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Analyser bug

Posted: 11 May 2012, 15:28
by Chevron
As you may know an analyser (=) cycles through tree options:
  • 1st option - nothing
  • 2nd option - only framerate
  • 3rd option - framerate + more stuff
Imagine this: You finished a map in solo (campaign, local play, it doesn't matter) with the 2nd option of an analyser. You clicked improve and an analyser switched into its 1st option, simply disappeared. You wanted to switch it on so you pressed = and it switched not into its 2nd option but the 3rd option.

The similar situation is with finishing with the 3rd option:
You finished a map in solo (campaign, local play, it doesn't matter) with the 3rd option of an analyser. You clicked improve and an analyser switched into its 1st option, simply disappeared. You wanted to switch it on so you pressed = and it switched not into its 2nd option but the 1st option (nothing).

I think the same behaviour is when you play against a replay but I'm not sure.

I hope you understood what I've just written :)

Re: List of all known bugs

Posted: 12 May 2012, 07:37
by JumperJack
it's a very minor bug, but i get it, and i've added it to the list. thanks. ;)

Re: List of all known bugs

Posted: 13 May 2012, 20:14
by luftisbollentm2
Not sure if this has been said, but when you want to remove a hole, its a bit tricky to get over the hole with the green marker and hit del.
you can use kb to place blocks, but the cams go crazy sometimes if you dont have lowest zoom level.
hard to place some blocks, anything with canyon block, mapp 7...

example: try place 3p 7-1-1 blocks next to eachother.

..try to place one between 2p of 7-1-1 block to connect them. so you got 3 in a row.
its easy´er with 80 - 90 degree angel on cam, but lower is tricky and some times a pain in the butt. try it and you see what i mean. maybe someone can explain this better than me, if you try it.
nadeo work something better out than this so its make it simple to place all blocks.

btw: similar with block 1-6-(1,2,3,4,5,6) hard to place, and even harder when there is a near hole.

it seems like you have auto snap on some blocks, so maybe turn of auto snap will do the trick. ? :thumbsup:

hope i dont miss something. :oops:

SPIDER...

Re: List of all known bugs

Posted: 13 May 2012, 20:52
by JumperJack
i know exactly what you mean, and at first i thought it was a bug as well, until i found out that the trigger is in the hole, rather than on top of it. actually it's logic, but i agree with you that it can be tricky when using it.

therefore i think it's not a bug, but rather a suggestion that i would very much like to see in the next update. ;)

Re: List of all known bugs

Posted: 14 May 2012, 04:55
by Omnixor
luftisbollentm2 wrote:Not sure if this has been said, but when you want to remove a hole, its a bit tricky to get over the hole with the green marker and hit del.
you can use kb to place blocks, but the cams go crazy sometimes if you dont have lowest zoom level.
so true... same for me with placing those holes, and also with placing/removing road-to-hole (^^) transitions. at least arrows+space work, but that's still a pain in the ass.

HQ Shadows

Posted: 15 May 2012, 18:46
by Chevron
Another minor bug:
When you open map details and this map is not yours, “HQ shadows computed” is not checked although the map obviously has them. Image

Re: HQ Shadows

Posted: 15 May 2012, 19:02
by tcq
Chevron wrote:Another minor bug:
When you open map details and this map is not yours, “HQ shadows computed” is not checked although the map obviously has them.
That's not an error, because for the HQ shadows you need to have some files on your PC. Take a look at this thread here form the German forum. Read the posts by hacki65.
http://translate.google.com/translate?s ... %23p923111

Re: List of all known bugs

Posted: 15 May 2012, 19:12
by Chevron
I didn't know :oops:

Re: List of all known bugs

Posted: 15 May 2012, 20:33
by eyebo
It might not be a "bug", but it's for sure a badly implemented feature.

It's been generally understood by everyone I've talked to or seen, that lightmaps/shadows are always saved in the GBX file. That was part of the nice thing about TM2. If you calculated the lightmaps on HQ or Ultra, then it was assumed that you were saving others the work. It was supposed to save time on the part of whoever played your track, and make sure your track looked it's best.

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.

I'm not sure I'm particularly against having High Quality or Ultra saved only for the local user, especially if having only Fast or Default in the GBX is keeping the filesize manageable for sharing and loading on servers.

However, it should be better noted in-game that those options have nothing to do with sharing the track with other people. They're strictly for personal use only... screenshots and videos, etc.

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.

Re: List of all known bugs

Posted: 16 May 2012, 07:37
by Chevron
Joining the request :pil