WillemS {l Wrote}:I tried it, and it is really funny already
Thank you for your constructive answer, I'm happy to trigger some interest

WillemS {l Wrote}:I think it would be nice when a team scores a goal, the ball is teleported to the middle again.
That's normally what you should have experienced...
WillemS {l Wrote}:Then one loop of the winning animation could be played for the karts of the scoring team, and one loop of the losing animation could be played for the other team.
I thought of this as well, but I don't know which trajectory the karts to follow, as there is no driveline...and they should not interfere with each other, run into a wall, etc, so it doesn't seem to be easy to do.
Okay, perhaps now I'm getting a bit too excited, but it would be completely awesome if Thunderbird (being the referee) picks up the ball from the goal and drops it in the middle again, while the animations are playing

But I understand how difficult that would be to implement

I thought of this Thunderbird thing also. It would be simpler to implement if the soccer ball was a kart, but I don't think it's really difficult to implement anyway (at least it seems less hard than having to find a path for the the karts that play the animations).
WillemS {l Wrote}:I think it is more fun not to transport the karts back to their starting position when somebody scores, because you need more strategy then to prevent your opponent from scoring immediately after your own goal.
That's what I thought also, I think I will keep this behavior. Maybe I could just play the winning/losing animations, but the player would keep the control of the kart? This way, the animations would be here, and we keep the "strategic" part of having to think in advance of the positions to adopt for next round. I like this idea, what do you think?

WillemS {l Wrote}:Unfortunately, if you have the minimal race GUI enabled, the soccer mode is unusable at the moment: when Thunderbird is ready counting and the race is about to start, STK segfaults. Backtrace:
- {l Code}: {l Select All Code}
#0 0x083ac77e in QuadGraph::mapPoint2MiniMap(Vec3 const&, Vec3*) const ()
#1 0x083aeb1c in Track::mapPoint2MiniMap(Vec3 const&, Vec3*) const ()
#2 0x08356f38 in MinimalRaceGUI::drawGlobalMiniMap() ()
#3 0x08357a95 in MinimalRaceGUI::renderGlobal(float) ()
#4 0x08243d35 in GUIEngine::render(float) ()
#5 0x0821b9d9 in IrrDriver::update(float) ()
#6 0x082dbe6c in MainLoop::run() ()
#7 0x081adfab in main ()
Thanks for the report, this is fixed now.