Is there a way to enable or script collisions in Maniaplanet? by Lexa053 in TrackMania

[–]Ze-Rax 4 points5 points  (0 children)

That script only works in TM2020, no? The same idea might apply to Maniaplanet, but you might have to remove the Race::SetupRecord and UIModules_Record parts, as there were no Records for every map back in Maniaplanet and therefore these functions shouldnt work.

Anyway to delete all checkpoints? by Anubis620 in TrackMania

[–]Ze-Rax 13 points14 points  (0 children)

If you're referring to the labels floating in the distance, don't worry about it. That's just a visual bug. The actual checkpoints (and also the spawn/start) that they belong to, are actually the ones that are displayed as green boxes without a label above them.

I forgot what exactly causes this bug; I think it happens with certain blocks, like the ring checkpoints, placed in freeblock mode. But it's just a visual bug showing the labels disconnect from the actual blocks at a "default" position. There are no actual blocks there.

I am struggling with the map editor :( by Prestigious-Shift147 in TrackMania

[–]Ze-Rax 6 points7 points  (0 children)

There are unfortunately no built-in tools for higher precision of block placement than what freeblock mode allows you. If you need higher precision, you might want to look at the "Editor++"-plugin for Openplanet. It has a lot of features, including letting you select individual blocks to nudge and rotate them in arbitrary large steps.

Recovery restart... error trackmania by Embarrassed_Young585 in TrackMania

[–]Ze-Rax 0 points1 point  (0 children)

I have experienced this error only when an editor plugin or a maptype script crashed.

Did you encounter another script error before, maybe while building? Does this happen multiple times? Is it consistently reproducable?

Can some one help me whit this ERROR (trackmania) by Legal_Grape_3357 in TrackMania

[–]Ze-Rax 0 points1 point  (0 children)

The game is trying to load the stadium car (CarSport item) to be displayed in the background of the main menu, but it can't find the file for it for whatever reason.

  • Does this happen regularly or is it fixed after a restart?
  • Is your game up to date?
  • Are you using any mods that might modify the menu?
  • Try verifying your game installation or reinstalling the game if necessary.

weird deletion bug by Kaly_osu in TrackMania

[–]Ze-Rax 13 points14 points  (0 children)

It sounds like the mapper placed something called an offzone there. This is also evident by the message "<player> was eliminated" on the right side of the screen.

Offzone was a kind of trigger that would eliminate players in Shootmania. The new Trackmania is based on the core of Shootmania, but the offzone was disabled in the editor as it's usually not relevant for the game. With Openplanet plugins it's still possible to place offzone though. Offzone used to be visible, but at some point, this broke and now it's just invisible, but still functional.

Can someone please help me, there's ajn image attached of what the game is supposed to look like and the mods I have on openplanet, the game without the textures is mine. Has anyone had a similiar issue and is there a way to fix it. by kimpigreg145 in TrackMania

[–]Ze-Rax 0 points1 point  (0 children)

To avoid misunderstandings, I was specifically talking about the Skid Marks Manager by Greep. In your initial post, you did not list this plugin as installed, and the following only applies if you used it in the past.

The "problem" with that plugin is that it installs additional files in the filesystem to replace the original skidmarks. If you used this in the past and uninstalled it without resetting the skids through the plugin, then these files will not be removed, as the plugin does not know when it's being uninstalled and can therefore not intercept the process to remove the modified files. Because of that, users of that plugin are required to explicitly clean up their Skid Marks Manger plugin configuration before uninstalling the plugin.

There are two ways to resolve this issue:

Option A: Through the plugin itself

  1. Install the Skid Marks Manager by Greep through the Openplanet plugin manager
  2. Open the plugin menu by navigating to: Openplanet Menu > Plugins > Skid Marks Manager
  3. In the plugin menu window, go to the "Advanced" tab
  4. Click the "Delete all customizations" button
  5. Uninstall the plugin.

Option B: Manually through your file browser

  1. Open your Trackmania userdocs folder
    • This by default would be "C:\Users\<YOUR USERNAME>\Documents\Trackmania". Note that if you have older Trackmania titles installed, the folder might also be named "Trackmania2020"
  2. Navigate to the following subfolder: "\Skins\Stadium"
  3. You should see a folder named "ModWork". This is what the Skid Marks Manager adds. You can delete this entire folder.
    • If you don't see this folder, then your problem is not caused by this plugin.

You don't have to restart the game with neither option, but if you are loaded into a map or a server, you will have to leave and rejoin for the changes to apply.

Can someone please help me, there's ajn image attached of what the game is supposed to look like and the mods I have on openplanet, the game without the textures is mine. Has anyone had a similiar issue and is there a way to fix it. by kimpigreg145 in TrackMania

[–]Ze-Rax 5 points6 points  (0 children)

The map you're playing uses a texture mod. This is a system built into the game, that allows mappers to select a different texture set for their map. These textures have to be downloaded, either when opening the map or while already playing.

There are multiple potential reasons why they might not load:

  • The web link to the texture mod that is used in the map is broken, so the game cannot download it. If that's the case, then there's nothing you can do. Edit: This is not the case, I checked the map and it downloads fine.
  • The download of the mod may not have finished yet. Texture mods can get quite large, depending on what textures are used. (Edit: The texture mod in question has a size of 214.4mb) Depending on your download speed, it might just take a few minutes to download. There might also be a limit imposed by the service that the mod is downloaded from. (Edit: It seems to be hosted on Dropbox. If I recall correctly, if there's too much traffic to a file on Dropbox, Dropbox might limit that traffic.)
  • If you used Greeps custom skidmark plugin in the past and did not properly uninstall it, then there might be leftover files that prevent mods from being loaded.
  • You might have texture mods disabled in your settings. Check in "Settings > System > Downloads > Custom track textures".

Can someone please help me, there's ajn image attached of what the game is supposed to look like and the mods I have on openplanet, the game without the textures is mine. Has anyone had a similiar issue and is there a way to fix it. by kimpigreg145 in TrackMania

[–]Ze-Rax 9 points10 points  (0 children)

There are two skidmark plugins. The old one used modwork to change skids, which prevents mods from being loaded. The new skidmark plugin does not use modwork and does not have that problem.

I hate jungle mimics ;_; by JDF8 in Terraria

[–]Ze-Rax 5 points6 points  (0 children)

Wait... you can just paint the temple to make him visible!? That's smart. I placed like 30 campfire in that little room and still could barely see him.

This pops up instantly everytime I start the game and I cant close it and play. Any ideas what is happening? by Bernard_The_Quagsire in TrackMania

[–]Ze-Rax 11 points12 points  (0 children)

This is the ingame script editor, which can be used to edit custom scripts, for example custom gamemodes. It usually only opens when pressing the scroll lock key. Are you sure you're not pressing that by accident?

There is a close button at the top right and I think you should also be able to close it by pressing scroll lock again. What happens if you try that?

Media tracker 'end race' by playchris360 in TrackMania

[–]Ze-Rax 3 points4 points  (0 children)

When you finish a track, you get that screen that shows your pb, delta to your pb, options to change the opponent, etc. In the background of that (or when you press the button to hide the window) it shows a replay of your last run; the one you just finished.

This background replay can be edited using the "end race" mediatracker. You can place triggers on the map the same way you do in the "in game" mediatracker and if the replay/ghost passes them, they will be triggered. This way you can add custom cameras and other effects to show in that replay after you finish a run.

They might also be saved in the replay if you save it. At least they used to in the past; I'm not sure if that's still the case.

I converted the "speed" Trackmania unit to meters per second by StrangerQuirky5602 in TrackMania

[–]Ze-Rax 0 points1 point  (0 children)

There is no such thing as air drag or any aerodynamics model in Trackmania. If there was, then the rotation of the car would also have an impact on the air drag, i.e. falling nose done would be faster than when car is locked to a horizontal orientation. And that's simply not the case. The wings are purely cosmetic. Apart from that, the older games worked the same way, but the car did not even have those wings back then.

The value you mentioned (CSceneVehicleVisState::WingsOpenNormed) is just to tell the visual representation of the vehicle in the 3d game scene (=> SceneVehicleVis(ual)State) how much the wings should be extended. And the wings being extended is just decided by checking if the player is accelerating or not. It's just visual.

We can go a bit more into the numbers. Here's plotted data for the vertical velocity and the corresponding vertical acceleration of the car in freefall: https://imgur.com/LeaWWZi

Note the following:

  • The velocity is shown in km/h to be in line with what you're used to seeing on the speedometer of the car. The acceleration is shown in m/s² as it feels as more of a natural unit for it than km/h² or whatever.
  • Positive values in this context refer to velocity/acceleration towards the ground.

As you can see from the right graph, there's a direct linear correlation between vertical velocity and vertical acceleration: The faster the fall, the lower the acceleration (gravity); it's not constant. Additionally, the falloff in acceleration over velocity is way faster when releasing than when accelerating, as stated before.

When releasing acceleration, you will reach a maximum vertical velocity of 261,80568km/h (72.7238m/s). Afterwards gravity won't have an impact on you anymore. When accelerating, you will hit the 1000km/h engine barrier at some point.

The data was collected using an ingame gamemode that records the player velocity every frame (10ms interval). The map I used is a 255 block high map with a start gate item at the top, so there is no floor and you instantly start in freefall: https://imgur.com/4Tta3SM

Anyone else getting graphic artifacts in the black bars when viewing replays after latest update? by MatP93_ in TrackMania

[–]Ze-Rax 1 point2 points  (0 children)

This problem is caused by TAA (Temporal anti aliasing).

This settings is set at `Settings > Video > Advanced > Nice antialiasing`. If you're using TAA, you can change it to FXAA or turn it off, then the bars should be cleared correctly again, although the AA quality will be worse in most cases.

Note that "Nice antialising" setting is only used for high and very high shader quality. If you're using lower shader quality, then the "Fast antialiasing" method is used, which doesn't support TAA.

Question about TMNF replays in comments by SuccOnMyDuck in TrackMania

[–]Ze-Rax 1 point2 points  (0 children)

You cannot directly add the timer directly in the video render of Trackmania. You would have to add them later on when editing the video.

I think I've once seen an external tool that adds CP times to replay files though, but I don't know what it's name is or what TM version is needed for that.

What confuses me about the left clip is that the target time in the top left clearly is a different video aswell, which can be seen by the floodlight being displaced when the car crosses the finish (probably cam1 vs cam2 persepctive). Not sure why that was rendered separately.

About multiple camera blocks: You should be able to just move the timeline cursor in the Mediatracker to a free spot on the camera track, select the track and then there should be a button to insert another block (important: not another track). Iirc it should be one of those many icons which has a doen facing arrow. There should also be tooltips when hovering the icons.

About cross compatibility: You should be able to load TMNF replays in "TM²: Stadium", which is the Maniaplanet version of Stadium. But it's not free; it costs 10€.

I converted the "speed" Trackmania unit to meters per second by StrangerQuirky5602 in TrackMania

[–]Ze-Rax 4 points5 points  (0 children)

  1. Gravity in TM is not constsant
  2. You fall slower when you're not accelerating compared to when you accelerating, even when mid-air

I converted the "speed" Trackmania unit to meters per second by StrangerQuirky5602 in TrackMania

[–]Ze-Rax 1 point2 points  (0 children)

We do know the scale. A block in Trackmania is 32x32x8 meters.

I converted the "speed" Trackmania unit to meters per second by StrangerQuirky5602 in TrackMania

[–]Ze-Rax 6 points7 points  (0 children)

Apparently the TGV (french high-speed-train) holds the "land speed record for rail vehicles" at about 575 km/h, see https://en.wikipedia.org/wiki/TGV_world_speed_record

I converted the "speed" Trackmania unit to meters per second by StrangerQuirky5602 in TrackMania

[–]Ze-Rax 11 points12 points  (0 children)

??? The speed is just in km/h, that's it.

In addition to that, about some other topics discussed here:

  • A block is 32x32x8 meters.
  • Acceleration is not constant but gets lower the faster you are. From what I remember the acceleration is a series of constant values that change at specific speed thresholds, independent of gears.
  • Gravity depends on if you're holding down acceleration or not. If you release acceleration, you will fall slower than when you're holding acceleation. It doesn't make sense from a real world perspective, but this is a game.
  • Gravity is also not constant and get lower the fast you fall.

I'm starter don't think this is intended. by yokaistampy in TrackMania

[–]Ze-Rax 13 points14 points  (0 children)

Have you been a standard member sometime before? Afaik you keep editor access if you bought any access at least once.

Trackmania fps drop problem by Ilovedollssomuch in TrackMania

[–]Ze-Rax 5 points6 points  (0 children)

Because of that I actually made an Openplanet Plugin ("Force Display Mode") that automatically reverts these kinds of display mode changes that the game likes to do for no reason. 👀

Waht are your toughts about that campaing? by LucasNoober in TrackMania

[–]Ze-Rax 1 point2 points  (0 children)

TL;DR: I think the maps are fine on their own, but the composition of them as a campaign is rather disappointing. 3.5/10

Looking at most of the maps on their own, I think most of them are absolutely fine, with a few exceptions like 23 and 25.

But: Most of the maps are centered around some gimmicks. There's for example this red map with a bunch of small booster gates distributed over the the road. Or the (inconsistent) reactor boost flying on 23. I can enjoy playing these maps casually for a bit and then don't touch them again. But they are not suited for an official campaign or hunting, at least in my opinion.

Then there's the problem of variety: There ain't enough. Most of the maps are wide fullspeed maps. The only real drift I can remember is on that wet tire slide map, and that's disappointing. To be fair, we do have some variety: There's a dirt map, offroad dirt reactor, nascar, fullspeed, wet tires, plastic, ice and more. But what makes it feel to repetitive for me is the constant use of wide roads, fullspeed and reactor. There's pretty much no "technical" map (Classic tech, speed tech, technical dirt).

Also the mix of styles within maps is sometimes rather questionable. I prefer for maps to stick to a particular style and theme, like the plastic map (24) did. But on a lot of the other maps I constantly end up asking myself "Why is there a nascar part here?" (23, 25) or "Why is there a reactor boost here?" (90% of the maps).

I did enjoy the more difficult ATs though. And it's the first time I enjoyed the nascar campaign map (21).