*sam* Posted Apr 12, 2012, 5:20 pm |
Just a couple of small files patched in for Bastille's new "Texan Rally" racetrack | ||||
Juris Posted Apr 12, 2012, 5:27 pm |
Texan finally has a track? Thanks Bas |
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Max Catalyst Posted Apr 12, 2012, 5:46 pm |
Is it live? I tried requesting a custom race event in Texan and it said there are no racetracks in that town. | ||||
*sam* Posted Apr 12, 2012, 7:18 pm |
It's currently marked as 'on probation' until we have tested it/tweak it as necessary. It can be picked from the website Events Diary 'Create Custom Town Event' button.
There aren't any NPC racer gangs in the town yet, so we'll need some.. ideas welcome! |
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FireFly Posted Apr 12, 2012, 7:33 pm |
Mix of local bounty hunter and trader gangs!
No really, I mean it, it makes more sense than "Racers" until we have enough tracks to establish southern leauges. |
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Juris Posted Apr 12, 2012, 9:56 pm |
Fun new track 188682
One comment - NPCs are gonna have a heck of a time learning this track - it is also VERY narrow - which is a neat idea. The NPC mobs are gonna thin out pretty fast. There are a LOT of steep ups and downs - I felt like I was skiing at one point - all it needed was moguls lol Track will take some getting used to - it is definitely a wilderness rally track - not a track for delicate race cars. Took quite a bit of armor damage - will be significant in a longer race with low-armored racers. |
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FireFly Posted Apr 12, 2012, 9:59 pm |
Or maybe people will have to raise suspension and be more technical than going flat out? One can hope | ||||
*Bastille* Posted Apr 12, 2012, 10:00 pm |
I have not had a chance to really drive this yet, was thinking it could be part of a longer track for the region. |
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*DoubleTap* Posted Apr 16, 2012, 10:45 pm |
Is there anything in this new patch that would make vehicle textures stop showing up for me? They appear just as the ghost cars do. Odd. | ||||
Lord Foul Posted Apr 17, 2012, 12:54 am |
The one main issue the AI will have with this map is the 3/4 mark with the pylons. Which in turn could affect the player in a multi lap race.
Even now the AI still has a hard time with the similar setup on the Elms speed circuit 3/4 mark and that spot is a little wider than Bast's 3/4 mark. I can picture lots of pile ups in Bast's 3/4 mark and it becoming impassable if to many cars die there. I've nick named this the "minute" map as even with the best cars it will take about 60 turns to do a full lap. It could use more color, like some burning oil barrels scattered about to break up the color scheme of charcoal grey. |
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*sam* Posted Apr 17, 2012, 8:30 am |
As far as I can see, the AI are currently unable to do a full lap at all; I'll need to take a look at the pathing data that Bast set up. | ||||
*Bastille* Posted Apr 17, 2012, 8:57 am |
Sorry about that I can have a look at putting in more points?
Looking at it now, it could do with some more. I thought it enough for the AI to manage but not too good. So they do cause some accidents and so the AI take a while to learn or drive the track well. I can add near 10 more points I think. Barrels etc would be nice. Not quite sure how to do all the lighting aspects of those yet. direct copy past, undesired effect. |
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*Bastille* Posted Apr 17, 2012, 10:52 am |
lol ok event ID 189194
they're nuts! adding points and slowing them down some Is it just the order of these and the naming sequence that matters in the .mis file? Adding points, and then moving them in sequence in the text editor and naming them 3a, b, c etc? |
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*sam* Posted Apr 17, 2012, 12:49 pm |
The naming of them doesn't matter, it's the order within the Group that matters.
Have you managed to get NPCs to get around the track in the mission builder? It's not identical in terms of physics and handling, but its close enough to be a decent way to test things. |
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*Bastille* Posted Apr 17, 2012, 1:10 pm |
No, all the cars spawn in the mountain in the middle.
Dragging the vehicles out of the mountain before they drop to infinity, the cars do start to follow a path. Its an odd phantom path that seems to be from one of the other maps Ive tested. I have to tease and drag the car around the path, all 3 cars taking different paths, but not the main car path. This has resolved itself on other maps with the same issue, after a few runs of the map, reloading etc. but not here. The above Marley race, the cars followed the path to a degree, the speeds were much too high and they get stuck on the dual roadways. Ive edited the path and added some points, re-ordered them in the group, changed the speeds and sent that off to you. Its not as smooth as SS race, (from your book) but hopefully will be better now. Tried to add some barrels and lights. Added barrels, didn't save, added light, crashed |:/ I will learn one day. Is it a bit late for that stuff for this map? |
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*sam* Posted Apr 17, 2012, 1:16 pm |
That's strange, I tried the track in mission builder and the NPC spawns were just fine for me.
Erm, you'd best restart the program before loading a different map! |
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Juris Posted Apr 18, 2012, 6:57 am |
Awesome track Bas
Think there might be too many NPCs... you don't really drive so much as go with the flow... You can also cheat like mad - I gave it a proper sacrifice though. This was a great deathrace - 4 players. 189244 |
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*Bastille* Posted Apr 18, 2012, 8:01 am |
I have tried restarting, renaming seemed to help at one point, but i have not been able to avoid this consistently. Sometimes paths from 3 maps back, pop up. This is only in my maps, the finished maps in the builder are fine, so Im sure theres something Im not doing. I'll have to check that replay Juris, hoping the shortcuts work out without being too easy an advantage? I blew up trying |
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*sam* Posted Apr 18, 2012, 9:18 am |
New AI paths patched in now, so the NPCs should drive the course better. Thanks Bast | ||||
*Bastille* Posted Apr 18, 2012, 9:23 am |
that was quick |
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d0dger Posted Apr 19, 2012, 11:24 pm |
The AI marker that's just past the initial start points needs to be tweaked for Texan Rally track. They are much too likely to plow right into the wall at start of event and sometimes they are left circling in this spot.
189423 |
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*Bastille* Posted Apr 20, 2012, 2:10 am |
yeah, I moved this up a bit previously and was wondering how they would go. seemed ok in one of the events I tried.
maybe I should shift it more? Makes for an interesting start, harder to get away like this... which is good to a degree perhaps? maybe 1st place has too much of an advantage like this? |