[1.5]KartMP: A hot take on Kart balance

[1.5]KartMP: A hot take on Kart balance 1.5

Hello! For many months I've noticed that some servers have a noticeable different spinout behaviour in their server compared to vanilla. I did notice this because I have 1,000 hours on vanilla (not kidding!) and know the game completely. However, since I wouldn't say this change is that bad, I bought it up (on my most active server) and moved on, and get used to it.

Today. I've looked into it again and concluded its caused by KMP, even with all its settings turned off

What happens: Users stop much quicker from spinning while being off-road, wherein vanilla you lose your speed as quickly on road as you do off road. The purpose of this change seems to prevent users from being hit, and then fall off the map or something.

While I wouldn't even call the change for the worse, it's a change that happens with even all the settings turned off, which I would say is not intended behaviour.

- Demonstration -

Vanilla spinout: https://streamable.com/mpv7lx
Spinout with KMP enabled: https://streamable.com/p0oc6d

Demonstrating its caused by KMP with all settings off: https://streamable.com/mwj1rv

I can demonstrate it on more maps if needed, but this is a very nice example.

A fix to make this optional would be greatly appreciated since right now servers that run on KMP are possibly unintentionally altering the behaviour of spinout without their knowledge.
 
Lat' updated [1.3]KartMP: A hot take on Kart balance with a new update entry:

KartMP V1.4 release

Well damn it's been a while. Time to post an update and go back to my cave!

KMP V1.4:

NEW FEATURES:

  • 'kmp_airsneakerbuf': Allows usage of Sneakers in mid-air. The Sneaker(s) will be consummed and their effect will take place as soon as you land. You can use multiple Sneakers and their duration will stack with diminutive returns.
    • The intent is to allow players to use their Sneakers mid-air if they fear they may get stolen by Hyudoros before they can get the...

Read the rest of this update entry...
 
1.4 is great, but you seem to have forgotten to add help messages for the new options; they return an error when i attempt to use kmp_help on them
a small portion of the log:
$kmp_help kmp_bumpspark
kmp_bumpspark:
Keep your drift sparks even after bumping a wall.
$kmp_help kmp_raceaccel
WARNING: ...xidog/srb2kart/addons/KL_kartmp-v1.4.pk3|Lua/LUA_CMD:225: attempt to index field '?' (a nil value)
 
It appears that spring panels cause sneaker buffer to trigger despite still being able to use them in such a condition(even if likely wasteful)
This doesn't seem intended.
kart0001.gif
 
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Hello! For many months I've noticed that some servers have a noticeable different spinout behaviour in their server compared to vanilla. I did notice this because I have 1,000 hours on vanilla (not kidding!) and know the game completely. However, since I wouldn't say this change is that bad, I bought it up (on my most active server) and moved on, and get used to it.

Today. I've looked into it again and concluded its caused by KMP, even with all its settings turned off

What happens: Users stop much quicker from spinning while being off-road, wherein vanilla you lose your speed as quickly on road as you do off road. The purpose of this change seems to prevent users from being hit, and then fall off the map or something.

While I wouldn't even call the change for the worse, it's a change that happens with even all the settings turned off, which I would say is not intended behaviour.

- Demonstration -

Vanilla spinout: https://streamable.com/mpv7lx
Spinout with KMP enabled: https://streamable.com/p0oc6d

Demonstrating its caused by KMP with all settings off: https://streamable.com/mwj1rv

I can demonstrate it on more maps if needed, but this is a very nice example.

A fix to make this optional would be greatly appreciated since right now servers that run on KMP are possibly unintentionally altering the behaviour of spinout without their knowledge.
Did this get fixed?
 
Hey! It's me again, that annoying person that reports bugs because I feel it's important they are addressed in a mod every server essentially uses

The respawn command: It contains bugs that can be exploited compared to the vanilla version.

The vanilla respawn has checks for the following

- If you have a SPB tailed on you: You will get a "nice try." if you try to use it
- If you are still in a spin state after a spb, it still doesn't work. Still gives you a "nice try." if you do try it
- If you finished you can't use respawn at all; it does nothing
- If you are in the air you can't use it in either: You will get a "You must be on the floor to use this."

In KMP some but not all of these things are checked

- In KMP you CAN use respawn after you finished, which will lead to janky finish bugs, as well as a buggy ranking. For example, if you use it when you are 1st, you will no longer be.
- In KMP you CAN use respawn after you got hit by a SPB and you are still in the spinning state. This is especially exploitable if you got hit on a low terrain and the server got instant respawn added on top of it
- Spamming respawn when you are already respawning also has buggy effects at times. Sometimes it respawns you multiple times while you are still doing the respawn animation, which does not occur in vanilla

Respawn while spinning in vanilla: https://streamable.com/gayvc2
Respawn while spinning in KMP: https://streamable.com/a740k0 (again this is way more noticeable if you respawn under low terrain since you are on the ground much earlier!)
Respawn after you finished in vanilla: https://streamable.com/d9nrmd
Respawn after you finished in KMP: https://streamable.com/lx9mot
 
After a few solo runs with kmp_respawnpoints enabled, I noticed it behaves somewhat more inconsistently than I remember.
kart0014.gif

I tested it quite a bit across certain maps in vanilla Kart and sometimes I get a respawn based on where I was moments ago, and other times (usually most of the time) it doesn't kick in and I get a normal respawn at a checkpoint.
 
After a few solo runs with kmp_respawnpoints enabled, I noticed it behaves somewhat more inconsistently than I remember.
View attachment 78460
I tested it quite a bit across certain maps in vanilla Kart and sometimes I get a respawn based on where I was moments ago, and other times (usually most of the time) it doesn't kick in and I get a normal respawn at a checkpoint.

Your example is how it should behave. It works, and then it has a cooldown before it activates again. This is done so you don't get in a respawn loop.
 
Turning on commands from the server config always seem to be really inconsistent. Even if I add ;wait 1 in the server config, some of them just won't be enabled.
EDIT: Turns out it was Juicebox that changed the settings, so nevermind.
 
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Lat' updated [1.5]KartMP: A hot take on Kart balance with a new update entry:

KMP going open asset

Hi, this is not a new version and just an announcement to say that KMP is now an open asset.

This means it may be modified freely by anyone, and that these modified versions can be hosted freely without asking me or anyone else about it.

The reason for this change is quite simply that I don't play Kart much at all anymore and can't pretend to properly maintain this file anymore to provide bug-free stuff in any reasonable amount of time, and as it turns out, people who actually still...

Read the rest of this update entry...
 

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