Roextended Bugs - report here

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Arayas
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Re: Roextended Bugs - report here

Post by Arayas » April 14th, 2025, 4:20 pm

Because the fixed RC's are not out yet. Maybe tonight.
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TimppaX
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Re: Roextended Bugs - report here

Post by TimppaX » April 15th, 2025, 9:52 am

Ok, Roger that. Patience is my virtue 😆
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Re: Roextended Bugs - report here

Post by TimppaX » April 16th, 2025, 2:12 pm

Seems to work fine now after the new RC. Thanx for your trouble! 😊
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Re: Roextended Bugs - report here

Post by DrippingOne » April 17th, 2025, 1:27 pm

Arayas wrote:
April 13th, 2025, 12:24 pm
I found those walls and is weird, we didnt edit nothing there. A fix was included in road connections but for full version of Roex it will be availble in the next version.
I'm actually wondering if this is at least partially due to SCS moving over to PhysX for the collision engine. At least I've seen a couple of places in other parts of the map which have NOT been modified, where I can clip some signs or other items which I never clipped before...

Over the weekend, if time allows, I might try switching back to the Bullet engine to validate this theory.
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Re: Roextended Bugs - report here

Post by Arayas » April 17th, 2025, 10:41 pm

There is a bug of the ETS for years. If you have 2 signs on one pole one on top of the other sometimes, on certain versions those are reseted to fill the same node, placing those signs to overlap and create a flickering texture. I supose this is what you describe in your post.
And, as you imagine, to inspect again all signs on a map.... takes time....just to be damaged again next time.
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Re: Roextended Bugs - report here

Post by DrippingOne » April 18th, 2025, 2:07 pm

Sorry for being unclear, I should have used "collide" instead of "clip" there.

There are definitely collisions that have never happened before, in seemingly unchanged locations even in the base map. I haven't yet tested with the plain map and the Bullet engine, that's on my task list this weekend.
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