Chaos Drives

[Open Assets] Chaos Drives v2.0.2

Drifting-related code fixed.
Added a few extra sanity checks to the chat outputs.
Renamed all instances of "target" (previously used to make sure you don't pick up your Drives without taking a lap or dying) to cd_source.
Fixed a very bad mistake that I also made with a different addon ten thousand years ago. The Drive pickup sound should consistently play regardless of your mod setup (and even if it can't for some reason, there shouldn't be an error for it anymore.)
Added a check to make sure spectators get completely ignored by racethink.
Major update.
  • Added a mini-HUD mode (cd_minimal On).
  • Added a hack to support custom item boxes.
  • Picking up a dropped drive now grants a very small speed boost. This applies regardless of how many drives you have of that type.
  • Changed the math behind drift charge boosting so that it looks nicer if you're using the drift gauge addon.
  • Changed cd_active to cd_mode. Server hosts, please modify your configurations accordingly.
  • Added Remix Mode and Perfect Chaos Mode.
    • Remix Mode: Run drives now directly boost your maximum speed.
    • Remix Mode: Swim drives now directly boost your acceleration.
    • Remix Mode: Power drives now directly boost your weight for player-vs-player collisions.
    • Remix Mode: Fly drives now directly boost your handling.
    • Remix Mode: Swim and Power drives together boost your drift charge rate.
    • Perfect Chaos Mode: As above, but all players constantly have 9 of each Drive. This is your 200cc mode, basically. cd_maxdrives has no effect in Perfect Chaos mode.

Also, if you intend on regularly using Remix or Perfect Chaos Mode, I strongly recommend you use Kartrev. Hill Top Zone and Kodachrome Void Zone have issues that make them very painful to navigate.
As of this update, you may now set maximum drives separately from the race count.
The formula for calculating offroad bonus has been changed so that exceptionally strong offroad terrain doesn't start decreasing your speed.
Fixed an issue with the course counter.
Reverted a change to the possible values for cd_cuplength.
Hey gamers. Surprisingly pleased that Chaos Drives caught on as well as it did, so here's a super-quick update fixing some issues that were brought up.
  • Slightly changed the math behind how Run, Swim, and Power bonuses are applied.
  • Power no longer gives overwhelming amounts of bananas to 1st place under normal balancing (previously 1 banana per 1 Power to a maximum of 10, now 1 banana per 3 Power to a maximum of 10). Your ultra-weird 100-race games will remain the same.
  • Power no longer lets you drag items to go faster under normal balancing.
  • Latejoiners will now roll for a number of Chaos Drives based on whoever has the most. You are not guaranteed to get the same amount as them, but enough to make latejoining less painful.
  • Changed the default cup length to 5.
  • Chaos Drives will now announce cup progress every race (unless you're running ultra-long races), and not just when the cup ends.
  • Added Item Rain interoperability. Use "ir_preset sprinkles" and then "ir_traps on".
  • Players won't drop Chaos Drives when cd_active is off.
  • Chaos Drives will add its own mod entry to the HOSTMOD scoreboard.
Back
Top