New Track : "Green Valley"

Re: New Track : "Green Valley"

Postby Wolfs » 02 Oct 2012, 20:53

Barsook {l Wrote}:With that bug fixed also?

I think so, yes.
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Re: New Track : "Green Valley"

Postby Barsook » 02 Oct 2012, 22:09

Good. But it seems that the game doesn't seem to see the update or the track now. I'm on Ubuntu Linux 32 bit 12.04, the most recent version of the stable release of STK (but not the one in the package center).
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Re: New Track : "Green Valley"

Postby Wolfs » 02 Oct 2012, 22:15

I guess that someone still has to approve the new version. Strangely the whole track always disappears until the newest version has been approved.
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Re: New Track : "Green Valley"

Postby Auria » 03 Oct 2012, 02:12

Wolfs {l Wrote}:I guess that someone still has to approve the new version. Strangely the whole track always disappears until the newest version has been approved.


oops that's not intended, I created a ticket : https://sourceforge.net/apps/trac/super ... ticket/709

I approved your track too, so it will now be available
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Re: New Track : "Green Valley"

Postby samuncle » 26 Oct 2012, 00:56

Wolfs we want to include your track in the official package for the next release (the version 0.8) instead of tuxtollway.

But we need to do some change in your track. It's empty, so I want to add more objects (like houses, etc), Remake some objects that don't have the quality and maybe more optimisation. If you have a newest version please publish it, maybe you have already done some improvements.

Your track is very cool :) congratulation
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Re: New Track : "Green Valley"

Postby Auria » 26 Oct 2012, 00:58

samuncle {l Wrote}:Wolfs we want to include your track in the official package for the next release (the version 0.8) instead of tuxtollway.

But we need to do some change in your track. It's empty, so I want to add more objects (like houses, etc), Remake some objects that don't have the quality and maybe more optimisation. If you have a newest version please publish it, maybe you have already done some improvements.

Your track is very cool :) congratulation


another thing samuncle forgot : many plants are "hard" objects you can collide against. They should be marked as "ghost" objects so that they can be driven through.

great job!
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Re: New Track : "Green Valley"

Postby 0zone0ne » 26 Oct 2012, 09:37

This track definitely deserves to make it into the official game.
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Re: New Track : "Green Valley"

Postby Wolfs » 26 Oct 2012, 10:25

samuncle {l Wrote}:Wolfs we want to include your track in the official package for the next release (the version 0.8) instead of tuxtollway.

But we need to do some change in your track. It's empty, so I want to add more objects (like houses, etc), Remake some objects that don't have the quality and maybe more optimisation. If you have a newest version please publish it, maybe you have already done some improvements.

Your track is very cool :) congratulation

WOW - that's great :).
I don't think that anything has changed since the last upload to STK Addons, but I have attached everything I have nevertheless. This also includes several files which are blocked by the upload function of STK Addons, for example the python script I used to generate the forests.
Because the maximum file size is 15 MB, I have split the track in to two parts. The second part contains the GIMP source file I used to create the skybox (it's very high-res ;)).

Auria {l Wrote}:another thing samuncle forgot : many plants are "hard" objects you can collide against. They should be marked as "ghost" objects so that they can be driven through.

Hmm, all plants except the trees should already be ghost objects. Maybe this is a bug?
Attachments
sky-devel.xcf.tar.bz2
(8.89 MiB) Downloaded 379 times
green-valley-latest.tar.bz2
(12.69 MiB) Downloaded 375 times
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Re: New Track : "Green Valley"

Postby ctdabomb » 26 Oct 2012, 16:52

Wow! congrats Wolfs! this is a very nice track!
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Re: New Track : "Green Valley"

Postby Auria » 27 Oct 2012, 03:05

thanks for the files :)

and regarding plants, it's more trees yeah. A few are close to the road so a little easy to hit.
My other complaint is that the start line is not too easy to see
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Re: New Track : "Green Valley"

Postby Wolfs » 27 Oct 2012, 17:11

I see, that can be annoying :). Concerning the start line, I have massively reduced the amount of faces the road was using (by 2/3, I think) when I added all those new trees. I haven't created a new road-with-starting-line texture yet.
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Re: New Track : "Green Valley"

Postby Auria » 30 Oct 2012, 23:46

Hi Wolfs,

for the soon-to-come (hopefully) beta, I made a few changes to green valley : I changed the trees into non-colliding objects, and I added a limit to how far you can hear the sheep. Nothing major but I prefer to let you know :)
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Re: New Track : "Green Valley"

Postby Binky » 31 Oct 2012, 13:08

In real life hilly areas, sheep can be heard from a very long way off!
I think it adds a nice sort of background :)
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Re: New Track : "Green Valley"

Postby Tuxfan » 31 Oct 2012, 22:39

I just tested the alpha version and noticed on this track that after being placed at the start of the race as the first kart - I was playing a grand prix - at the edge between bridge and land my kart was jiggeled around a little bit. This is not really a bug - the driving experience was just fine. In fact this was the only thing I notivced that could be improved on this track.
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Re: New Track : "Green Valley"

Postby Wolfs » 01 Nov 2012, 23:30

Auria {l Wrote}:for the soon-to-come (hopefully) beta, I made a few changes to green valley : I changed the trees into non-colliding objects, and I added a limit to how far you can hear the sheep. Nothing major but I prefer to let you know :)

No problem, just change what you want. When I continue work on the track, I'll just checkout the latest from SVN :). BTW, in the mountains you can hear cows and sheep even if they are REALLY far away ...
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Re: New Track : "Green Valley"

Postby Auria » 02 Nov 2012, 00:31

I know, the reason I changed the sheep is NOT for being realistic. It's just that when you repeatedly play the track, for instance when doing a challenge, it gets annoying after a while ;)
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Re: New Track : "Green Valley"

Postby Wolfs » 02 Nov 2012, 17:38

Auria {l Wrote}:I know, the reason I changed the sheep is NOT for being realistic. It's just that when you repeatedly play the track, for instance when doing a challenge, it gets annoying after a while ;)

Ah ok, I understand :).
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Re: New Track : "Green Valley"

Postby samuncle » 20 Nov 2012, 23:11

Wolf after many tests I think you should remove the rocks in the middle of the track or make at this location the track bigger. Can I change this ? Or do you prefer making modifications yourself ?
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Re: New Track : "Green Valley"

Postby 0zone0ne » 21 Nov 2012, 03:26

I'd say it's a better idea to widen the track at those parts. Using rocks as obstacles is one of those unique things that makes specific tracks stand out more than others.
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Re: New Track : "Green Valley"

Postby Wolfs » 21 Nov 2012, 09:42

samuncle {l Wrote}:Wolf after many tests I think you should remove the rocks in the middle of the track or make at this location the track bigger. Can I change this ? Or do you prefer making modifications yourself ?

Hmm, if the rocks are so annoying I would prefer making the track bigger, but personally I think that they are the only thing that make the track a bit challenging ;). You can make these changes, of course. I am currently having trouble to find the time for work on tracks :(.
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Re: New Track : "Green Valley"

Postby Hero » 21 Nov 2012, 16:17

What about a small path around them? You can go either way but the pathway is rather small and dangerous. Maybe you could also add a rock slide in progress (animation) like the cannons.
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Re: New Track : "Green Valley"

Postby Binky » 24 Nov 2012, 22:03

I think making the bridges narrower would make the track more of an interesting challenge...
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Re: New Track : "Green Valley"

Postby Auria » 25 Nov 2012, 03:23

Binky {l Wrote}:I think making the bridges narrower would make the track more of an interesting challenge...


The challenge is always relative to the number of karts. But we certainly don't want green valley to get narrower than what is now, narrower would be difficult with lots of karts, or for less experimented players
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Re: New Track : "Green Valley"

Postby Hero » 25 Nov 2012, 05:00

If you could make "Ignore For This Difficulty" properties in the exporter objects could change between difficulties... :D
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Re: New Track : "Green Valley"

Postby Auria » 25 Nov 2012, 17:55

Agreed, this would be an interesting option
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