Maniaplanet 4 - Previews

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riolu
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Re: Maniaplanet 4 - Previews

Post by riolu » 24 Nov 2016, 20:48

Hylis wrote:You got the spirit of what I wished to do with the gameplay. However, we should avoid this (usual) topic, please. Like I said, we will not change it and so we will see how it goes with the new blocks and Maniaplanet 4 evolutions.
I thought you wanted to look into the rollercoaster speedbug issue I told you about at ZrT cup? Would be very unfortunate to leave that in the gameplay to be honest :?

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Re: Maniaplanet 4 - Previews

Post by Miss » 24 Nov 2016, 21:03

I'd say bugs are not the same thing as design..
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Re: Maniaplanet 4 - Previews

Post by tcq » 25 Nov 2016, 08:15

Miss wrote:I'd say bugs are not the same thing as design..
If you see that the stadium landing bugs are now kept as being part of the design, I would be very confused if a new environment has bugs from the beginning that are know but are not fixed for the final release in MP. Just to clarify, I haven't played Lagoon, but in such things I just trust riolu.

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Re: Maniaplanet 4 - Previews

Post by Hylis » 25 Nov 2016, 09:28

I talk with Riolu about this and I said we will look at it. "Landing bug" of Stadium was looked upon many times inside the studio but each time it meant to change the game itself. There is no "bug" like if there were something we were missing in the code, it's just a chaotic behavior that is a consequence of the physic. So, we would need to change the physic in order to fix it. On the rollercoaster, I would like to see if there is a "bug": could be something that we need to change on the rollercoaster geometry or a bug in the new magnetic-gameplay code.

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Re: Maniaplanet 4 - Previews

Post by tcq » 25 Nov 2016, 16:23

Hylis wrote:I talk with Riolu about this and I said we will look at it. "Landing bug" of Stadium was looked upon many times inside the studio but each time it meant to change the game itself. There is no "bug" like if there were something we were missing in the code, it's just a chaotic behavior that is a consequence of the physic. So, we would need to change the physic in order to fix it. On the rollercoaster, I would like to see if there is a "bug": could be something that we need to change on the rollercoaster geometry or a bug in the new magnetic-gameplay code.
After reading my statement again, I realised that it could be understood as being offending, which i didn't intend it to be, and forcing you to explain the problem behind the stadium landing bug in more detail. For this I'm thankful as it provided some more insight into how the engine works.

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Re: Maniaplanet 4 - Previews

Post by Skadi » 26 Nov 2016, 12:27

First, that last preview with creating/editing looks great. I'm looking forward to try it :D
Hylis wrote:I talk with Riolu about this and I said we will look at it. "Landing bug" of Stadium was looked upon many times inside the studio but each time it meant to change the game itself. There is no "bug" like if there were something we were missing in the code, it's just a chaotic behavior that is a consequence of the physic. So, we would need to change the physic in order to fix it. On the rollercoaster, I would like to see if there is a "bug": could be something that we need to change on the rollercoaster geometry or a bug in the new magnetic-gameplay code.
About all these bugs (landing bug, transition bug, border bug), I agree it's part of the gameplay and remove any of those might change the gameplay itself. By the way, I noticed (and maybe everyone) there is a common ground about those. Those happen exactly on any lines which are here to differentiate the textures or where the symmetry was applied (that's why you may get a bump in the middle of the route for example).

So the solution here isn't to modify anything about the gameplay, but provide us (mappers and players) some blocks bug free so without any of these lines or texture change. For example, with the basic route bloc, if you remove these grids on both sides + the middle line of symmetry (+ these lines on the green transition if ground version block), it should be ok I guess.

Then, the mappers would have the opportunity to either build a "classic" turn with some risky lines OR build a "neo" turn bug free because it may ruin his whole map.

I'm not sure you understood everything, if not simply ask :)
Last edited by Skadi on 26 Nov 2016, 13:49, edited 1 time in total.

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Re: Maniaplanet 4 - Previews

Post by Dommy » 26 Nov 2016, 12:31

Rammsteins solution is simple to be done - take every road block with border and light strip and make them flat, like the main surface of the road. This little bump made by the light bar does all of these bugs.
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Re: Maniaplanet 4 - Previews

Post by Skadi » 26 Nov 2016, 12:59

domino54 wrote:Rammsteins solution is simple to be done - take every road block with border and light strip and make them flat, like the main surface of the road. This little bump made by the light bar does all of these bugs.
Yes, that's what I meant about ramms. It is (or at least looks) so easy to "solve" with new blocks. But there are still more to solve. Hopefully we'll see such things in MP4.0

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Miss
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Re: Maniaplanet 4 - Previews

Post by Miss » 26 Nov 2016, 13:59

Skadi wrote:So the solution here isn't to modify anything about the gameplay, but provide us (mappers and players) some blocks bug free so without any of these lines or texture change. For example, with the basic route bloc, if you remove these grids on both sides + the middle line of symmetry (+ these lines on the green transition if ground version block), it should be ok I guess.
This sounds like a really ugly workaround. :(
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Re: Maniaplanet 4 - Previews

Post by Skadi » 26 Nov 2016, 14:19

Miss wrote:
Skadi wrote:So the solution here isn't to modify anything about the gameplay, but provide us (mappers and players) some blocks bug free so without any of these lines or texture change. For example, with the basic route bloc, if you remove these grids on both sides + the middle line of symmetry (+ these lines on the green transition if ground version block), it should be ok I guess.
This sounds like a really ugly workaround. :(
Such blocks already exist in Nascar Titlepack but aren't "linkable" to normal road. And those don't look ugly at all ;)

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