[Fixed] [16.05.2013] - Bugged Stadium cameras
Posted: 16 May 2013, 15:33
These bugs really need to be fixed. I know there are many priorities, but these bugs affect the very basics of gameplay, and in a very big way.
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I just did the new update today (2013-05-16). I have no idea what version number this is! So I didn't write in the the topic title. Sorry.
---FIXED with HOTFIX--- Problem 1: New bug
My default cam is camera 1.
The track forces camera 2 on wallrides (old tmn track).
I reset to start (while the forced cam is still active) and the forced camera 2 does not deactivate.
If I let it sit there for a while it will give me camera 1 back. The forced camera 2 MT clip has "keep playing" enabled.
Resetting to the start line should always disable the effect of any active MT clips in the track.
Finishing a race does disable the effect of the forced MT clip.
But when the race starts, the camera will flip around at the start line.
Also having a blank trigger and driving through it will disable the MT clip.
Problem 2: Old bug, still broken
The issue with jerky cameras still exists.
Drive with camera 2.
Have a MT trigger that forces camera 2.
The camera will jerk all over the place as you drive. Very unsmooth. (video example)
The issue exists in Canyon and Stadium.
(Here's a new video showing it)
Problem 3: Old bug, still broken, varies in intensity
You are driving with camera 1
The track forces camera 2 (with "keep alive" turned off) for a wallride.
You drive the wallride partly and fall off.
Then reset to start.
You are given camera 1 back.
Then you drive and camera 2 is forced again.
However, instead of smoothly changing to camera 2, the camera usually flips around and changes view of the car from the side or the front and eventually find its way to the rear of the car. By then you've probably hit a wall.
(Here's a video to show it happening)
The severity of the bug seems to be affected by where you reset in the wallride on the previous run.
Problem 4: Camera twitch, still exists
Build a Stadium track with a loop.
Add a forced camera 3 to the start of the loop.
Add a blank trigger to exit of the loop.
Drive the track with camera 2.
The camera will be forced to camera 3 in the loop as it should.
Exiting the loop and driving through the blank trigger will return the camera 2 (our camera of choice)
Here's the bug: The camera always twitches when exiting the loop. It's very disorienting.
(Video demonstration)
(Comparison video in TMNF - no twitch)
I'll update this topic if I find out more.
--
I just did the new update today (2013-05-16). I have no idea what version number this is! So I didn't write in the the topic title. Sorry.
---FIXED with HOTFIX--- Problem 1: New bug
My default cam is camera 1.
The track forces camera 2 on wallrides (old tmn track).
I reset to start (while the forced cam is still active) and the forced camera 2 does not deactivate.
If I let it sit there for a while it will give me camera 1 back. The forced camera 2 MT clip has "keep playing" enabled.
Resetting to the start line should always disable the effect of any active MT clips in the track.
Finishing a race does disable the effect of the forced MT clip.
But when the race starts, the camera will flip around at the start line.
Also having a blank trigger and driving through it will disable the MT clip.
Problem 2: Old bug, still broken
The issue with jerky cameras still exists.
Drive with camera 2.
Have a MT trigger that forces camera 2.
The camera will jerk all over the place as you drive. Very unsmooth. (video example)
The issue exists in Canyon and Stadium.
(Here's a new video showing it)
Problem 3: Old bug, still broken, varies in intensity
You are driving with camera 1
The track forces camera 2 (with "keep alive" turned off) for a wallride.
You drive the wallride partly and fall off.
Then reset to start.
You are given camera 1 back.
Then you drive and camera 2 is forced again.
However, instead of smoothly changing to camera 2, the camera usually flips around and changes view of the car from the side or the front and eventually find its way to the rear of the car. By then you've probably hit a wall.
(Here's a video to show it happening)
The severity of the bug seems to be affected by where you reset in the wallride on the previous run.
Problem 4: Camera twitch, still exists
Build a Stadium track with a loop.
Add a forced camera 3 to the start of the loop.
Add a blank trigger to exit of the loop.
Drive the track with camera 2.
The camera will be forced to camera 3 in the loop as it should.
Exiting the loop and driving through the blank trigger will return the camera 2 (our camera of choice)
Here's the bug: The camera always twitches when exiting the loop. It's very disorienting.
(Video demonstration)
(Comparison video in TMNF - no twitch)
I'll update this topic if I find out more.