My STK projects

Re: My STK projects

Postby SvenAndreasBelting » 30 Apr 2020, 16:20

I'm pretty sure that the track won't be an exact copy of OzoneOne's concept art.
And I don't know which parts of the concept art I'm gonna use for the track.
Don't get me wrong the concept is a great inspiration and gives me a lot ideas, but I just don't want to promise anything about how the track will be exactly at the end.
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Re: My STK projects

Postby charlie » 01 May 2020, 13:48

QwertyChouskie {l Wrote}:I did a quick-and-dirty implementation of some of the driveline proposed in OzoneOne's post, and I gotta say, it's pretty awesome:

I definitely would LOVE to see OzoneOne's concept track fully implemented ;)

Also that is a bit long for a lap @ 3-4 minutes.
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Re: My STK projects

Postby QwertyChouskie » 01 May 2020, 18:14

I just timed it and it was ~1:20 for a lap, but agreed, a bit long in that state. Anyways, that won't be the driveline used in the real version anyways, it was mainly just an experiment :)

(I would love to see a similar pipe section in the final design though, even if the driveline as a whole is different :) )
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Re: My STK projects

Postby tempAnon093 » Yesterday, 02:25

It looks like someone has exposed difficulty to scripting for us, so it should be in the next release.

So it looks like in STK 1.2 (or in any new git build) a script can say `if (Track::getDifficulty() < 2) { runCode(); }' to run the code only if playing Novice or Intermediate (0 = Novice, 3 = SuperTux)

(P.S. in actual code I would write '<= 1' instead of '< 2', it's just the second one makes more sense to non-programmers)
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