New Track: City lights

Re: New Track: City lights

Postby rubberduck » 29 May 2013, 13:55

Wolfs {l Wrote}:and there is also green valley where I am currently experimenting with a lightmap and improving the texture colors to fit the skybox better.


don't forget to remove the shortcut i found in green valley

see it here:
viewtopic.php?f=17&t=4530
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Re: New Track: City lights

Postby Krobonil » 04 Jun 2013, 12:53

Hello everybody :)
I am pleased once again to write here!

This track would be a nice addition to STK! I believe it's at the moment the onliest track at night?
Would like to suggest some things:

- like rubberduck says: Try out some lights with some colors
- maybe the bridge and the tunnel (2 long lines) could show more colors ^^
- Skyscrapers are well done!
- After the bridge I always crash against the barriers. Could you make this passage a bit wider?
- And after the tunnel I turned right sometimes, because the sign can't always been seen so good
... or maybe I'm too bad in playing STK - Still have to learn how to use the slide technic :lol: but like it
- I also would like another music so ... I created one:

Blue Moon City
Could be found in the attachment or here at Soundcloud - https://soundcloud.com/krobonil/blue-moon-city

It's a bit jazzy with 4 parts in it - 2 parts at beginning and in the middle are a bit calmer.
2 parts are louder and approximately appear at the 2 lines of the track. Hope you like it ^^
Just tell me about your suggestions :-)

Bye (^-^)/
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Re: New Track: City lights

Postby rubberduck » 04 Jun 2013, 14:38

Krobonil {l Wrote}: After the bridge I always crash against the barriers. Could you make this passage a bit wider?


i had the same problems
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Re: New Track: City lights

Postby Uni » 04 Jun 2013, 17:21

rubberduck {l Wrote}:
Krobonil {l Wrote}: After the bridge I always crash against the barriers. Could you make this passage a bit wider?


i had the same problems


Check, but I don't think that should be changed. A little challenge is appropriate.
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Re: New Track: City lights

Postby rubberduck » 04 Jun 2013, 19:09

but the ai have problems here too and the street after that could be a bit wider

and there are some too dark places
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Re: New Track: City lights

Postby Wolfs » 04 Jun 2013, 20:23

Krobonil {l Wrote}:Blue Moon City
Could be found in the attachment or here at Soundcloud - https://soundcloud.com/krobonil/blue-moon-city

It's a bit jazzy with 4 parts in it - 2 parts at beginning and in the middle are a bit calmer.
2 parts are louder and approximately appear at the 2 lines of the track. Hope you like it ^^
Just tell me about your suggestions :-)

Thanks a lot! I like it and have already added it to my local version of the track :). The only thing I need to know is under which license you release this music so that I can properly attribute you in the license.txt file.

Krobonil {l Wrote}:Would like to suggest some things:

- like rubberduck says: Try out some lights with some colors
- maybe the bridge and the tunnel (2 long lines) could show more colors ^^

I agree with you. However I could need some suggestions how I could make the tunnels (and also the brige) more interesting (tunnels usually aren't that interesting ;)).

Krobonil {l Wrote}:- After the bridge I always crash against the barriers. Could you make this passage a bit wider?

Tbh, I like it the way it currently is. There are two ways to get around it: First you can brake a bit and then skid around the curve, or second, if you want to take the risk, just skid at the right moment. You are then rewarded by a great speed advantage (if it succeeds) :).

Krobonil {l Wrote}:- And after the tunnel I turned right sometimes, because the sign can't always been seen so good

Thanks for your feedback, I will improve this.

rubberduck {l Wrote}:but the ai have problems here too and the street after that could be a bit wider

and there are some too dark places

I have opened this ticket some time ago. The terrain is not final, I am currently planning to add docks and a tram. Where exactly do you think the track is too dark?

I am also hoping that in a distant future STK will support water with reflections (so that the river looks good) and normal mapping that is using the light objects of the track (not a light mounted onto the player's kart), which would make the concrete of the tunnels look much more interesting.

jpenguin {l Wrote}:Well, this track didm't work at all with 0.7.3, but it works fine with 0.8.0 on both my computers

ATI Radeon HD 4670
GeForce GTX 650 Ti

Well, I am developing the track always on current SVN, so this does not surprise me. I am glad that it works for you now :). (And I have unfortunately no access to the "Compatible With" entry on stkaddons :().
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Re: New Track: City lights

Postby sj04736 » 05 Jun 2013, 02:44

Wolfs {l Wrote}:(And I have unfortunately no access to the "Compatible With" entry on stkaddons :().


Right now, this is populated using the track format number. The text reflects the versions of the game which will see your addon in their addons manager. This version number hasn't changed since 0.7.0 so it isn't a very effective identifier though. If you think a manual override for the website would be useful, it can be added, but it won't affect older versions being able to download your track.
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Re: New Track: City lights

Postby rubberduck » 05 Jun 2013, 10:33

some more ideas:

add different kind of light:
like this:
http://www.blendswap.com/blends/view/64302

lamps on the wall or colored lamps lighting bushes or trees
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Re: New Track: City lights

Postby Krobonil » 07 Jun 2013, 10:38

Thanks a lot! I like it and have already added it to my local version of the track . The only thing I need to know is under which license you release this music so that I can properly attribute you in the license.txt file.


Hmm, was it this one? :gpl: share alike

Else you can use the license like my other pieces in STK have.
I've made the song Snowy Track :)

I agree with you. However I could need some suggestions how I could make the tunnels (and also the brige) more interesting (tunnels usually aren't that interesting ).


For example in the subseatrack after the snake there's an exciting effect. Could be something like this adapted into the tunel? For example with fast changes between bright and dark?
Here a bad example "^^ http://www.youtube.com/watch?v=FxsOR3dDe2E

I think in a tunel is much playroom
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Re: New Track: City lights

Postby rubberduck » 07 Jun 2013, 10:53

add a "gate" to start and end of the tunnel, if it fits into the track
like the inner arch from http://www.blendswap.com/blends/view/54767
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Re: New Track: City lights

Postby Auria » 08 Jun 2013, 21:24

sj04736 {l Wrote}:
Wolfs {l Wrote}:(And I have unfortunately no access to the "Compatible With" entry on stkaddons :().


Right now, this is populated using the track format number. The text reflects the versions of the game which will see your addon in their addons manager. This version number hasn't changed since 0.7.0 so it isn't a very effective identifier though. If you think a manual override for the website would be useful, it can be added, but it won't affect older versions being able to download your track.


Maybe we should start using a smarter system; instead of the format being an integer, what about it being a float? For instance, track formats could be 2.1, 2.2, 2.3, then 3.0, 3.1, etc. A specific version of STK would be required to read all tracks with the same major number, but would not read tracks with a high number (be it minor or minor). I think this might work, though could be quite a bit of work so not sure it's worth it
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Re: New Track: City lights

Postby sj04736 » 10 Jun 2013, 01:37

Auria {l Wrote}:
sj04736 {l Wrote}:Maybe we should start using a smarter system; instead of the format being an integer, what about it being a float?


This isn't necessary. We just need to be careful about making new releases with a supported version number of one greater than whatever the latest exporter or previous release was at. We already have a range to use - we should take advantage in such a way we can avoid releasing new content to old and untested releases, and boost the exporter version when we do something that breaks an old release. (We won't delete old versions of addons with different compatible versions).

This isn't the place to discuss it though, I don't want to hijack this thread more, maybe it should be on IRC or split into a different topic.

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Re: New Track: City lights

Postby Krobonil » 17 Aug 2013, 14:38

Hi ^^
A little update to the tracks music. (Some improvements in volume) "^^

And I've trained in STK!
...But I'm still crashing against the carriers after the curve :(
Wolfs: Could you please make this area easier to solve?
>< Please - I'm still a noob in driving, give me a chance by making it easier

I am currently planning to add docks and a tram


Cool :D
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Re: New Track: City lights

Postby Ludsky » 18 Aug 2013, 12:09

This track it advance ?
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Re: New Track: City lights

Postby 0zone0ne » 19 Aug 2013, 05:35

Krobonil {l Wrote}:Hi ^^A little update to the tracks music. (Some improvements in volume) "^^

I like it. I like it a lot, but I couldn't help but notice something slightly strange about it... It's like it needs more momentum, or a slightly thicker texture... There's just this odd feeling like something's missing. Maybe try adding more bass? I can't really hear any distinctive bass instrument, so that may be what my problem is with it...

...Sorry if I sound incredibly pedantic... :p
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Re: New Track: City lights

Postby Krobonil » 21 Aug 2013, 16:27

@OzoneOne: No problem, I will try to add more bass and texture

Just don't wanna disturb the sound of the engines but I'm sure there's a way ;-)
Thanks again ^^
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Re: New Track: City lights

Postby Wolfs » 29 Aug 2013, 20:30

Krobonil {l Wrote}:A little update to the tracks music. (Some improvements in volume) "^^

Thanks for all your effort, I will add it to the track :).

Krobonil {l Wrote}:And I've trained in STK!
...But I'm still crashing against the carriers after the curve :(
Wolfs: Could you please make this area easier to solve?
>< Please - I'm still a noob in driving, give me a chance by making it easier

Hmm - I'm still not convinced that this is necessary, but I will try think of a solution.

A small update to the progress: A little bit has been done, but unfortunately not a lot. I have added a small factory and some road signs to make the city look a bit more alive, and I have "planted" several trees. Plus, I am currently following charlie's advice and adding some distant skyscrapers; and I am trying to unify the texture colors a bit to make the city look more real (not really what STK aims to be, I know :)).
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Re: New Track: City lights

Postby NeonKnightOA » 05 Dec 2013, 04:42

Whoa! It's really a BIG city!

Such tracks are very hard to get right without the accidental shortcuts!
With this said, there's a lot of work to be done in your track, so here's my feedback. I hope you find it useful:

First, mark the starting/finishing line. This should be a mandatory rule for every track in every racing game. The simple square pattern should be enough.
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The first alternate route should be marked and illuminated as such. Additionally, places where the player isn't supposed to go should be blocked somehow.
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This alternate route cannot be taken in Reverse mode because of this:
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You've interrupted the route in the main street, which is okay, but what about opening the corner, so it looks more... "natural"?
Image

Here's a glitch, but there are other problems with this part, especially in Reverse Mode. More to it, later.
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In this part, players aren't supposed to turn to the right, isn't it? And in Reverse Mode, they also aren't supposed to continue the straight path, isn't it? This road must be blocked.
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Now to the three-part bifurcation. In Reverse Mode, players should also be sure of what road they must take. This part is not a problem, except in Reverse mode. Mark it with some kind of arrow or signal.
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Since players aren't supposed to continue straight, but to turn to the left, this path o the main street should be blocked the same way the other extreme is.
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Near the finishing line in Reverse Mode. This street is supposed to be blocked, so players can only steer to the left, isn't it?
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Most of these problems can be solved by enclosing the circuitable (?) area. Maybe taking some inspiration from real-life street circuits might be useful? There's a reason why a lot of them, such as the Circuit de Monaco in F1, enclose their streets the competition days... Here're some other videos about street circuits which may be useful:

http://www.youtube.com/watch?v=yNGqpIdVZxk
http://www.youtube.com/watch?v=1DzOR9D7aFE
http://www.youtube.com/watch?v=pXfFFL-TxqM
http://www.youtube.com/watch?v=a6BGgo0MwU4
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Re: New Track: City lights

Postby QwertyChouskie » 11 Jun 2018, 23:25

Wolfs, do you have the latest blend of this track? There are some major issues with this track in 0.9.3 (see https://forum.freegamedev.net/viewtopic.php?f=17&t=7863) and I'd like to fix them.
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