Icy Cave track idea

Re: Icy Cave track idea

Postby Typhon » 19 Mar 2020, 11:46

So then... it seems that this project got a little "outdated". I found this topic a while ago and I'm now trying to upgrade this track for STK v1.1 (or later). Some elements I've already added, inspired by the ideas you wrote above. These screenshots are showing what I mean with "some elements" :)
Attachments
Bildschirmfoto vom 2020-03-19 11-34-38.png
Bildschirmfoto vom 2020-03-19 11-25-45.png
Typhon
 
Posts: 42
Joined: 28 May 2018, 16:21

Re: Icy Cave track idea

Postby eltomito » 20 Mar 2020, 02:04

Dude, it took like 3 minutes to do one lap! And it was boring! I mean, I like the general idea and all but could you make it more interesting, more varied?
The cave is always a narrow tunnel. Could it open into large spaces sometimes (where the ice bridges could be)? Could there be some stuff in the walls so that it isn't always the same texture? Maybe a frozen mammoth here and there or some rocks or some dirt or some moth or whatever?
User avatar
eltomito
 
Posts: 165
Joined: 15 Mar 2013, 09:25

Re: Icy Cave track idea

Postby Typhon » 20 Mar 2020, 08:59

Thank you for your feedback :)

Could it open into large spaces sometimes (where the ice bridges could be)?


I already did this... This foggy area is a large cave (yes, with ice bridges), I just built in rock formations (to fill the empty space ;) )
Bildschirmfoto vom 2020-03-20 08-58-28.png


Could there be some stuff in the walls so that it isn't always the same texture? Maybe a frozen mammoth here and there or some rocks or some dirt or some moth or whatever?


I am not finished yet, so thanks for this ideas^^ I will see what I can do.
Typhon
 
Posts: 42
Joined: 28 May 2018, 16:21

Re: Icy Cave track idea

Postby George Calibur » 20 Mar 2020, 12:15

I tested the Beta version and I have some discuss:
1. A minute and a half for a Lap?
2. Narrow road
3.(Most Important) NO items or nitro.
George Calibur
 
Posts: 31
Joined: 26 Dec 2019, 12:40

Re: Icy Cave track idea

Postby QwertyChouskie » 20 Mar 2020, 20:52

Where can I download this beta? :)
Not an official dev, but a huge fan of STK!
User avatar
QwertyChouskie
 
Posts: 409
Joined: 29 Jun 2016, 14:57

Re: Icy Cave track idea

Postby Typhon » 24 Mar 2020, 09:12

So then... next thing to do is placing Items, and then looking for testers^^
Attachments
Bildschirmfoto vom 2020-03-23 16-52-08.png
Bildschirmfoto vom 2020-03-23 14-50-55.png
Typhon
 
Posts: 42
Joined: 28 May 2018, 16:21

Re: Icy Cave track idea

Postby tempAnon093 » 25 Mar 2020, 00:12

Typhon {l Wrote}:So then... next thing to do is placing Items, and then looking for testers^^

I'm happy to test! I'm sure if you post a .zip of the track here and on Discord (or we can ping them to come to this thread) then a few of us will test and give feedback.
tempAnon093
 
Posts: 201
Joined: 02 Feb 2019, 12:09

Re: Icy Cave track idea

Postby Typhon » 28 Mar 2020, 12:08

TESTERS WANTED!

Please test
-in both directions
-with AI Karts

Feedback is welcome.
Install both files in one folder to run this track
https://cdn.discordapp.com/attachments/376132246161326081/693412591212691456/icycave-textures.zip
https://cdn.discordapp.com/attachments/376132246161326081/693412722267652118/icycave-track.zip
Typhon
 
Posts: 42
Joined: 28 May 2018, 16:21

Re: Icy Cave track idea

Postby George Calibur » 28 Mar 2020, 12:46

:zlib:
Typhon {l Wrote}:TESTERS WANTED!

Please test
-in both directions
-with AI Karts

Feedback is welcome.
Install both files in one folder to run this track
https://cdn.discordapp.com/attachments/376132246161326081/693412591212691456/icycave-textures.zip
https://cdn.discordapp.com/attachments/376132246161326081/693412722267652118/icycave-track.zip

Great track!
Pros: Texture are Good, Items + Nitro + Bananas
Cons: 3 Minutes? These pictures (In both directions)
Attachments
Screenshot_20200328_133325_org.supertuxkart.stk.jpg
Screenshot_20200328_133207_org.supertuxkart.stk.jpg
Screenshot_20200328_133110_org.supertuxkart.stk.jpg
Screenshot_20200328_132456_org.supertuxkart.stk.jpg
Screenshot_20200328_132445_org.supertuxkart.stk.jpg
Last edited by George Calibur on 28 Mar 2020, 12:51, edited 1 time in total.
George Calibur
 
Posts: 31
Joined: 26 Dec 2019, 12:40

Re: Icy Cave track idea

Postby George Calibur » 28 Mar 2020, 12:49

Bonus picture!
In the third one, AI goes too left!
Others - AI sucks at these sections
Attachments
Screenshot_20200328_133326_org.supertuxkart.stk.jpg
George Calibur
 
Posts: 31
Joined: 26 Dec 2019, 12:40

Re: Icy Cave track idea

Postby Typhon » 28 Mar 2020, 13:01

George Calibur {l Wrote}::zlib:
Typhon {l Wrote}:TESTERS WANTED!

Please test
-in both directions
-with AI Karts

Feedback is welcome.
Install both files in one folder to run this track
https://cdn.discordapp.com/attachments/376132246161326081/693412591212691456/icycave-textures.zip
https://cdn.discordapp.com/attachments/376132246161326081/693412722267652118/icycave-track.zip

Great track!
Pros: Texture are Good, Items + Nitro + Bananas
Cons: 3 Minutes? These pictures (In both directions)


Thanks for testing :)

Yeah, well... the mist doesn't look good with graphics 1 or 2...
I already know that the AIs are crashing in both directions, but at least in reverse AIs are managing to finish the track, when they are racing with Beastie or Amanda,
but I don't know the reason why the AIs are crashing...
Typhon
 
Posts: 42
Joined: 28 May 2018, 16:21

Re: Icy Cave track idea

Postby George Calibur » 28 Mar 2020, 13:08

Typhon {l Wrote}:
George Calibur {l Wrote}::zlib:
Typhon {l Wrote}:TESTERS WANTED!

Please test
-in both directions
-with AI Karts

Feedback is welcome.
Install both files in one folder to run this track
https://cdn.discordapp.com/attachments/376132246161326081/693412591212691456/icycave-textures.zip
https://cdn.discordapp.com/attachments/376132246161326081/693412722267652118/icycave-track.zip

Great track!
Pros: Texture are Good, Items + Nitro + Bananas
Cons: 3 Minutes? These pictures (In both directions)


Thanks for testing :)

Yeah, well... the mist doesn't look good with graphics 1 or 2...
I already know that the AIs are crashing in both directions, but at least in reverse AIs are managing to finish the track, when they are racing with Beastie or Amanda,
but I don't know the reason why the AIs are crashing...




Confusing directions, I guess?
George Calibur
 
Posts: 31
Joined: 26 Dec 2019, 12:40

Re: Icy Cave track idea

Postby George Calibur » 28 Mar 2020, 13:42

Starts from that circle thing and the AI is like "Where Am I Going?"
Attachments
Screenshot_20200328_143733_org.supertuxkart.stk.jpg
George Calibur
 
Posts: 31
Joined: 26 Dec 2019, 12:40

Re: Icy Cave track idea

Postby tempAnon093 » 28 Mar 2020, 14:47

Typhon {l Wrote}:but I don't know the reason why the AIs are crashing...

I haven't tested yet (will do tomorrow). Can you take a picture in Blender of the driveline for that section?

edit: Also, what is the check height for the driveline. It might be possible that it's detecting the track above/below the one it is meant to check?
tempAnon093
 
Posts: 201
Joined: 02 Feb 2019, 12:09

Re: Icy Cave track idea

Postby Diogenes v. S. » 28 Mar 2020, 17:16

Hello everybody and hello Typhon,
now I have also tested your version of icycave. I noticed that the driveline might be too wide and might create a loop. Therefore I made a video to show where this loop is located.
So if you want to have a look:
https://drive.google.com/file/d/108fUWq ... sp=sharing

Greeting, D. :-)
The best razor in the universe is Ockham's razor. ;-)
Diogenes v. S.
 
Posts: 15
Joined: 04 Dec 2018, 12:41

Re: Icy Cave track idea

Postby tempAnon093 » 29 Mar 2020, 08:44

I haven't done much testing (so excuse the lack of planning) but I've found it easy to skip through the track in open places. Maybe a few transparent drop+reset planes could be useful to prevent dropping down floors?

One example: https://peertube.co.uk/videos/watch/897 ... 9343be99e7
tempAnon093
 
Posts: 201
Joined: 02 Feb 2019, 12:09

Re: Icy Cave track idea

Postby Typhon » 29 Mar 2020, 08:56

Thank you for your video and your feedback, Diogenes :)

But it would be very strange, because the rest of the track is working more or less, at least in this direction,
and it also worked before I edited the driveline by creating the cave...

@tempAnon093:
tempAnon093 {l Wrote}:edit: Also, what is the check height for the driveline. It might be possible that it's detecting the track above/below the one it is meant to check?

Yes, that could be the reason... :think: here the screenshot
Bildschirmfoto vom 2020-03-29 08-26-45.png


tempAnon093 {l Wrote}:I haven't done much testing (so excuse the lack of planning) but I've found it easy to skip through the track in open places. Maybe a few transparent drop+reset planes could be useful to prevent dropping down floors?

One example: https://peertube.co.uk/videos/watch/897 ... 9343be99e7

Yeah, I'm on it :)
Typhon
 
Posts: 42
Joined: 28 May 2018, 16:21

Re: Icy Cave track idea

Postby tempAnon093 » 29 Mar 2020, 10:11

Typhon {l Wrote}:Yes, that could be the reason... :think: here the screenshot
Bildschirmfoto vom 2020-03-29 08-26-45.png

Hmm... It's floating quite high above the track. Because the Min Height Testing is only -1, if a part of the driveline is higher then 1 unit above the track then it might be impossible for the AI to reach so they might go in circles trying to get to the next part? (This is a guess)

If the entire driveline is raised the same height above the road, maybe lower it a bit. Also, the driveline testing height can be made bigger (-3,3 should be enough? Basically you want it to hit all the road they should be driving on, but not big enough that it hits the level above or below)
tempAnon093
 
Posts: 201
Joined: 02 Feb 2019, 12:09

Re: Icy Cave track idea

Postby Typhon » 29 Mar 2020, 11:09

tempAnon093 {l Wrote}:
Typhon {l Wrote}:Yes, that could be the reason... :think: here the screenshot
Bildschirmfoto vom 2020-03-29 08-26-45.png

Hmm... It's floating quite high above the track. Because the Min Height Testing is only -1, if a part of the driveline is higher then 1 unit above the track then it might be impossible for the AI to reach so they might go in circles trying to get to the next part? (This is a guess)

If the entire driveline is raised the same height above the road, maybe lower it a bit. Also, the driveline testing height can be made bigger (-3,3 should be enough? Basically you want it to hit all the road they should be driving on, but not big enough that it hits the level above or below)


Your guess was right...

I lowered the location of the driveline by one and... tadaaa, it works now :D
Typhon
 
Posts: 42
Joined: 28 May 2018, 16:21

Re: Icy Cave track idea

Postby QwertyChouskie » 30 Mar 2020, 20:45

Just gave it a try. Wowzers, that's a very long track!

Is it intentional that the music has the last ~40s cut off? As someone who listens to both the SuperTux and STK soundtracks, it messed with my brain bigtime, lol :)
Not an official dev, but a huge fan of STK!
User avatar
QwertyChouskie
 
Posts: 409
Joined: 29 Jun 2016, 14:57

Re: Icy Cave track idea

Postby eltomito » 31 Mar 2020, 18:00

Typhon {l Wrote}:So, if someone wants to test Version No 2...


Great progress!
- The big caverns with the bridges - there are 3 I think? - look great.
- It's much better with items.
- The boarded up passages and other special objects really make it more interesting.

It still feels a little boring, though, mostly because most of the time, the tunnel still looks the same and one lap takes almost 4 minutes!! :shock:

Some ideas to make it more interesting:

-Change the shape, width and height of the tunnel quite often. Just make the ceiling higher or lower (even so much that it would get in the player's view) could help.

-You can make the tunel wider at times and put some rock columns (speleothems) in the middle of the road. You have some in the caverns already, use more!

-There's a rocky shoulder next to the icy road almost all the time but you can drive on it just as fast. Maybe there could be different types of rock on the road shoulder and some would slow you down more, some less, some none at all. If they were visually different, it would make things more interesting too.

-Boulders. Either in the middle of the road or on the side of the road so that if you skid off a little, you hit them.

-The road crosses under or above itself a lot of times. Maybe you could use that to add:
- icy windows that let you see but not cross to different parts of the road
- small connecting tunnels that are too small for a kart but big enough for a bowling ball to pass through and pester karts far ahead of you.

- Put some bats that randomly fly over the characters head into the camera and make you see nothing for a while.

Great work though!
User avatar
eltomito
 
Posts: 165
Joined: 15 Mar 2013, 09:25

Who is online

Users browsing this forum: No registered users and 1 guest