BeBeLiouS's Contributions

Re: BeBeLiouS's Contributions

Postby bebelious » 06 Dec 2012, 20:40

is not a bug, it's a .. decorative element :)

Strange, my "bebelious circuit 1" update doesn't work yet in the stkaddons.
But I added it at the same time as the other tracks... i updated again.
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Re: BeBeLiouS's Contributions

Postby Ludsky » 06 Dec 2012, 20:58

bebelious {l Wrote}:is not a bug, it's a .. decorative element :)

Strange, my "bebelious circuit 1" update doesn't work yet in the stkaddons.
But I added it at the same time as the other tracks... i updated again.


You work on a new track in the moment ?
if yes, have you got a first picture ?
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Re: BeBeLiouS's Contributions

Postby bebelious » 24 Jan 2013, 23:18

Hi,

New track : BeBeLiOuS Circuit 2

Another layout inspired by a famous game circuit with a plumber...

http://www.bebelious.fr/stkcontrib.php

(uploading on stkaddons.net in progress)

Enjoy,
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Re: BeBeLiouS's Contributions

Postby Tuxfan » 25 Jan 2013, 21:57

Hi Bebelious!

I really enjoy all of your tracks. All of them are short and fast-paced.
It would be great if all of your tracks are available in the addons.

If you are a perfectionist, your tracks need more decoration objects (but since most races are just too furious to have a look at the surroundings that does is not the top priority), and especially on " The Parking" the ai needs some tweaks (but this is probably a coding problem).

So keep up. You have a gift for creating great tracks.
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Re: BeBeLiouS's Contributions

Postby bebelious » 28 Jan 2013, 20:54

Five days after downloading my new circuit still isn't valid in stkaddons... a problem with my upload ?
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Re: BeBeLiouS's Contributions

Postby Auria » 29 Jan 2013, 05:21

Sorry, our host Tuxfamily got a little out of sync recently and I missed you add-on :( now it's approved
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Re: BeBeLiouS's Contributions

Postby bebelious » 29 Jan 2013, 19:37

Thank you, it's Ok in Stkaddons web site ... but not in STK Game :( even after refresh
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Re: BeBeLiouS's Contributions

Postby hiker » 30 Jan 2013, 03:27

bebelious {l Wrote}:Thank you, it's Ok in Stkaddons web site ... but not in STK Game :( even after refresh

Iirc there is a bug in 0.8 (which is already fixed in SVN), that prevented the refresh button to work properly. Either wait, or search in your user's config.xml file for the addon data section and modify it (documentation is in the file).

Cheers,
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Re: BeBeLiouS's Contributions

Postby NeonKnightOA » 02 Dec 2013, 18:19

Necromancing for a good cause. :P

The tracks BeBeLiouS Circuit 1 & 2 in the addons doesn't work with 0.8.1. This is the output from the console on both cases:

[warn ] physics: Kart at (60.233768 51.837532 -8.424981) is too high above ground at (60.233768 0.000997 -8.424981)
[error ] World: No valid starting position for kart 0 on track addon_bebelious-circuit-1.

[warn ] physics: Kart at (59.505501 24.768538 12.832000) is too high above ground at (59.505501 0.010000 12.832000)
[error ] World: No valid starting position for kart 0 on track addon_bebelious-circuit-2.
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Re: BeBeLiouS's Contributions

Postby Auria » 03 Dec 2013, 00:41

NeonKnightOA {l Wrote}:Necromancing for a good cause. :P

The tracks BeBeLiouS Circuit 1 & 2 in the addons doesn't work with 0.8.1. This is the output from the console on both cases:

[warn ] physics: Kart at (60.233768 51.837532 -8.424981) is too high above ground at (60.233768 0.000997 -8.424981)
[error ] World: No valid starting position for kart 0 on track addon_bebelious-circuit-1.

[warn ] physics: Kart at (59.505501 24.768538 12.832000) is too high above ground at (59.505501 0.010000 12.832000)
[error ] World: No valid starting position for kart 0 on track addon_bebelious-circuit-2.



IIRC This happens because the drivelines are high above the track. The tracks should be fixed to have drivelines on the ground
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Re: BeBeLiouS's Contributions

Postby NeonKnightOA » 03 Dec 2013, 04:22

The weird thing is that those tracks worked with 0.8.0.
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Re: BeBeLiouS's Contributions

Postby Uni » 03 Dec 2013, 21:57

NeonKnightOA {l Wrote}:The weird thing is that those tracks worked with 0.8.0.


Yeah but there were some improvements done on the starting positions. This imposes stricter assertions on the drive lines though, so the only solution is to adapt the drive lines to be conform.
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Re: BeBeLiouS's Contributions

Postby BOB31415926535 » 17 Dec 2013, 00:28

This bug also appears in The Parking lot track, and The Ring of sand.
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Re: BeBeLiouS's Contributions

Postby bebelious » 17 Dec 2013, 15:15

hello,

I'm on vacation soon, I will work on all my circuits for 0.8.1 compatibility.

I promise you. :)

Enjoy,
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Re: BeBeLiouS's Contributions

Postby bebelious » 19 Dec 2013, 06:00

Hi,

it's fixed !

All my tracks are 0.8.1 compatible.

Uploading is in progress on stkaddons.net.

Enjoy,
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Re: BeBeLiouS's Contributions

Postby NeonKnightOA » 19 Dec 2013, 12:10

Thank you!
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"Practice good sportsmanship. You were a n00b once, too." - UT3 advice
"The ratio of critics to creators is something like 10,000:1. The ratio of good critics to bad: 1:10,000." - Fast Eddie
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Re: BeBeLiouS's Contributions

Postby bebelious » 23 Dec 2013, 19:00

Hi,

New track : Lost Speedway

Easter Eggs Mode OK >> 15 eggs
(I did it for my daughter, she loves to play this mode.)

http://www.bebelious.fr/stkcontrib.php

Uploading on stkaddons.net in progress.

Happy Christmas :)
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