Searinox
21st August 2009, 03:24 PM
With DK64, polygons sometimes start stretching out of bound like in this image.
http://img44.imageshack.us/img44/5470/newbitmapimageh.jpg
The stretches are lived for only fractions of a second, flickering on and off. But it gets worse when say a Kong is on a pole. When that happens, sometimes their polygons get stretched so wildly that they themselves are actually "phased" between two locations: the one where they are and the one where they're being 'stretched' to, which often is in a wall.
These are not texture stretches caused by the renderer as I've seen them on both Aristotle and Glide64 plugins. They are actual coordinate pulls, meaning that the game engine actually believes they are located there. The graphics plugin is merely conforming to what it is told. If trying to move from a flicker like that, you are 'teleported' in darkness, beyond a wall, and have to walk back into the level area. If you pause the game, the 'phasing' stops and you are left where you are.
The poles and trees and other climbable objects are the only places which truly cause a problem because they physically teleport a player. But benign stretching usually occurs in closed areas like tunnels or caves or in this case the factory.
Another clue to this is actual body behaveior. Tiny Kong's hair for instance, respects some dynamics of movement. It points up when falling, falls behind when going forward and so on. Well when these stretches happen, once you 'pull' out of them, Tiny's hair swings like mad as if a tornado just blew over her before it settles back down. She is being pulled back and forth rapidly between somewhere far away and where she really is at that moment and her hair acts accordingly.
I have been trying many options aswell as plugins, tweaks and I've honestly never seen this issue reported anywhere else. Could somebody help please?
OS: Windows 7 64bit
http://img44.imageshack.us/img44/5470/newbitmapimageh.jpg
The stretches are lived for only fractions of a second, flickering on and off. But it gets worse when say a Kong is on a pole. When that happens, sometimes their polygons get stretched so wildly that they themselves are actually "phased" between two locations: the one where they are and the one where they're being 'stretched' to, which often is in a wall.
These are not texture stretches caused by the renderer as I've seen them on both Aristotle and Glide64 plugins. They are actual coordinate pulls, meaning that the game engine actually believes they are located there. The graphics plugin is merely conforming to what it is told. If trying to move from a flicker like that, you are 'teleported' in darkness, beyond a wall, and have to walk back into the level area. If you pause the game, the 'phasing' stops and you are left where you are.
The poles and trees and other climbable objects are the only places which truly cause a problem because they physically teleport a player. But benign stretching usually occurs in closed areas like tunnels or caves or in this case the factory.
Another clue to this is actual body behaveior. Tiny Kong's hair for instance, respects some dynamics of movement. It points up when falling, falls behind when going forward and so on. Well when these stretches happen, once you 'pull' out of them, Tiny's hair swings like mad as if a tornado just blew over her before it settles back down. She is being pulled back and forth rapidly between somewhere far away and where she really is at that moment and her hair acts accordingly.
I have been trying many options aswell as plugins, tweaks and I've honestly never seen this issue reported anywhere else. Could somebody help please?
OS: Windows 7 64bit