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.
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

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").
I was about to write: Read the wiki, that's already there ... but then realised that the 'reset' property is actually missing in the wiki. So I've updated the wiki now, you just have to set the textures to have the 'reset' property in the materials.xml file.
Also, I think we should have a polygon/group that will trigger an auto-rescue if the kart goes OUTSIDE it.
From feedback we had this auto-rescue is certainly not liked by people. I especially also could imagine additional game modes (e.g. search all hidden ... penguins, fish, dwarfs, rabbits, whatever) in all tracks, ...
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.
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).
In MarioKart, going into an inappropriate area would usually trigger an auto-rescue. That seems like the simplest way to do it.
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, ...

).
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?
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.
Cheers,
Joerg