QwertyChouskie {l Wrote}:BTW, any chance I could get a copy of the source blend for the latest revision? I want to poke around with some stuff.
Typhon {l Wrote}:SvenAndreasBelting {l Wrote}:Does anyone know if/how it,s possible to use the "visible if" option in the object properties for that?
You might want to look at the scripting.as files included in some tracks (like e.g. OMC). I don't know whether this is possible to make it depending on difficulty, but since it works with reverse/not reverse and gamemode.
bool isDifficultySuperTux(Track::TrackObject@ obj)
{
return Track::getDifficulty() == 3;
}
bool isDifficultyLessThanExpert(Track::TrackObject@ obj)
{
return Track::getDifficulty() < 2;
}
bool isDifficultyExpertOrGreater(Track::TrackObject@ obj)
{
return Track::getDifficulty() >= 2;
}
tempAnon093 {l Wrote}:Yep, we added that to scripting in 2020. Docs: https://doxygen.supertuxkart.net/group_ ... a4af33f8ac
Track::getDifficulty() will return a number, where 0 is Novice, 1 is Intermediate, 2 is Expert, 3 is SuperTux.
For example: (calculates if 'difficulty number is equal to 3', which is true or false)
- {l Code}: {l Select All Code}
bool isDifficultySuperTux(Track::TrackObject@ obj)
{
return Track::getDifficulty() == 3;
}
You could also use other comparison operators. The first returns true if the difficulty is less than Expert, the other is checking if it's equal or more than Expert. I'd recommend doing this instead of something like 'is not equal to SuperTux', for the sake of easier maintainence if someone makes a mod with more difficulty levels or something.
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bool isDifficultyLessThanExpert(Track::TrackObject@ obj)
{
return Track::getDifficulty() < 2;
}
bool isDifficultyExpertOrGreater(Track::TrackObject@ obj)
{
return Track::getDifficulty() >= 2;
}
SvenAndreasBelting {l Wrote}:Usually when I will use this I want only one specific object for every difficulty. So my idea would be to use: "<=0" for novice, ">=3" for supertux and "==" for the other 2 difficulties.
SvenAndreasBelting {l Wrote}:Or is it possible to have difficulties with numbers like: 2.5 ?
SvenAndreasBelting {l Wrote}:Is it possible to use multiple factors at the same time? Like "isTrackReverse" and "isDifficultySupertux"
bool isDifficultySuperTux(Track::TrackObject@ obj)
{
return Track::getDifficulty() == 3;
}
bool isTrackReverse(Track::TrackObject@ obj)
{
return Track::isReverse();
}
bool isTrackReverseAndDifficultySuperTux(Track::TrackObject@ obj)
{
return (isTrackReverse(obj) and isDifficultySuperTux(obj));
}
Polo10 {l Wrote}:Hi sven,
Have you recently upgraded New Fort Magma a bit?
Polo10 {l Wrote}:I don't know the story mode for version 2.0 but I'm thinking you could include a prison at a place with GNU in it knowing that it's the final race.
eltomito {l Wrote}:1) Somebody said that the track was too easy for the final challenge of the game. When I play it against 8 AI karts, it isn't easy at all. Maybe Nolok could clone himself for the final fight and you'd have to race against 8 Nolok clones?
eltomito {l Wrote}:2) The swinging balls are still easier to evade on Supertux than on Expert level. I was thinking that if you removed the road zippers for Supertux, it could make it much harder.
eltomito {l Wrote}:3) Could there be some ups and downs in the new track section after the sharp turn to the right? Maybe it's just me but I don't like flat tracks, because you can't see where the next turn is going very well.
eltomito {l Wrote}:1) Somebody said that the track was too easy for the final challenge of the game. When I play it against 8 AI karts, it isn't easy at all. Maybe Nolok could clone himself for the final fight and you'd have to race against 8 Nolok clones?
SvenAndreasBelting {l Wrote}:Hi guys I'm here with another small update of the new Fortmagma track.
Download link: https://www.dropbox.com/s/ifwbh0hej7png ... 2.zip?dl=0
I started to model the prison and treasure section.
I also added some arrow signs in some places to make the driving a bit easier, let me know if there are more places were I should add them.
The lighting is a bit brighter now, not sure if I want to keep it that way, but it might make sense for better visibillity.
And some more fixes:
- a checkline issue got fixed
- the hitbox of the spike balls is a bit smaller now (still a little bit bigger than their real shape but in my testing an even smaller hitbox made them way to easy to dogde)
- slightly tuned the zippers in that section as well, giving them a litle higher max speed
- slightly reduced the slodown after the broken bridge jump in the lava cave
I haven't fixed the shortcut/turnskip right after the broken bridge jump in the lava cave.
To me it seems to be a bit risky and not that much faster so I don't really mind it. I might take another look at that if it seems to be clearly better than the normal road.
QwertyChouskie {l Wrote}:The way the brick and wall textures are currently scaled the the sections screenshotted above, the bricks currently are about 1.5x times the length of a kart. STK's tracks tend to have a bit of a "bigger than life" aspect to them, but these bits in particular feel a bit unnatural compared to the rest of the track. (Also, scaling them up this much results in a more noticeably blurry texture.)
Otherwise, things are looking quite nice! It'd be really nice to move the Gnu freeing from prison cutscene to the new prison room, it would make it both look much better, and fit logically. A script that has a desperately-waving Gnu in one of the cells if you haven't beaten Nolok yet would be a nice touch too
fracture {l Wrote}:I've tested the latest version of this track with the Nolok AI to see how it does and it's worse than the original Fort Magma because Nolok gets stuck during the broken bridge section creating an endless loop of the AI falling and being rescued.
Polo10 {l Wrote}:Hello everybody,
How do you put the new Fort magma track in place of the other one in the story mode so I can test it too?
Have a nice day !!!
SvenAndreasBelting {l Wrote}:But that problem has to be fixed anyways in order to inlude this track into the game. Some sort of manual respawn point system is needed for 2.0
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