Last Market1 update

the last triangle shapes is fixed
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ThugsRook
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^ thx SebR :D

milkfix has been updated.
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Kipy
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One question: with milkfix you guys can fix physical issues too?
I mean the walls in Toy World 2 which ones are buggy sometimes.
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ThugsRook
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^ sort of, yes.

TW1 & 2 are a huge mess to be honest. they are the perfect examples of tracks that needs to be completely rebuilt from scratch.

walls? ...the tracks are an illusion of walls and ceilings. SebR would need to create real ones around the entire tracks ~ probably much more work then he's willing to do.

for me to fix them with instances ~ again too much work and way too many panels are needed, at least 25 more panels in each if not more. the game would slow to a crawl.
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SebR
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tell me where (with pictures) and i'll have a look when i can ...

back to ship2 ... (babord is done, need some wok on tribord )
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ThugsRook
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^ honestly it would take hours to grab them all. literally dozens of problems all over the place. currently not worth our time. ATM we have much easier fish to fry ;)

hows Toytanic coming?
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Kipy
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SebR,Sunday, Feb 1 2015
18:16
tell me where (with pictures) and i'll have a look when i can ...

[xIMG]http://s15.postimg.org/gcs172mrf/revolt_2015_02_01_21_14_20_73.jpg[/xIMG]

[xIMG]http://s18.postimg.org/w00pd9owp/revolt_2015_02_01_21_14_49_46.jpg[/xIMG]
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ThugsRook
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^ youre going need to do better then that Kipy. mind pointing out what we are supposed to be looking at here? (red circles help)
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Gotolei
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Throwing a couple more things on the TW2 pile :P

Right branch of split, wheels sink into ground (z-fighting reflection)
[ximg]https://i.imgur.com/e4BL0yy.png[/ximg]

Has the helicopter's path through the wall been noted before?
[ximg]https://i.imgur.com/d8ypl2R.png[/ximg]
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ThugsRook
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wheels sinking:
that is a NCP error, and AFAIK neither SebR or I can fix those. (there are a ton of them in many of the stock tracks)


helicoptor:
cant edit FOB files ~ causes incompatibilities.


:)

im still interested in what Kipy is trying to point out.
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Abc
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ThugsRook,Monday, Feb 2 2015
00:47
wheels sinking:
that is a NCP error, and AFAIK neither SebR or I can fix those. (there are a ton of them in many of the stock tracks)

There's even shadow glitches on some tracks, specially on toy2 "cross"
If you only could edit NCP or recompile it again..... (toytanic roof would be fixed without Instances)
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ThugsRook
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yup, those glass bridges have some shadow probs too. i could go on and on.

you know how it works guys ~ if we could fix it a mini-project would startup and we'd get it all done, but right now we dont have a clue :unsure:
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ElectricBee
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Is there any way I can save the individual cubes in Blender, run them through PRM2NCP and have somebody use those files?
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I make usable stuff and break things for fun. Check out what I've made.
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