been a good while
this is not to say an update couldn't happen later on [i think i have two or three wip tracks somewhere] but this is in the case I never end up finishing one or take too long - that and basically to give permission for server owners to tweak whatever they feel like they should, the track pack is a year old [release wise - last update was in november but that was mainly for 2.4 plus two tracks i had mostly complete] so i think it should be fine to let it be like this for now in case the tides of time don't wash me on this same shore again any time soon
see you again whenever i'm truly feeling like cooking a new ring racers track again
oh, look at that, 2.4 is actually out now - great timing to put this out [not rushing out a new track just to add these fixes lmao]
- Fixed erroneous linedef inside the shortcut tagged with the first checkpoint at Star Drifter Course [Dillon Grubbich, Babo]
- Removed a texture [from both map and PK3] in Ridge Turnpike that didn't have power of 2 sized dimensions to address a potential crash caused by it [Babo]
- Fixed a Death Pit FOF not doing anything intended to stop people from falling into a wrong location in Ancient King Road
- Added a few invisible fofs to block certain areas not meant to be entered by tumble in Ancient King Road [SuperMarineWorld]
as usual let me know if something else happens
If there's stuff that breaks after this release, let me know and I'll patch it up with a hotfix version...although I hope that this one is stable enough![]()
So...Mermaid Lake [which I don't remember getting reports for, at least during the 2.3 era, so I'm not completely sure if this somehow hadn't happened before to me during testing or if it happens now with the 2.4 RCs] now had an issue where taking the shortcut path wouldn't register the lap correctly and respawn you moments after going over there.
This is an important hotfix for you to download so that this shorcut breaking issue is no more.
I guess it was good to believe I wouldn't need one until now, but an important hotfix is an important hotfix.
Mermaid Lake:
- Fix the shortcut path having issues with registering correctly laps done inside it and respawning you afterwards. [thanks for the report Babo]
- Moved back the tripwire on the shorcut path to be just a bit more inside the path itself rather.
What had been long dormant due to burnout with Ring Racers 2.3 got reignited into a [ring] burst of flames, and now I finally could put things into place to bring you this new update thanks to the 2.4 release candidates.
It was quite the long ride to get here, between cleaning up the two new tracks [one of which had been on my drafts for a while until now] and double checking for small issues up until the last second. If there's stuff that breaks after this release, let me know and I'll patch it up with a hotfix version...although I hope that this one is stable enough for me to take a quick break and maybe sometime later down the line start brainstorming the next update for this track pack.
ITS TIME FOR ONE MORE RIDE!!
NEW RACE TRACK:
JET WORLD
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WOAH YEAH WOAH
Huge special thanks to Mayo for some of the layout tweaks made on this track - including the addition of the floating drop target platforms for the dash ring shortcut.
A remake/reimagining of one of my original Kart tracks, Virtua Circuit - carrying the same song but now powered by Robotnik Coaster's textures [lol] and an extended version of that tune you've heard. This time around, its a 3-lapper, so you better get familiar with the layout quick before you get left in the dust.
Replaces SRC Desert 95's slot in the Supercharged Cup, and SRC Desert is now at the end of the Daytona USA Cup in the meantime.
...BUT THAT'S NOT ALL
NEW BATTLE STAGE: DIESEL COURTYARD
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BREAK THE GATE
A battle track inspired in the Diesel Town map from the 3D beat-em-up game, Spikeout.
A portion of the original map is here for you to fight other players or break the capsules - with some creative modifications to make it flow better as a Battle map.
...But it does seem like it was cut up from another map...does it?
THAT'S RIGHT, THE FULL THING IS ALSO HERE!!
NEW RACE TRACK: DIESEL TOWN
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HERE COMES THE BOSS
A race track partially inspired, partially directly based in the Diesel Town map from the 3D beat-em-up game, Spikeout. If that doesn't ring a bell, its that one arcade game added in Like a Dragon Infinite Wealth, which actually plays like a predecessor of sorts to Yakuza's combat...since it actually is.
Anyhow, a 2-lapper [how uncharacteristic of me] that's peppered with shortcuts here and there [even more uncharacteristic of me] but overall has plenty of sections where you'll have to keep your driving clean to get through tight roads, dodging crates, and also choose between a handful of split paths while trying to catch-up or shake someone off at the heat of a race.
Considering the map's origin, I thought it would be nice to have a portion of this track be playable as a Battle stage, as well as be able to fill one of the two bonus stage slots in the Supercharged Cup with it.
Special thanks to the folks at cerv.id for feedback on this one. And apologies in advance to Yoshi for not having given this one a fully new paintjob yet - maybe in the future I may see if I can figure something out.
GENERAL CHANGES
- Most tracks now have Checkpoints added for proper 2.4 support - you can play these tracks now in 2.4 RC1 [and onwards] with EXP functional. Tracks that didn't get them added are the few that have short laps and didn't need them [RTZ, TSS, ML].
- To try and keep the filesize compact and also due to these not being supported in the upcoming 2.4 release, all Staff Ghosts have been currently removed. There's a chance in the future that I go and try to get new ghosts for every single track, but for now there aren't any.
- Due to the addition of two new tracks, three other tracks have been moved around in cups:
-- SRC Desert 95 was moved from Supercharged Cup to Daytona USA Cup as the fourth race [at least for now where there aren't any more DUSA tracks ready yet]
-- VR Big Forest was moved from ArcadePak Cup to Daytona USA Cup as the final race [at least for now where there aren't any more DUSA tracks ready yet]
-- Backroom Velocity was moved from Supercharged Cup to ArcadePak Cup as the final race
-- Jet World and Diesel Town now take the spots where SRCD and BVZ were at in the Supercharged Cup.
The following tracks haven't been modified beyond the addition of EXP checkpoints:
- Grit Mountain [just for good measure]
- Red Rage Highway
- Sunset Slalom
- Super Grit Canyon [renamed from Super Grit Mountain]
- Snowdust Valley
- Dynamite Wilderness
- Virtua Racing Big Forest
TRACKS WITH MAJOR CHANGES
Blast Processor
- Track is now set to 4 laps instead of 3.
- MOBJScaled to be larger. Done for parity with the intended race length while also doubling as a hand for players to have an easier time driving on it.
- Added a few more fences at the start and near the end. Intended for CPUs to not fall off the road too often when trying to speed up.
- Added a sneaker panel before the big jump at the end to help consistency on making said jump [especially for CPU players].
- Added sloped platforms at the side of the last platform with springs after the jump, replacing the dash rings that were on the sides. Made to help CPUs stay on the race, but should also help players that may have got a slightly off angle to land back on track.
- Updated thumbnail to reflect the change above.
- Redone waypoints in accomodation for 2.4 CPUs and adjusted a fastfall sector to make CPUs fastfall AFTER the last springs if they jump ahead of them rather than over said springs once.
Backroom Velocity
- MOBJScaled to be slightly larger. Once again for parity with the intended race length + making it easier to race at.
- Converted the death pit FOF that prevents players from falling at the start while going over the ramp at the top into a visible, drivable FOF. This is in case you don't make the jump into the road ahead for some reason, and don't get punished with a respawn in such scenario.
- Added blockplayer property to the fences at the shortcut. No more boneless moments.
Three Seven Speedway
- Left path on start is now a shortcut path with a tripwire. Has two ring capsules inside [thanks to Wil_12 and SleepyMocha for the feedback]
- Added impassable and block player properties to all fences [impassable to the high fences, block player to the low ones on the straight with the roulette] - this should prevent you from getting sent through or above one out of bounds.
Dinosaur Canyon
- MOBJscaled to be slightly larger.
- Due to the change above, the track is now also set to 5 laps.
TRACKS WITH MINOR CHANGES OR ONLY BUGFIXES
Star Drifter Course
- Replaced rings in that one wide turn's ledge with ring capsules as a stronger reward for taking the outside there.
Voltage Viper Challenge
- Its was a bug, but now its a feature: A previously boneless fence near a trick panel is now a tripwire you can use for a small cut if you have a power item active to cross it. [Sebby]
- Fixed the other boneless fences
Ancient King Road
- Added block players to an out of bounds area's linedef near the start [YoshiTheMage]
- Made the quarter pipe ramp edges block players - there already was a prevention for skips there but this should also prevent people from landing over those walls just in case
Polychrome Polygon
- Added subtractnum to the SOC. This should make position numbers appear dark so that they are better visible.
Ridge Turnpike
- Added a missing fence sidedef texture
- Bumped the first ring capsule in front of the red moon panels from 10 to 20 rings
- Added a Eggmark capsule to appear high up in the last quarter pipe ramp. With the addition of Acid Drop in 2.4, you could now try grabbing it and land fast afterwards.
Mermaid Lake
- Added block players property to the curb separating the starting path and shortcut to avoid cases of going over them by accident [YoshiTheMage]
SRC Desert 95
- Track is now 5 laps instead of 4 to accomodate for 2.4's faster pace.
6 months since the last time, huh? Ring Racers's first anniversary even came and went just a few weeks ago.
I guess it was about time...you know the drill at this point. Most of these updates tend to come with a few new tracks and several fixes for issues reported for the previous version, so let's get to see those - shall we?
NEW TRACKS:
Super Grit Mountain - A new track inspired by the original Grit Mountain, my first Ring Racers custom track, made with the skills I've learned through the year it has been out. More turns, more slopes and a new choice of textures, be prepared for a big ride. Currently sits as the new last track of the Supercharged Cup.
Special thanks to Craggy, YoshiTheMage, Yume and the cerv.id folks for testing/feedback, and to all the players who kept an eye on this new track, encouraging me to finally see it through :]
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Three Seven Speedway - The Daytona USA Beginner track, originally recreated for SRB2Kart by Bluegen, has now been ported to Ring Racers! It sits in the Daytona USA cup as the new first track before Dinosaur Canyon and Mermaid Lake. Special thanks to LivRetro and Sonicblanco1 for a good chunk of the port work here that I was given the permission to finish and include here.
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CHANGES:
General:
- Some tracks had their finish linedefs adjusted to be set at the start of the texture instead of in the middle. These affected tracks had their staff ghosts removed in the meantime. [SDC, AKR, BP, DW, SVZ, Mermaid Lake]. The new tracks don't have ghosts yet either.
Grit Mountain
- Raised the stands with Chao to add a new billboard to celebrate One Year of Ring Racers :]
Red Rage Highway
- The original Spin on the Bridge from Streets of Rage 2 was removed to reduce the filesize, and now the altmusic Streets of Rage Remake rendition is the default theme.
- Added fences to the second tripwire cut to avoid cheesing around the tripwire. [Sebby]
Ancient King Road
- Respawn lines added to a certain area to avoid unintended cuts possible with the terrain nearby. [Sebby]
Sega Rally Desert 95
- Player 13's spawn was erroneously set to a duplicate Player 3 spawn. This has been fixed.
Snowdust Valley
> "I've never felt more cucked in my entire life"
- YoshiTheMage [after losing a race due to stairjank on the position floors causing him to run into the goalposts instead of into the finish line]
- Flattened the start position floors to remove the stairjank effect they cause, which affected position and lap endings. For anyone that suffered due to those, you're all free now.
- Added a roof to the shortcut near the fan to avoid skips with the fan. [SeasideDoe]
- Fixed an out of bounds sector near the fan area not having the Death Pit effect [Plutia]
Ridge Turnpike
- Added a respawn line to the left of RT's starting area to avoid accidental skips that go in that direction
- Raised the height of the roof in RT's starting area to avoid people flying over the top [Kristian_0804]
Dynamite Wilderness
- Added springs on the ledge [plus two orbi capsules for Position shenianigans] near the start of DWZ and sloped the floor from that side so that the springs don't get in the way when doing a lap [YoshiTheMage]
- Moved forward the start positions in DWZ a bit to adjust for the addition of springs near the start
- Fixed two incorrect textures at DWZ [one was meant to be a billboard but had the wrong texture, the other one was a small linedef around the big turn]
Virtua Racing Big Forest
- Fixed the barriers at the start not having Death Pit effect in the case you somehow get inside them
- Fixed some out of bounds areas near the bridge not having Death Pit effect
Mermaid Lake
- Fixed a glitched invisible fence near the end of the big sloped turn. [Wil_12]
Gargoyle Castle
- Combat UFO spawns added.
- Raised the castle corner walls in case of slope jank launching you when you go up the ramp. [frostu8 and NVJR]
- - Addressing slopejank more throroughly in this stage will require an overhaul to change the geometry, which could happen in a future update.
- A few textures were adjusted.
Central City Plaza
- Combat UFO spawns added
WHAT ELSE?
Hmm...who knows. There's a few new track drafts I had in a few places [one of them was also meant to be released with this update - but I eventually decided that the track needed quite the facelift...so it didn't make the cut] as well as being aware of that I still have to make both extra battle maps and at least one new sealed star [plus encore palettes for existing tracks], but I may look into those after this update is out and can rest a bit about trying to put out a new update after so long.
Been thinking about setting the trackpack to Open Assets just to make it accessible for external tweaks to be done as well for whatever reasons need it to be edited in the case I'm not available to be asked about permission for those [maybe personal tweaks to certain tracks? Tweaks for Mogi Lounge? Using only certain tracks and reducing the filesize? or something else?], but that's probably something I'll have to keep an eye on after this update.
Finally, I will take the chance to drop a form here for if you want to send feedback for one or more tracks, or maybe some stuff that you would like to see updated or added in a future update. You can also inform me of these through the Discussion tab of this addon or through Discord [in both cases it allows you to send screenshots/video instead of only text], but if whatever you have to say doesn't need images, then it could be easier for me to keep track in the form.
Big thanks to all the people that have tested these tracks during development and have played/hosted them all these months. I hope that all of you have enjoyed and keep enjoying Super Striker GP :]
SUPER STRIKER GP v1.3
- ROUND 3 - Changelog
NEW MAPS:
SEGA Rally Desert 95: Original Port based off SEGA Rally Championship![]()
Ancient King Road: Original Custom Track
Backroom Velocity: Returning Track from ArcadePak
Ancient King Road textures are from SRB2 Community Asset Pack
All of these have been added to the Supercharged Cup in the meantime, but potentially in the future Backroom Velocity and SRC Desert 95 will be in different cups.
MUSIC:
- Most songs had their volume tags removed. Tracks shouldn't be as loud now.
- Both Red Rage Highway music tracks [Spin on the Bridge from SOR2 and SORR] have been redone to adjust the volume thanks to Yoshi the Mage.
- Corrected the SORR Spin on the Bridge remix composer to BGM1401 [Previously was credited to Gecko Yamori - except Gecko's version is a different remix altogether] - once again thanks to Yoshi the Mage for pointing this out.
- Replaced Snowdust Valley's music with an OGG version [previously .IT] to address the strange skipping it could sometimes exhibit if playing online and the game stuttered.
MAP FIXES:
- Gargoyle Castle's FOF now crumbles in Overtime. No more last second stalemates from two players in different floors...
- A few missing death pit effects in Dinosaur Canyon have been fixed.
- Added an extra waypoint to prevent accidental checkpoint issues that lead to failed finishes in Ridge Turnpike.
- Fixed the waypoints over the fans in Snowdust Valley missing the No Respawn flag.
- Made the floor of the fan sector at Snowdust Valley have the Death Pit effect to avoid getting stuck there if you get tumbled inside [thanks Mizu]
CREDITS:
Yoshi the Mage for the music fixes
Mizu, Craggy and players at KKD for testing
Authors of the used textures for AKR from the SRB2 Community Asset Pack: Othius, Dakras, AkiraHedgehog
MORE BATTLE/SPECIAL STAGES WHEN?
when I'm able to finish any
I didn't want to force y'all to redownload everything AGAIN but turns out that the fix I tried in hotfix 2 didn't quite reliably fix it because it actually was an issue with a few waypoints accidentally tripping on anti-cheat lap protection
This time, I really hope that it's truly fixed, because I checked that the adjusted waypoints didn't cause that error again whenever going under the first jump and last bridge...and according to debugwaypoints they don't anymore.
A little "bonus" with this one is that I happened to get a report of an unintentional Sunset Slalom skip as I was working on this, so now that is also patched [thanks FXG]
Again, I REALLY hope that this finally it. No more torment for the players redownloading this, and no more torment for me wanting to take a break to be able to come back later replenished and ready for Round 3...
DISCLAIMER: THE ISSUE WAS DUE TO SOME WAYPOINTS SETUP. THIS WAS ADDRESSED IN HOTFIX 3 - PLEASE DOWNLOAD THAT INSTEAD.
This hotfix is intented to solve the issues with Snowdust Valley's finish line ocasionally refusing to count a lap properly for some reason. Honorable mentions to SeasideDoe, metalhydra273 and ArtoMeister for reporting this.
The finish linedef now is inside a sector with the finish line texture instead of at the edge of it without any split linedefs, as well as the finish texture now extending to the offroad areas, and the start waypoints were enlarged a nudge in case it was an issue with waypoints not connecting between the last and first ones.
The finish line change was made so that previous ghosts will still be compatible though, as the finish linedef itself is in the exact same place in distance- the finish texture sector itself was what was adjusted to have the finish line inside it.
You can identify this version being loaded if the finish line's texture extends to the walls instead of the drivable road only.
I hope this fixes that issue for good
not again
Sunset Slalom's sink capsules replaced with orbi capsules.
This is due to an accidental yet insane exploit those sinks could cause that was only discovered recently...so unfortunately, those sinks gotta sink into the ocean now.
On the flipside, there were a few ghosts added [Mayo, Ahmed Ashraf, Cole] to the new tracks, as well as restoring a missing ghost from UnBigO for Snowdust Valley [and removing a duplicated RRH ghost from his], and the missing name in-game for Snowdust Valley's music was fixed.
Kept ya waiting, huh?
Here's finally three brand new maps to join the party. And a triumphant return of a beloved track from SRB2Kart ArcadePak.
NEW MAPS:
Red Rage Highway - Voltage Cup's new 4th Track
Central City Plaza - Voltage Cup's new 2nd Battle/Prison Map
Sunset Slalom - Supercharged Cup's only track [atm]
Snowdust Valley - ArcadePak's new 1st Track
TESTERS/FEEDBACK:
Yoshi
Eldog
RetroStation
Craggy
Cole
Yuniki
GHOSTS FOR NEW TRACKS:
UnBigO
Craggy
Zander
Yoshi
Yuniki
Mylo. T
Begine9
WRD/MobyKong
SNOWDUST VALLEY SKYBOX:
FaytStayx [Used in the original track since SRB2Kart ArcadePak v1.5]
OTHER CHANGES:
New Gargoyle Castle ghost by Zander added
Updated Gargoyle Castle ghost by Yuniki
Finish line texture was missing in Ridge Turnpike's finish line. This has been fixed.