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
Auria {l Wrote}:Sorry this blend is unusable because you seem to have deleted the road...
ctdabomb {l Wrote}:I added presents and stuff so I think it's good now
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.
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.
sst {l Wrote}:It still dont contain no moving water.
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 foldersst {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 problemssst {l Wrote}:It still dont contain no moving water.
fixed
Arthur {l Wrote}:Just give it up. You'd have to start from scratch to fix the fundamental issues with this track.
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 !
Ludsky {l Wrote}:I wait answer of Auria and ctdabomb....
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.
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.
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
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