rubberduck {l Wrote}:for each track you can add a number of "eggs", for example 10, then when starting the game, it picks a numer of "eggs" (for example 6) into the game
everytime the "eggs" are on another place
i think, that there should be some more playable tracks for this gamemode
rubberduck {l Wrote}:you need the latest svn-version, you find it here
http://supertuxkart.sourceforge.net/Ins ... rom_source
rubberduck {l Wrote}:i can't find the new version of the scrips, the latest change in the repo is 2 weeks ago, where is it??
do i need a newer svn-version and how can i see, which version it is
rubberduck {l Wrote}:it works now, but there is missing the setting for an easter-egg for the 4th difficulty in the script,
does stk support the 4th difficulty in easter-egg-mode?
and another question, is there a number of easter-eggs, that would be good, should it be the same on all tracks or the same on all difficulties??
rubberduck {l Wrote}:a small useful thing for the future in egg-hunt-mode
my idea is, that you have an object in the object-panel (where you can choose things like LOD-Model or easter-egg)
then you have check-boxes like this:
> normal race
>easter-egg-mode (easy)
>easter-egg-mode (normal)
>easter-egg-mode (hard)
then the object appears only, where you have checked it
E-Dragon {l Wrote}:Is there any reason not to have cannons in easter-egg-mode in my opinion.
Isn´t it possible to add checkpoints, so that there is no need to add a wall preventing to shortcut.
I also like checkpoints more than invisible walls, because I already jumped over an invisible wall at snowmountain, which was added to exactly prevent this !
and you can´t see invisible walls obviously.
It´s ok to add some invisible walls, but they should neither disturb you from driving nor forbid you to go anywhere.
hiker {l Wrote}:
That's the idea: the track modelling should prevent you from reaching certain parts of the track (shortcuts), but then add some invisible walls in order to handle 'exceptional' physics (driving at very high speed, jumping, ...). This avoids the 'tunnel' effect if we would have to build huge walls on each side of the track. So the track prevents you from going there, and the invisible walls will help ... just in case
NeonKnightOA {l Wrote}:I suppose this is the thread to talk about it.
I got the objective of the game, but, is there a way to lose a match? Or is this a winning-only gamemode, with no chance to lose the match?
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