New Track: Racetrack2

Re: New Track: Racetrack2

Postby samuncle » 15 Jun 2013, 09:42

charlie {l Wrote}:
rubberduck {l Wrote}:
Totoplus62 {l Wrote}: I hope you will have a common project with samuncle :)


what do you mean with this :?

He means 2 modellers could accomplish a great deal together.


Why not :), if rubberduck agrees.

I'm always open to ideas and we are already collaborating. I'm putting is spaceship track (with some modification) in my planetarium skybox.
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Re: New Track: Racetrack2

Postby rubberduck » 15 Jun 2013, 10:31

yes, that's ok, i really like the idea of a ruin-track, while i work on the object-collection, i made some models that could be used for such a track

i have already some models in my object-collection:

http://platen-software.de/sebastian/stk ... -v1.tar.gz

some (important) information about my object-collection is here:

viewtopic.php?f=17&t=4540

GunChleoc {l Wrote}:Maybe one of the admins has the power to change the name in the add-ons once a new name is decided?


0zone0ne {l Wrote}:May I suggest 'Subterranean Ruins'?


don't forget to rename the uploaded file
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Re: New Track: Racetrack2

Postby Uni » 16 Jun 2013, 19:37

Just played the track from stkaddons. It's really challenging and a nice looking track, I like that. Good job!
Perhaps one remark : the road you drive on, doesn't really fit the surroundings anymore. I think it should not look like clean asphalt. Perhaps stone or so.
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Re: New Track: Racetrack2

Postby rubberduck » 16 Jun 2013, 20:47

i have new road now
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Re: New Track: Racetrack2

Postby Ludsky » 16 Jun 2013, 21:27

Oh, road is better ;)
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Re: New Track: Racetrack2

Postby Totoplus62 » 16 Jun 2013, 22:20

Before upload it once again, this is a new song for this track that fit better and also come from The Dead Rocks under cc by sa 3.0
Name: La Terrible Maldicion De Tutankamon
I just had to cut the beginning and the end of the song :)
http://www2.zshares.net/?&fn=rrmlyq5szb ... oad_result
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Re: New Track: Racetrack2

Postby rubberduck » 17 Jun 2013, 17:12

it's ok,

Totoplus62 {l Wrote}:I just had to cut the beginning and the end of the song


the lengh is 2.25 min, is it the shortened version

and one thing more: is it possible to change the nameon a ner revision of the track, i would like to rename my new version to Subterranean cave, would it displayed right on addon-site
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Re: New Track: Racetrack2

Postby Totoplus62 » 17 Jun 2013, 17:23

rubberduck {l Wrote}:it's ok,
the lengh is 2.25 min, is it the shortened version

Do you want me to "artificialy" make it be longer ? I can if you want
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Re: New Track: Racetrack2

Postby rubberduck » 17 Jun 2013, 17:26

no, i only want to know if this was the version you changed, i only want to be sure if this is the original or yours
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Re: New Track: Racetrack2

Postby Totoplus62 » 17 Jun 2013, 17:29

Yes this is the version i changed because there was only voices at the beginning and the end was too long.
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Re: New Track: Racetrack2

Postby ctdabomb » 17 Jun 2013, 18:09

I finally tested this. quite nice and fun :)
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Re: New Track: Racetrack2

Postby rubberduck » 17 Jun 2013, 21:31

i heard, that the track crashes on debug builds,on which version???

and what kind of crash, when you start the track, middle in the race???

if the message is \"Moving concave objects are not supported\", it must be the wind-mill(because it's the only part, that is moving)

i checked all parts, but nothing found

when i play the track with the normal 0.8 version, nothing happens, i don't get this message on the console
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Re: New Track: Racetrack2

Postby Uni » 18 Jun 2013, 00:50

I have a debug build, SVN version. No crashes. (I play the one from add-ons) So I guess you shouldn't worry about it.
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Re: New Track: Racetrack2

Postby sj04736 » 18 Jun 2013, 02:24

Thanks for checking. rubberduck. Not sure why I saw that error, but if nobody else can reproduce it then it must be fine.
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Re: New Track: Racetrack2

Postby rubberduck » 18 Jun 2013, 05:55

i got a mail from an stk-addons-admin, who reports it
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Re: New Track: Racetrack2

Postby sj04736 » 18 Jun 2013, 07:02

That was me, trying to provide some useful feedback in case there was some object with negative scale or something confusing bullet. It's also useful to have right on the addons page if another moderator encounters the same thing. Nothing serious :)

If you're not aware of any movable objects which might have normals flipped, negative scale or something like that, I can investigate more. I'm interested to actually try the track, because right now it crashes as soon as I load it.
(hiker, auria, etc: I have to check how the other build systems do it, maybe I shouldn't be compiling bullet in debug mode)

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Re: New Track: Racetrack2

Postby hiker » 18 Jun 2013, 23:32

sj04736 {l Wrote}:If you're not aware of any movable objects which might have normals flipped, negative scale or something like that, I can investigate more. I'm interested to actually try the track, because right now it crashes as soon as I load it.
(hiker, auria, etc: I have to check how the other build systems do it, maybe I shouldn't be compiling bullet in debug mode)

I don't see any problems, it worked just fine for me (in debug mode as well). Any error messages, or a stack trace?

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Re: New Track: Racetrack2

Postby betharatux1 » 19 Jun 2013, 00:18

its looks good :)
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Re: New Track: Racetrack2

Postby NickerAban » 08 Jul 2023, 17:15

Dead?
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Re: New Track: Racetrack2

Postby dumaosen » 16 Jul 2023, 04:03

NickerAban {l Wrote}:Dead?

You may not know that this is the addon track Lost Chasm, one of the most beloved addon tracks?
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