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egg-hunt

PostPosted: 19 Jun 2013, 18:45
by rubberduck
some ideas for egg-hunting mode:

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

and then i found a small texture-"bug"

on normal races you don't see it, but when driving around the track, you see it

Re: egg-hunt

PostPosted: 21 Jun 2013, 13:14
by hiker
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

Yes, I had that idea, too - though I wasn't too sure if a more deterministic approach to the egg distribution would be nicer for highscore chasers.

i think, that there should be some more playable tracks for this gamemode

I totally agree, and hope that some people will just take existing tracks and add the eggs. It's just an item with a special type.

Cheers,
Joerg

Re: egg-hunt

PostPosted: 21 Jun 2013, 13:23
by rubberduck
when i am ready with minigolf-track, i will add easter-eggs, i added some eastere-eggs for test, but i don't see the track in easter-game-mode, there is only the standard-track

the next problem is, that some tracks need improvement before adding easter-eggs
some tracks are already improved now(for example lighthouse or mines), but they should be 100% ready

when driving around in the track, you can see the track "from other sides", when faces aren't visible when playing a normal race, they are deleted, this could be changed for easter-egg-mode

some ideas for the future in easter-egg-mode
one idea is, that you can add objects, that only appear in easter-egg-mode or only on one difficulty
you should be able to disable invisible walls or reset-planes for different game-modes

Re: egg-hunt

PostPosted: 01 Jul 2013, 15:28
by rubberduck
i tried now to add easter-eggs in the minigolf-track, but i can't see the track in easter-egg mode in svn(i only have the mathclass-track), could it be, that the exporter-scripts or the svn-version is not the right for that?

Re: egg-hunt

PostPosted: 01 Jul 2013, 18:55
by Arthur
The exporter script doesn't support it yet, as far as I know (I tried to add some to Shiny Suburbs).

Re: egg-hunt

PostPosted: 04 Jul 2013, 11:26
by rubberduck
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

for example, this could be useful, when you want to add a reset-plane or an invisible wall, that you don't want to have in easter-egg-mode
another example: a small ramp (only on easy), where you can drive on a track-border(like in minigolf-track), on normal and hard you have to find an other way

Re: egg-hunt

PostPosted: 04 Jul 2013, 12:42
by Sentmoraap
It could also be useful outside the easter-egg mode : there could be multiple versions of the same track, with the possibility to switch versions between laps.

Re: egg-hunt

PostPosted: 05 Jul 2013, 01:14
by Auria
Hi,

the exporter now supports easter eggs corretly

Re: egg-hunt

PostPosted: 05 Jul 2013, 07:32
by rubberduck
i will test it today

Re: egg-hunt

PostPosted: 05 Jul 2013, 10:47
by Ludsky
Where test this mod ?

Re: egg-hunt

PostPosted: 05 Jul 2013, 10:49
by rubberduck
you need the latest svn-version, you find it here

http://supertuxkart.sourceforge.net/Ins ... rom_source

Re: egg-hunt

PostPosted: 05 Jul 2013, 11:48
by Ludsky
rubberduck {l Wrote}:you need the latest svn-version, you find it here

http://supertuxkart.sourceforge.net/Ins ... rom_source

Thanks you :)

Re: egg-hunt

PostPosted: 07 Jul 2013, 17:01
by rubberduck
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

Re: egg-hunt

PostPosted: 07 Jul 2013, 21:52
by Auria
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



I updated http://supertuxkart.sourceforge.net/Media_Repo to reflect the changes to the repo URL

Re: egg-hunt

PostPosted: 08 Jul 2013, 17:35
by rubberduck
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??

Re: egg-hunt

PostPosted: 09 Jul 2013, 03:37
by hiker
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?

No, not at this stage. And I don't think it's worth adding this (or??)

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??

I would say it should depend on track size, and on how many eggs can be hidden nicely. We basically need some experience with easter egg mode. E.g. do we really need three levels of eggs? Or perhaps just 2 (kids and advanced mode, so mid and high level AI would use the same locations)?

Feedback welcome!

Cheers,
Joerg

Re: egg-hunt

PostPosted: 09 Jul 2013, 07:29
by rubberduck
i think 3 difficulties would be ok, and easter-egg-mode should be added in story-mode too (ca 3 tracks would be good for this)

Re: egg-hunt

PostPosted: 11 Jul 2013, 05:44
by hiker
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


We would prefer that tracks in easter egg mode allow to drive on the same locations you can drive in a race. We would generally prefer to use less invisible walls (which make e.g. hacienda a problem for egg hunts), which might reduce this problem somewhat. Ideally existing invisible walls that are necessary to prevent shortcuts would be replaced by modelling 'something there'. For example you could have a row of tires blocking a shortcut. Then you could have an invisible wall on top of that (to make sure karts don't end up on those inaccessible parts in case of heavy collisions). This way we avoid the 'tunnel' feeling we might otherwise get.

But please let us know if this should be too restrictive. We are happy to discuss other options.

Cheers,
Joerg

Re: egg-hunt

PostPosted: 11 Jul 2013, 08:02
by rubberduck
here yxou can see an image of the wall i placed in minigolf-track:

viewtopic.php?f=18&t=4663#p48201

i added this (invisible) wall, that you can be (really) sure you can't take a shortcut over these stones and to avoid the cannon
first i wanted to "delete" this wall in easter-egg-mode and some stones, that you can drive through it (i wanted to place an easter-egg here)
but now i have a better idea for this: you can drive from backside into the gap (normally for the cannon-golfball) tto get in there, so this isn't so important at the moment


now i have an other question: what do you think, should be cannons in easter-egg-mode???

Re: egg-hunt

PostPosted: 11 Jul 2013, 16:58
by E-Dragon
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.

Re: egg-hunt

PostPosted: 12 Jul 2013, 06:33
by hiker
E-Dragon {l Wrote}:Is there any reason not to have cannons in easter-egg-mode in my opinion.

I would agree to leave any animations etc in easter egg mode - it should be pretty much the same as racing (except that you are collecting eggs ;) ).

Isn´t it possible to add checkpoints, so that there is no need to add a wall preventing to shortcut.

We already have checkpoints, but prefer them to be as unobtrusive as possible. That's why I suggested to have some barrier or fence modelled, but then extend it with an invisible wall (just in case ;) ).

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.

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 ;)

Cheers,
Joerg

Re: egg-hunt

PostPosted: 12 Jul 2013, 07:15
by rubberduck
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


yes, i made 2 walls here, one visible (barrier of stones), normally this should prevent from taking a shortcut, but without an other invisible wall it would be possible to drive with right speed over these stones

i used the same trick in this track:
viewtopic.php?f=18&t=4495&start=100#p47453

you can see the walls on the right side of the track, this should prevent falling down or something, but i added invisible walls to it, because without it, it would be possibe to drive over lower parts of the walls and using a shortcut would be possible

Re: egg-hunt

PostPosted: 02 Dec 2013, 17:27
by NeonKnightOA
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?

Re: egg-hunt

PostPosted: 02 Dec 2013, 20:17
by BioHazardX
Only 5 tracks supported this gametype, I hope the next version will include more...

Re: egg-hunt

PostPosted: 03 Dec 2013, 00:29
by Auria
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?


You can't lose, indeed. It's like 'where is waldo', you can't lose, it can just take you some time ;)