Auria {l Wrote}:The race track is a little problematic for STK, unfortunately, because in this track it's very easy to take shortcuts (even accidentally, by flying over a "tire wall", etc...) Since 0.7 no more has the old shortcut detection code, but a new checkpoint approach that, while more reliable, doesn't allow as quick feedback to the user. I am not sure how to handle this track... invisible walls that block you from flying over tiny walls? would look weird. Making the walls higher? would look bad. leave it to the user to ask for a rescue when flying over a wall? they might get confused as to why their lap is not being counted since the checkline system has no automatic feedback. So this will require some serious thought
Pixel {l Wrote}:I've tried defining a series of checklines, one activating the next, as the wiki describes on the track exporter page,
but they're not tripping any anti-cheat measures. Is the checkline system not ready/active in the alpha?
I think I have them all at z = 0. Could that be the problem?
horace {l Wrote}:won't there be a new shortcut detection system? i think a working shortcut detection is important and i don't see why it wouldn't work for this track?
hiker {l Wrote}:Note that the check lines are not meant to prevent users from taking shortcuts. There is no feedback for the user if a check line is missed, so a missed check line will only be noticed when the lap counting line does not work, which is too late and would be very frustrating. So it's essential that tracks are designed so that unwanted shortcuts can not be taken.
hiker {l Wrote}:Also the (new) race track has the problem that it is too big - it's the 2nd biggest .ac model, which makes this rather small track really slow. Imho this is something that should be fixed, too.
Pixel {l Wrote}:Too big, how? Is the file size too big? Is it too high-poly? Are the dimensions of the model too big?
Pixel {l Wrote}:Oh, ok. I misinterpreted "shortcut" in the wiki to mean valid shortcuts (aka "alternate routes"), but right now there is no positive
feedback shortcut detection of any sort. I understand now. Sorry, I was reading the wiki wrong on that point.
As to an anti-cheat system, I think we should be able to define a polygon (or group of them) that when the kart crosses it/lands on it, an auto rescue is triggered. We
could have two type's - "shortcut not allowed" and "custom". "Custom" would allow a type with a custom text message (e.g. "Restricted Area - Keep Out").
Also, I think we should have a polygon/group that will trigger an auto-rescue if the kart goes OUTSIDE it.
We could then use short walls, and if a kart happens to stray, auto-rescue should take care of it.
Perhaps the polys could even be setup so they only trigger the auto-rescue if the kart comes
from a certain direction or side.
In MarioKart, going into an inappropriate area would usually trigger an auto-rescue. That seems like the simplest way to do it.
hiker {l Wrote}:Also the (new) race track has the problem that it is too big - it's the 2nd biggest .ac model, which makes this rather small track really slow. Imho this is something that should be fixed, too.
Too big, how? Is the file size too big? Is it too high-poly? Are the dimensions of the model too big?
hiker {l Wrote}:Could you please update the wiki - it's easy for me not to notice an ambiguity in what I write, so if you misread something we have to improve it
Again, based on feedback we had previously players hate this artificial restrictions - be it a harsh slowdown for being off track (though I would actually be in favour of this), or auto-rescue. That's why we decided to remove all kind of auto-detection/rescue system. The new checkline system is only meant to discourage really wrong shortcuts, e.g. driving a little circle to cross the start line over and over. Anything else should be handled by track design.
That's why I warned that the new racetrack has some issues. Blocking all potential shortcuts might be close to impossible - though just doing the major ones would be good enough (imho). The checklines could be used to force people driving over the bridge (perhaps adding some kind of visual hint).
Not in MK Wii (though I haven't played all tracks yet, I have never seen an auto-rescue ... well, except when falling down into water, void, lava, ... ).
Too many triangles for this kind of track. It takes a long time to load the track, and the fps rate is rather low. I had a quick look: the track has about 33000 vertices. 15000 are just in the tires along the track, another 8000 or so in the stadium, 2000 in the borders of the track.
Pixel {l Wrote}:Check lines could be used to trigger blocking devices, could they not?
Not in MK Wii (though I haven't played all tracks yet, I have never seen an auto-rescue ... well, except when falling down into water, void, lava, ... ).
I see. I don't have a Wii, I was thinking of Super MarioKart (Super NES) or maybe MK64.
Too many triangles for this kind of track. It takes a long time to load the track, and the fps rate is rather low. I had a quick look: the track has about 33000 vertices. 15000 are just in the tires along the track, another 8000 or so in the stadium, 2000 in the borders of the track.
I've been thinking about partially reworking the race-track anyway. May have to start clean over. I like the basic idea of the track, just needs to be simpler.
Pixel {l Wrote}:I didn't make the track, I'm trying to modify it to work with STK 0.7. As far as I know, the original
.blend file is not available.
horace {l Wrote}:i am the original author of the track and did send a zip that also contained the blender file to auria. isn't it in svn somewhere?
horace {l Wrote}:i don't mind if you work on the racetrack. i am looking forward to the new version.
horace {l Wrote}:yeah, the city track has some weaknesses. it was my first track and it mainly was a blender track making learning experience for me. i also really dislike my building models for example.
horace {l Wrote}:i also would have many ideas for new tracks. if only i had more time.
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