Darkwind
Media v.71, New tracks and arena

*sam*


Posted Jul 31, 2008, 8:11 pm
* New base font (I'll increase it's size)
* 2 new racetracks and a pedestrian-only arena (thanks Alocalypse!) ? currently only available for custom events, until he is happy that the AI is running well on it
* Fixed the screenshot sequence command (Alt-P) ? at least I think I did. It?s hard to tell because screenshots don?t work at all on my laptop (Vista) for some reason.

The new tracks and arena are all based around a recently discovered deserted village near Gateway:

The Gateway Interstate Circuit:
http://www.dark-wind.com/images/buildings/building37.jpg

The Gateway Interstate Figure 8:
http://www.dark-wind.com/images/buildings/building38.jpg

and the Gateway Interstate Pedestrian Arena:
http://www.dark-wind.com/images/buildings/building39.jpg
Six Gun Jack


Posted Jul 31, 2008, 8:36 pm
WWWWOOOOOOOT !!!

those look great...can't wait to try em.

I take back everything (almost), I ever said about Alo :D

good work Sam and Alo !
Alocalypse


Posted Jul 31, 2008, 8:52 pm
The tracks still need some work it seems, this is what I've found so far and will be fixing:

The checkpoints on the tracks don't work currently so there's no way to complete a lap.

(The checkpoints are numbered from 1 and not 0 like i thought, Doh!)

I'll also look into spacing out the starting positions more and tweaking the boxes which won't get destroyed easily enough in the Figure 8 track.

Also the pedestrian arena will need some work to be playable on the roofs.



Also I think these are by far the hardest tracks in the game, extremely tight and unforgiving (even more so than I intended :cyclops:)
*sam*


Posted Jul 31, 2008, 9:10 pm
Quote:
The checkpoints on the tracks don't work currently so there's no way to complete a lap.

(The checkpoints are numbered from 1 and not 0 like i thought, Doh!)


I think the problem might be that you flagged the first one as "isLast" rather than the last one.. take a look at the sample mission file I posted for you on the website (the ones in the mission builder may be out of date)

Quote:
Also the pedestrian arena will need some work to be playable on the roofs.


BTW, the AI will play really badly on this until there is enough pathing info gathered from human players (in fact, they'll just stand still and look confused). AI peds don't use waypoints (unlike AI cars) and rely totally on the pathing data.
*sam*


Posted Jul 31, 2008, 9:15 pm
Media v.71 increases the new font size
hallen


Posted Jul 31, 2008, 9:26 pm
much nicer already thanks Sam
*Longo*


Posted Aug 1, 2008, 12:02 am
Did the ped arena. Looks very cool. I wasnt able to get on roof though.
Nekojin


Posted Aug 1, 2008, 12:47 am
Did you make some significant changes to the AI and/or the physics engine? I noticed a few interesting things that happened differently than they had in the past:

1.) An AI car that I was swerving into swerved violently to avoid me, almost turning sideways. It did so on the turn AFTER I swerved into it. In the past, it would have swerved less severely, and started the swerve on the same turn I swerved into it.

2.) An AI car hit one of the "Bone" pylons. In the past, it would take damage, slide off to the side, and keep going, with some loss of speed. Today, in addition to the damage, it bounced up and BACK, flying back into traffic.
*Longo*


Posted Aug 1, 2008, 4:54 am
Every scout I have had tonite, I have been unable to see the bulk on my cars. The one exception to this is when you loot a car you are then able to see the bulk left in that car
*jimmylogan*


Posted Aug 1, 2008, 5:26 am
Have seen the same thing Longo has. Plus, on the "to hit," it says "Highly" not "Highly Unlikely."

JL


WolfEater


Posted Aug 1, 2008, 11:25 am
can u make a track for urban car+ped fight? place's to hide with ped and good urban obstcal's.

and plz check the game "Brigade E5" if u think get u'r pedstrain fighter's higher in lvl for more opsion's.

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