spaceship-track ready

Re: spaceship-track ready

Postby asciimonster » 17 May 2013, 13:20

Since you cannot (yet) tinker with the physics-engine, one needs to make due. I would make this using a (semi-) transparent road. This way you will be able to see the black hole as you approach it. Around the black hole there the track dangerously banks sideways. This will allow you to slingshot around the black hole, and if you get it wrong, fall into it (and get rescued by AndromedaTux :p).

P.S. Isn't it weird that when someone says "one" or "we", he/she means YOU? :)
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Re: spaceship-track ready

Postby 0zone0ne » 17 May 2013, 22:07

Yeah, that's the idea I was trying to get across in my picture. I'm also thinking it would be a rather large portion of the track, which is why the karts would drive on it quicker as if they were on a zipper, so it wouldn't take too long. Also for scenery, there could be another bit of track in a glass tunnel that travels through the rings of a planet like saturn, and bits of rock and ice would keeping hitting and cracking the outside of the glass. Maybe it could become more cracked as the race progresses? Or might that be too much work?
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Re: spaceship-track ready

Postby hiker » 18 May 2013, 14:34

asciimonster {l Wrote}:Since you cannot (yet) tinker with the physics-engine, one needs to make due.

The physics engine can easily be modified to support e.g. gravity to be always orthogonal to the track, but the camera would need some work. ATM we haven't done this since we don't have a track that needs it. So, if there is a good track, we will certainly work on it (though with work on 0.8.1 and gsoc I can't commit that it will be done instantly ;) ).

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Re: spaceship-track ready

Postby samuncle » 18 May 2013, 23:55

0zone0ne {l Wrote}:
samuncle {l Wrote}:I also have planned to add a black hole but I'm not sure how I can do this.

If you mean not knowing how to implement it as part of the track, I had this idea:
wormholeidea.png
The track would circle around the centre of the black hole, with bits of flying space debris coming in the opposite direction, towards the player.
(This part of the track would be covered in the zipper texture and the karts would get a constant boost while driving on this section)


Wow, nice concept. Very beautiful.

I have no idea how I can do this nice effect (ok it's with a shader :p, but it's difficult to implement and just for this track), but I will try
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Re: spaceship-track ready

Postby rubberduck » 19 May 2013, 18:37

i have a black-hole-idea

look here:

blackhole.png


the black hole could be a graphical effect(like moving textures)
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Re: spaceship-track ready

Postby Ludsky » 19 May 2013, 21:54

rubberduck {l Wrote}:i have a black-hole-idea

look here:

blackhole.png


the black hole could be a graphical effect(like moving textures)


Yeah, it's good, i think ;)
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Re: spaceship-track ready

Postby Totoplus62 » 19 May 2013, 22:54

rubberduck {l Wrote}:the black hole could be a graphical effect(like moving textures)

Yes but not with a jump; that should be with the "canon"
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Re: spaceship-track ready

Postby hiker » 19 May 2013, 23:04

Totoplus62 {l Wrote}:
rubberduck {l Wrote}:the black hole could be a graphical effect(like moving textures)

Yes but not with a jump; that should be with the "canon"

Totally agreed!
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Re: spaceship-track ready

Postby rubberduck » 24 May 2013, 11:10

is the black hole ready now???? i want to see it if it is ready!!!

i want to test the track!!! :think:
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Re: spaceship-track ready

Postby Auria » 15 Oct 2013, 00:34

Congratulations Rubberduck, your spaceship track has been accepted into SuperTuxKart and will be part of STK 0.8.1 !
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Re: spaceship-track ready

Postby rubberduck » 15 Oct 2013, 07:19

have you planned when you want to release 8.1

what is with the new style of stk, is it needed to change the graphical style with all tracks, will the graphical style be in 8.1 already or does it take more time.

and what is with the addons, they don't fit to the graphical style then?
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Re: spaceship-track ready

Postby Totoplus62 » 15 Oct 2013, 09:11

The new graphical will take more time rubbuerduck.
I'm happy to hear that, this is a real good track :) !
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Re: spaceship-track ready

Postby Auria » 16 Oct 2013, 00:56

the modified graphical style is very unlikely to come before STK 0.9 (and that's at least one year from now), so don't worry about it now :)
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Postby Toams » 16 Oct 2013, 11:14

I tested this track yesterday, it is very nice!
only one minor problem: at the roundabout i wanted to go left, but i hit into a other cart who wanted to go right. after this two carts where stuck, so i think a problem with the drivelines?
anyways it only happened once so maybe it was just a rare glitch
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Re: spaceship-track ready

Postby samuncle » 03 Nov 2013, 04:33

Hello :)
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I made many modification on your track. So even if our fans have downloaded the addons version they will discover something new.


1) improved halo effect
2) many little bugs corrected
3) a new section with a jump
4) new objets
5) new animations
6) a real skybox with planets and the hull of the spaceship.

I hope you will like this new version.
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Re: spaceship-track ready

Postby NeonKnightOA » 02 Dec 2013, 18:30

And I liked it. :P
The map is pretty big, and there's a lot of room to skid, so those are points in favor.
But sometimes is easy to miss and fall or crash in some sections (like the first bifurcation), and in many others there are decorative objects in the way, such as arch doors. The most notable offenders are the first bifurcation after the start (southwest corner) and the northwest corner immediately after the boost ramp. You might also want to add something to the northwest entrance to the U-shaped south corner, so players don't crash by accident.

No problems in Reverse mode.

A bit more of lighting would also benefit the map.
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