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Re: Frozen Drive track

PostPosted: 07 Jan 2020, 14:18
by kimden
Seems to work both alone and with a spectator now!

Re: Frozen Drive track

PostPosted: 08 Jan 2020, 06:59
by tempAnon093
kimden {l Wrote}:Seems to work both alone and with a spectator now!

Great!
Here is a new update (should be the last one for a while, unless I choose to add Egg Hunt or something).
https:/​/​files.​catbox.​moe/​tzyv2s.​zip
I tried uploading to the add-ons site, but it complains about unexpected points on certain quads.

I tested this on a server which was still running the previous version, it won't cause issues. You just won't get the benefits.

Changes:
- Added driveline to alternate route (Thanks to Fouks for testing this) to prevent respawns.
- Adjusted cannon for smoother landing.

Thanks to all of you for the feedback and compliments!

Re: Frozen Drive track

PostPosted: 09 Jan 2020, 01:06
by kimden
Great to see! Everything still works good.
I tried to pick a prize on a reverse race, didn't work (the path is blocked). Probably it's intended?

Re: Frozen Drive track

PostPosted: 09 Jan 2020, 01:44
by tempAnon093
kimden {l Wrote}:I tried to pick a prize on a reverse race, didn't work (the path is blocked). Probably it's intended?

I just tried it, the teleporter (cannon) doesn't work in reverse, so you just drive into the room behind it, which is only there to make the teleporter look better.

That wasn't intentional and I didn't know about that, but I didn't intend for the shortcut to be taken in reverse mode anyway (it's not a shortcut in reverse!)

Re: Frozen Drive track

PostPosted: 14 Jan 2020, 21:37
by Ludsky
Good track but possible to add a light in the tunnel, we can't see :(

Re: Frozen Drive track

PostPosted: 14 Jan 2020, 23:50
by tempAnon093
Ludsky {l Wrote}:Good track but possible to add a light in the tunnel, we can't see :(

I intentionally made the tunnel dark because it teleports the player.
This is what it looks like without the darkness.

Re: Frozen Drive track

PostPosted: 15 Jan 2020, 00:10
by Ludsky
Ok, i understand. Thanks you for your answer and good job ;)

Re: Frozen Drive track

PostPosted: 15 Jan 2020, 01:21
by eltomito
tempAnon093 {l Wrote}:[...]This is what it looks like without the darkness.

Hey! I never saw that orange fence while playing that track! Is it supposed to be there?
I tried the most recent (January 8) version of the track in git STK. Not there. I played it on Android in STK 1.1 and the latest beta. Not there. How come?

Re: Frozen Drive track

PostPosted: 15 Jan 2020, 01:30
by tempAnon093
eltomito {l Wrote}:
tempAnon093 {l Wrote}:[...]This is what it looks like without the darkness.

Hey! I never saw that orange fence while playing that track! Is it supposed to be there?
I tried the most recent (January 8) version of the track in git STK. Not there. I played it on Android in STK 1.1 and the latest beta. Not there. How come?

It is only shown when playing in reverse, to try to make it more obvious how to reach the finish line. The video I made had scripting disabled (by accident :p ) so it showed up. Try it out!

Ludsky {l Wrote}:Ok, i understand. Thanks you for your answer and good job ;)

Thank you! I'm glad you like the track.

Re: Frozen Drive track

PostPosted: 26 Jan 2020, 01:16
by kimden
Some players say that the track music cannot be disabled in settings (there are players who play without/with other music). Didn't check though if the behaviour with "/music 0" and turning off music from the settings differ.

Re: Frozen Drive track

PostPosted: 26 Jan 2020, 04:23
by Andet
Maybe I'm misunderstanding, but isn't that just because the music is actually a sound effect?

Re: Frozen Drive track

PostPosted: 26 Jan 2020, 06:38
by tempAnon093
kimden {l Wrote}:Some players say that the track music cannot be disabled in settings (there are players who play without/with other music). Didn't check though if the behaviour with "/music 0" and turning off music from the settings differ.

Andet {l Wrote}:Maybe I'm misunderstanding, but isn't that just because the music is actually a sound effect?


Yes, that is the reason. I made music play as a SFX as a hack to be able to change songs. Therefore setting music to 0 does nothing on this map.
To change it, someone would need to replace 'empty.ogg' with 'TeddyBearWaltz.ogg' and delete all lines in 'scripting.as' containing 'getSoundEmitter()'.