Where is "On the Beach" ?

Re: Where is "On the Beach" ?

Postby Ludsky » 08 Feb 2012, 17:17

Auria {l Wrote}:Sorry this blend is unusable because you seem to have deleted the road...



I never arrive
I don't know if I should to continue my track
User avatar
Ludsky
 
Posts: 692
Joined: 07 Aug 2011, 12:52
Location: France

Re: Where is "On the Beach" ?

Postby ctdabomb » 28 Mar 2012, 14:18

here it is. I fixed the driveline, but this still needs a screenshot and more presents. :D
Attachments
beach.zip
(5.61 MiB) Downloaded 828 times
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: Where is "On the Beach" ?

Postby sst » 29 Mar 2012, 22:12

I have SuperTuxKart 0.7.3, Windows 7 x64 sp1 Ultimate, 8 Gig Ram, Nvidia graphics.

@ctdabomb

I have try your track, with 19 karts. (At my side, no slow with that amount of karts).

1 ) i see in the .zip file that i have downloaded = "textures" directory.

Then please copy those files that it have inside the "data \ track \ beach \textures" directory, to the "data \ track \ beach" and to "data \ textures" directory.

2 ) i dont see water animation, but i see water.

3) If a Kart go on water, it made the game like the kart walking on water.

(Someting weird on ride on water, and see upper strange track graphics display, not 100% displayed correctly). You must fix that soon as possible.

4) Like you said, only one place with present.

Then i hope that, you can add some more presents on the track ?
(sst)
sst
 
Posts: 99
Joined: 14 Jan 2010, 21:55

Re: Where is "On the Beach" ?

Postby ctdabomb » 01 May 2012, 19:10

I added presents and stuff so I think it's good now :D
Attachments
beach.7z
(1.28 MiB) Downloaded 297 times
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: Where is "On the Beach" ?

Postby sst » 01 May 2012, 19:47

ctdabomb {l Wrote}:I added presents and stuff so I think it's good now :D


I have try your updated beach track.

P.S. You include inside the beach.7z file, = ".svn" directory. Then please, ... dont include ".svn" directory/sub-directory(s), inside your .7z track package.

Please look at this screenshot, ... (It display problem(s) of kart move on water, without be rescued), also this screenshot is taken when i go inside a river and in some second(s) of moving inside river, the screen go strange like the screenshot.

It still dont contain no moving water.
(sst)
sst
 
Posts: 99
Joined: 14 Jan 2010, 21:55

Re: Where is "On the Beach" ?

Postby ctdabomb » 01 May 2012, 20:29

sst {l Wrote}:P.S. You include inside the beach.7z file, = ".svn" directory. Then please, ... dont include ".svn" directory/sub-directory(s), inside your .7z track package.

sorry, thought I did. forgot the textures folder
sst {l Wrote}:Please look at this screenshot, ... (It display problem(s) of kart move on water, without be rescued), also this screenshot is taken when i go inside a river and in some second(s) of moving inside river, the screen go strange like the screenshot.

fixed the rescue. don't go there and you wont have problems
sst {l Wrote}:It still dont contain no moving water.

fixed
Attachments
beach.7z
(1.24 MiB) Downloaded 282 times
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: Where is "On the Beach" ?

Postby sst » 01 May 2012, 21:14

ctdabomb {l Wrote}:
sst {l Wrote}:P.S. You include inside the beach.7z file, = ".svn" directory. Then please, ... dont include ".svn" directory/sub-directory(s), inside your .7z track package.

sorry, thought I did. forgot the textures folder
sst {l Wrote}:Please look at this screenshot, ... (It display problem(s) of kart move on water, without be rescued), also this screenshot is taken when i go inside a river and in some second(s) of moving inside river, the screen go strange like the screenshot.

fixed the rescue. don't go there and you wont have problems
sst {l Wrote}:It still dont contain no moving water.

fixed


I have downloaded it, ...

The moving water inside the waterfall "move from bottom to top" "not from top to bottom". = Please fix that, ... (i think that moving water in waterfall must move from the top and move down.)

Ok the rescue in water, now work. Thanks :cool: .
(sst)
sst
 
Posts: 99
Joined: 14 Jan 2010, 21:55

Re: Where is "On the Beach" ?

Postby ctdabomb » 02 May 2012, 13:44

whoops :P
fixed
Attachments
beach.7z
(1.28 MiB) Downloaded 289 times
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: Where is "On the Beach" ?

Postby Ludsky » 05 Oct 2012, 11:09

So many shortcut on the beach and bad texture and some idea

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

Some idea :

Image
Image
Image
User avatar
Ludsky
 
Posts: 692
Joined: 07 Aug 2011, 12:52
Location: France

Re: Where is "On the Beach" ?

Postby Arthur » 05 Oct 2012, 11:15

Just give it up. You'd have to start from scratch to fix the fundamental issues with this track.
Hey pal, I took an oath for justice! "In happy days or tightest tights..." or something like that.
User avatar
Arthur
 
Posts: 1073
Joined: 06 Dec 2009, 00:49

Re: Where is "On the Beach" ?

Postby Ludsky » 05 Oct 2012, 11:55

Arthur {l Wrote}:Just give it up. You'd have to start from scratch to fix the fundamental issues with this track.

No, it's possible !
User avatar
Ludsky
 
Posts: 692
Joined: 07 Aug 2011, 12:52
Location: France

Re: Where is "On the Beach" ?

Postby Arthur » 05 Oct 2012, 15:10

Short of placing fences everywhere you'd have to remodel basically the whole road in order to fix the design flaws. Look at those screenshots you posted; these aren't just some small, insignificant shortcuts. Another "solution" would be to increase the off-track penalty by making it painfully slow to be even slightly out of the road. But that'd be a real bummer if you just barely touched a grain of sand.
Hey pal, I took an oath for justice! "In happy days or tightest tights..." or something like that.
User avatar
Arthur
 
Posts: 1073
Joined: 06 Dec 2009, 00:49

Re: Where is "On the Beach" ?

Postby Barsook » 05 Oct 2012, 15:50

For the increasing the off-track penalty idea, you could set it to a certain distance from the track so it will be okay to be in the sand but only for like a gain of sand, like you said. Just my two cents on that.
User avatar
Barsook
 
Posts: 68
Joined: 19 Sep 2012, 00:30
Location: Ohio, USA

Re: Where is "On the Beach" ?

Postby Ludsky » 05 Oct 2012, 15:51

I wait answer of Auria and ctdabomb :) ....
User avatar
Ludsky
 
Posts: 692
Joined: 07 Aug 2011, 12:52
Location: France

Re: Where is "On the Beach" ?

Postby Barsook » 05 Oct 2012, 15:55

Ludsky {l Wrote}:
Arthur {l Wrote}:Just give it up. You'd have to start from scratch to fix the fundamental issues with this track.

No, it's possible !


How? Arthur's solution won't work with adding the fence around the whole track and the off-track penalty would hurt more than help.
User avatar
Barsook
 
Posts: 68
Joined: 19 Sep 2012, 00:30
Location: Ohio, USA

Re: Where is "On the Beach" ?

Postby Auria » 05 Oct 2012, 22:54

Ludsky {l Wrote}:I wait answer of Auria and ctdabomb :) ....


Sorry, I have nothing much to add. There is no magical way to prevent shortcuts when a track has them everywhere
Image
User avatar
Auria
STK Moderator
 
Posts: 2976
Joined: 07 Dec 2009, 03:52

Re: Where is "On the Beach" ?

Postby charlie » 05 Oct 2012, 23:30

Arthur {l Wrote}:Short of placing fences everywhere you'd have to remodel basically the whole road in order to fix the design flaws. Look at those screenshots you posted; these aren't just some small, insignificant shortcuts. Another "solution" would be to increase the off-track penalty by making it painfully slow to be even slightly out of the road. But that'd be a real bummer if you just barely touched a grain of sand.


Well thats if you take a binary approach to the problem.

Really the slowdown should be proportional to how far you go off track (for gameplay reasons) and how many wheels you have off track. Note that isn't realistic, but we want to punish those who stray massively off track to discourage cutting corners, but not punish bad drivers who are fighting to keep the kart on track.
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 2131
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: Where is "On the Beach" ?

Postby Arthur » 06 Oct 2012, 00:20

You are right that this would solve some cases. For this particular track though, with very tight 's' curves, it would be pretty easy to cut corners anyhow. Ah well. We don't have it by default anymore, so whatever people decide to do with it isn't my business. I just think it wouldn't be wise trying to fix something that is horribly broken.
Hey pal, I took an oath for justice! "In happy days or tightest tights..." or something like that.
User avatar
Arthur
 
Posts: 1073
Joined: 06 Dec 2009, 00:49

Re: Where is "On the Beach" ?

Postby Ludsky » 06 Oct 2012, 08:28

damage, This is a good map
if someone has the courage of repaired.....
User avatar
Ludsky
 
Posts: 692
Joined: 07 Aug 2011, 12:52
Location: France

Re: Where is "On the Beach" ?

Postby hiker » 07 Oct 2012, 23:52

charlie {l Wrote}:Well thats if you take a binary approach to the problem.

Really the slowdown should be proportional to how far you go off track (for gameplay reasons) and how many wheels you have off track. Note that isn't realistic, but we want to punish those who stray massively off track to discourage cutting corners, but not punish bad drivers who are fighting to keep the kart on track.

ATM we can set how long it should take for the full slowdown to take effect. So we can define (for example) a longer time for the slowdown to become fully effective on the sand, meaning that if you are a little bit off track, but correct it, you won't notice much (this would need to be supported by particle effects to show the player that the kart is driving off track).

Iirc we had a distance depending slowdown in a previous version of STK, but had some problems tweaking it - e.g. kart could get stuck (completely unable to move) if you were not careful with the settings. I could try to re-introduce this concept with the new slowdown approach I've implemented (instead of modifying engine force just modify the maximum speed, which makes it easy to avoid the getting-stuck problem) - but this would only solve half of this tracks problems: in the many S curves in this track it is more or less impossible to prevent the shortcuts with physics, they definitely need a fence or so. Note that I would consider shortcut 3.2 a 'valid' one, e.g. a not too obvious shortcut that can be used.

Cheers,
Joerg
hiker
 
Posts: 1435
Joined: 07 Dec 2009, 12:15
Location: Melbourne, Australia

Re: Where is "On the Beach" ?

Postby Ludsky » 08 Oct 2012, 09:13

hiker {l Wrote}:
charlie {l Wrote}:Well thats if you take a binary approach to the problem.

Really the slowdown should be proportional to how far you go off track (for gameplay reasons) and how many wheels you have off track. Note that isn't realistic, but we want to punish those who stray massively off track to discourage cutting corners, but not punish bad drivers who are fighting to keep the kart on track.

ATM we can set how long it should take for the full slowdown to take effect. So we can define (for example) a longer time for the slowdown to become fully effective on the sand, meaning that if you are a little bit off track, but correct it, you won't notice much (this would need to be supported by particle effects to show the player that the kart is driving off track).

Iirc we had a distance depending slowdown in a previous version of STK, but had some problems tweaking it - e.g. kart could get stuck (completely unable to move) if you were not careful with the settings. I could try to re-introduce this concept with the new slowdown approach I've implemented (instead of modifying engine force just modify the maximum speed, which makes it easy to avoid the getting-stuck problem) - but this would only solve half of this tracks problems: in the many S curves in this track it is more or less impossible to prevent the shortcuts with physics, they definitely need a fence or so. Note that I would consider shortcut 3.2 a 'valid' one, e.g. a not too obvious shortcut that can be used.

Cheers,
Joerg


You can do this

by adding fences and a little decoration?
User avatar
Ludsky
 
Posts: 692
Joined: 07 Aug 2011, 12:52
Location: France

Who is online

Users browsing this forum: No registered users and 1 guest

cron