Author Topic: Checkpoint size [SA-MP Bug]  (Read 10841 times)

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Offline [MAF]mooman

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Checkpoint size [SA-MP Bug]
« on: January 30, 2010, 02:12:07 am »
I remember when I made the race JELLYFISH-CAR the checkpoint in the screenshot below was much smaller.


I remember that you used to have to be really skillful to cut that corner cos the edge of the CP was basically touching the lamp so most people who attempted to cut the corner would either hit the lamp or miss the CP.

Here's an outline of how the CP used to look (I think it might have been even smaller actually..)
« Last Edit: January 31, 2010, 08:14:57 am by [UK]Rac3r »
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Offline [MAF]Rac3r

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Re: Checkpoint size
« Reply #1 on: January 30, 2010, 09:45:22 am »
Interesting.

Few possible reasons could be: (if anyone can cancel out the below, please say)
  • CPsize is loaded but replaced by a default CP Size
  • 0.3 Update slightly changed the size of checkpoints
  • File was edited with /edit and saved with a different CP Size

I have changed the LoadInformation() function (it sorts the data and equips the server with whatever is needed).

I'll look into it.

Offline ﱡ קּﻰﺢ Love

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Re: Checkpoint size
« Reply #2 on: January 30, 2010, 09:41:46 pm »
"0.3 Update slightly changed the size of checkpoints."

I bet on that.Checks always seemed to be much bigger from 0.2s

Checked it... Here is... See the difference :/

0.2 >



0.3 > Its bigger like 2 puntos.







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Offline [MAF]falky

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Re: Checkpoint size
« Reply #3 on: January 30, 2010, 11:09:58 pm »
:/

Offline [MAF]Rac3r

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Re: Checkpoint size
« Reply #4 on: January 31, 2010, 08:14:11 am »
Thanks Love, you solved the case  ;D

Offline [FSR]Ush

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Re: Checkpoint size [SA-MP Bug]
« Reply #5 on: January 31, 2010, 12:12:53 pm »
Why'd they change CP sizes?

Offline ﱡ קּﻰﺢ Love

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Re: Checkpoint size [SA-MP Bug]
« Reply #6 on: January 31, 2010, 01:13:25 pm »
Thats odd lol

* Was missing checkpoints at 0.2.Still misses in 0.3... So he wants the oldies back.

Set default check size as 13 (might be 14 too, gotta check if you mind) :L Seriously sometimes checks are too big and give out shortcuts we dont want.
« Last Edit: January 31, 2010, 01:15:42 pm by Love »
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Offline [FSR]Ush

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Re: Checkpoint size [SA-MP Bug]
« Reply #7 on: January 31, 2010, 01:31:08 pm »
So we've set records who weren't possible in 0.2

Offline [MAF]Rac3r

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Re: Checkpoint size [SA-MP Bug]
« Reply #8 on: January 31, 2010, 01:33:17 pm »
I'll contact them, see what SA-MP say.

Offline ﱡ קּﻰﺢ Love

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Re: Checkpoint size [SA-MP Bug]
« Reply #9 on: January 31, 2010, 03:22:34 pm »
So we've set records who weren't possible in 0.2
Yeah :/ .Some races might have given some kerb cuts i say.The tight road at the golf club especially.Some checks can be grabbed while passing from the carpark makes it a bit faster.
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Offline [MAF]mooman

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Re: Checkpoint size [SA-MP Bug]
« Reply #10 on: January 31, 2010, 03:41:34 pm »
i know it'd be a massive waste of time but how hard would it be to port the current version of ax to 0.2x so we could see if the checkpoints get smaller?
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Offline [MAF]Rac3r

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Re: Checkpoint size [SA-MP Bug]
« Reply #11 on: January 31, 2010, 06:02:25 pm »
I'll look into, can't say for sure how easy till I try to compile.

Offline ﱡ קּﻰﺢ Love

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Re: Checkpoint size [SA-MP Bug]
« Reply #12 on: January 31, 2010, 06:30:08 pm »
By the way the race i tested was the same untouched race on both scripts. "Infernusmania"

Which has been sitting for long time in my PC, so at the server.
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Offline [MAF]Rac3r

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Re: Checkpoint size [SA-MP Bug]
« Reply #13 on: February 01, 2010, 01:33:39 pm »
I've been thinking, picture this:

0.2x
You could drive along side a checkpiont (not even touching it) and still make the checkpoint respond.

0.3
You have to touch the checkpoint for it to respond.

So, even though the checkpoints look bigger in 0.3, maybe they respond the same (distance wise).  This could be a SA-MP fix.

Offline [FSR]Ush

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Re: Checkpoint size [SA-MP Bug]
« Reply #14 on: February 01, 2010, 02:46:31 pm »
R might be right.

Offline [MAF]mooman

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Re: Checkpoint size [SA-MP Bug]
« Reply #15 on: February 01, 2010, 04:15:16 pm »
nah they would never let you pass them from that far away in 0.2x. could this be something to do with the race format change?
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Offline ﱡ קּﻰﺢ Love

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Re: Checkpoint size [SA-MP Bug]
« Reply #16 on: February 01, 2010, 10:43:04 pm »
Bigger checkpoint = bigger response zone.

Did you realize that you can count in MTA SK races meters away from start checkpoint ?

#define CHECK_SIZE 12.0 > AdrenalineX 1.06

Old race files doesnt hold a checkpoint size right?

Racer ?
« Last Edit: February 01, 2010, 10:46:47 pm by Love »
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Offline [MAF]mooman

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Re: Checkpoint size [SA-MP Bug]
« Reply #17 on: October 28, 2010, 10:08:44 am »
after playing Adrenaline 1.06 a few days ago and the checkpoints being as small as they were in 0.2 i'm going to have to disagree with the sa-mp bug conclusion
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Offline [MAF]Snoopy

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Re: Checkpoint size [SA-MP Bug]
« Reply #18 on: October 28, 2010, 12:59:39 pm »
also seems like we can't cut through cps anymore even by a small margin, you have to go directly through them...:(

Offline MadMax

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Re: Checkpoint size [SA-MP Bug]
« Reply #19 on: October 28, 2010, 01:06:42 pm »
i think you don't need to go through it, it can pass being close enough (depends of vehicles)

anyway, good that cp is bit bigger, finally less chance to miss that bitch, hate missing cp, even more than ramming blocking etc
« Last Edit: October 28, 2010, 01:10:55 pm by MadMax »

PLEASE, IGNORE ALL MY SPELLING MISTAKES AND OTHER TYPOS True racing fans enjoy horsepower in ANY form

Offline [FSR]Ush

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Re: Checkpoint size [SA-MP Bug]
« Reply #20 on: October 28, 2010, 01:13:43 pm »
I was missing cps all the time

Offline [MAF]Snoopy

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Re: Checkpoint size [SA-MP Bug]
« Reply #21 on: October 28, 2010, 01:31:25 pm »
i miss them all the time too, i can't cut them anymore, not even slightly

Offline [FSR]Ush

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Re: Checkpoint size [SA-MP Bug]
« Reply #22 on: October 28, 2010, 01:34:30 pm »
ye true :-\ annoys me to hell sometime when doing a good race then get fucked up by some cp which I miss for some strange reason