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axel

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10th November, 2005 at 15:28:55 -

Ok, people. I am currently working on a 3D racing game in mode7, and I'm using Alpha Channel Objects for the sprite mapping. My problem is that the game tends to randomly freeze all the time, and I have to ctrl+alt+del the thing.

What I surely know is that it's the Alpha Channel Objects (in this case trees) that causes the game to freeze, I believe they somehow pop up right in front of the camera -> close things are usually pretty large aren't they -> they become so large the machine can't take it -> the game freezes.

Now why do they pop up right in front of the camera? Yes, mode7 has this bug that makes it duplicate all sprites behind you. Well, I have fixed this bug by making all trees behind me invisible. What then happens is that one of those bastards come from behind and go right through the camera before MMF can make it invisible -> the game freezes.

Now please tell me, how the hell I fix this bug. How do I make too large trees invisible or something. I know this is pretty messy, but please, if you have mode7 knowledge, please help!

 
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Peblo

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10th November, 2005 at 15:33:55 -

Haha, did your last post get deleted?

 
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10th November, 2005 at 15:35:15 -

would that game be Scurvy Sanchez racing?

 
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axel

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10th November, 2005 at 16:19:45 -

@Peblo: Yea, they didn't like that other word in the topic name.

@DD: Yes indeed.

 
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axel

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10th November, 2005 at 16:45:39 -

I never got to see any replies. Evil dudes these admins.

Now is anybody going to post something not off topic?

 
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Keatontech!

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10th November, 2005 at 20:15:12 -

uhh, ok, I will. I have no clue what to do. There, you happy?

 
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10th November, 2005 at 21:12:59 -

Scurvy Sanchez Racing? Please...make it stop.

I'm pretty sure that Neonair Racing tested the limits of Mode7. The game was good, but it was still incredibly buggy.

 
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10th November, 2005 at 22:50:23 -

The Alpha Channel Object has values for "resized width" and "resized height." You can use "compare two general values" to add conditions about the resized width and/or height to make them invisible once they grow too large. If you just want to stop them from growing large, then add "scaling equation < maxSize" or something as a condition to the ACO scaling event.

Image Edited by the Author.

 
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axel

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11th November, 2005 at 04:21:16 -

@Lazarus: Neonair used AO:s for the sprite mapping which meant it could only be resized in three sizes -> it looked uber retarded. Sorry snerlin, but it did.
SS racing will have many more ossum features, don't bash it just because it's "another Sanchez game".

@noyb:Hmm... I could try that. I think I already did try a variant of that, but It seemed to have retardized itself. Well, I'll check it out...

 
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axel

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11th November, 2005 at 05:12:42 -

Noes, it didn't work. I even attached a fastloop, just to be sure, which caused them trees to fly all around the playfield.

Argh!

 
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axel

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13th November, 2005 at 16:11:11 -

Nyargh! Please, help me out. This topic was about to slip off the latest topics list

</SNEAKY UNDERHAND TACTICS>

 
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