I'll be darned. And then assuming you're doing great saving your maps in high quality. I'm shocked aswell.eyebo wrote:But it turns out that HQ or Ultra is saved only in your local cache and that people who download your tracks are only getting the Fast or maybe Default quality shadows when they play your track.
Hats off to the Germans for figuring this out.
I'm shocked that I've played Canyon for 10 months and am only now learning of this.
You shouldn't have multiple quality options in the same list that behave in very different ways for the end user (at least not without some description of how they're going to work). It just doesn't make any sense to me at all.
Please fix this Nadeo.
List of all known bugs
Moderator: English Moderator
Re: List of all known bugs
Re: List of all known bugs
It looks like there might still be some use for high and ultra. I'm still running some tests.
Former QC Manager at Ubisoft Nadeo.
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
Re: List of all known bugs
Well, from talking to Hylis and reading a little more into this.. as well as some preliminary tests, it looks like there's still some advantage to calculating shadows on High or Ultra.
From what I understand, when you calculate shadows on High or Ultra you are enabling the game to do more calculations for the lightmap. So you get better quality for light bounces. Lighting is more smooth as a result. Well, I think most of us already knew that, it's why a lot of us used high quality.
After you calculate on High or Ultra, the game takes those higher quality calculations (that are saved in a file in your cache) and compresses them back down to around the size of a default lightmap so that it fits in the GBX file. So even though it's saved as default, it's taken from a higher quality source, and so you still get higher quality lighting your map.
That's my understanding of it.
The way it works in the game doesn't make that immediately obvious though.
Again, I want to post some comparisons, but I haven't got any good ones made yet. I'll hopefully do that in the coming weeks.
In the meantime, continue to render your shadows on high quality. I think it's still worth it.
I think if there's a bug in this one it is this:
The ticker in map info in-game that says "High quality shadows computed" should represent the quality of the lightmap in the GBX, not the quality of the available lightmap in the cache.
From what I understand, when you calculate shadows on High or Ultra you are enabling the game to do more calculations for the lightmap. So you get better quality for light bounces. Lighting is more smooth as a result. Well, I think most of us already knew that, it's why a lot of us used high quality.
After you calculate on High or Ultra, the game takes those higher quality calculations (that are saved in a file in your cache) and compresses them back down to around the size of a default lightmap so that it fits in the GBX file. So even though it's saved as default, it's taken from a higher quality source, and so you still get higher quality lighting your map.
That's my understanding of it.
The way it works in the game doesn't make that immediately obvious though.
Again, I want to post some comparisons, but I haven't got any good ones made yet. I'll hopefully do that in the coming weeks.
In the meantime, continue to render your shadows on high quality. I think it's still worth it.

I think if there's a bug in this one it is this:
The ticker in map info in-game that says "High quality shadows computed" should represent the quality of the lightmap in the GBX, not the quality of the available lightmap in the cache.
Former QC Manager at Ubisoft Nadeo.
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
- luftisbollentm2
- Translator
- Posts: 613
- Joined: 25 Aug 2011, 23:01
Re: List of all known bugs
Testdrive mode, easy to fix i think.
When the mouse is still and you move the cam up and down with key 8 and 2 nothing happens
let´s say i push key 8 three times and nothing happen but when i move the cursor to edge the cam snap to the right position ?
shadows
If you calculate shadows manually before you drive and make an author time, the maniaplanet tell you that you must calculate shadows. ? AGAIN.
2 alternative.
1. I drive an at.
2. I Save and it tell me to calculate shadows.
3. done.
1. manually calculate shadows becouse i want to drive my new track with shadows.
2. play the track.
3. save (asking about shadows again. ?)
4. calculate shadows.
5. done.
When the mouse is still and you move the cam up and down with key 8 and 2 nothing happens
let´s say i push key 8 three times and nothing happen but when i move the cursor to edge the cam snap to the right position ?
shadows
If you calculate shadows manually before you drive and make an author time, the maniaplanet tell you that you must calculate shadows. ? AGAIN.

2 alternative.
1. I drive an at.
2. I Save and it tell me to calculate shadows.
3. done.
1. manually calculate shadows becouse i want to drive my new track with shadows.
2. play the track.
3. save (asking about shadows again. ?)
4. calculate shadows.
5. done.
PC: Amd x2 2500mhz 6gb ddr2 ati 5850 1024mb
best valley clip http://instagram.com/p/bTvCURtPCo/#
really show what valley is about <3
best valley clip http://instagram.com/p/bTvCURtPCo/#
really show what valley is about <3
-
- Posts: 232
- Joined: 15 Jun 2010, 11:05
Re: List of all known bugs
thanks for the reports. all bugs you noted were already listed in the first post, except for the camera one. however, i don't quite get it. you are in testdrive mode when that happens?
CMC JumperJackツ
- luftisbollentm2
- Translator
- Posts: 613
- Joined: 25 Aug 2011, 23:01
Re: List of all known bugs
try this and you get what i mean instantly.
1. go to editor
2. move the cam up and down in build mode =no problem
3. go to test drive (when you place the car) ("dont put down the car") just move the cam, 3 step upp with number 8 on num-keyb and you see nothing happends, but when you drag mouse to edge it update the cam.
should be working as smooth as in buildmode color mode etc.
hope you got it.

1. go to editor
2. move the cam up and down in build mode =no problem
3. go to test drive (when you place the car) ("dont put down the car") just move the cam, 3 step upp with number 8 on num-keyb and you see nothing happends, but when you drag mouse to edge it update the cam.
should be working as smooth as in buildmode color mode etc.
hope you got it.

PC: Amd x2 2500mhz 6gb ddr2 ati 5850 1024mb
best valley clip http://instagram.com/p/bTvCURtPCo/#
really show what valley is about <3
best valley clip http://instagram.com/p/bTvCURtPCo/#
really show what valley is about <3
Re: List of all known bugs
The global clip in MT doesn't work as it should (it works only in Outro I think).
- You did.
- And...
- ...I didn't.
- And...
- ...I didn't.
-
- Posts: 232
- Joined: 15 Jun 2010, 11:05
Re: List of all known bugs
got it now, luftis, thanks.
chevron, please clarify as well, please, then i'll link your post as source.
chevron, please clarify as well, please, then i'll link your post as source.
CMC JumperJackツ
Re: List of all known bugs

With this option a clip should remain triggered even though a next clip became triggered but it works only in Outro, I think.
- You did.
- And...
- ...I didn't.
- And...
- ...I didn't.
Re: List of all known bugs
You can confirm this one : clickJumperJack wrote:- Black bugs are reported, but not yet double checked.
- There is no water in a track thumbnail.
BTW, is it normal that I can't take "prt scr" when in full screen mode?
An eye for an eye leaves the whole world monocular.
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