Resource icon

Aurora's Daytona Racers - Arcade Mode for DRRR RC 2.3 (for v2.4)

Latius

Hybrid Kart Mapper/Porter
Latius submitted a new resource:

Aurora's Daytona Racers - Arcade Mode for DRRR - Let's Go Away to the Next Level!

The High Voltage Ring is something that, despite being created by Dr. Ivo "Eggman" Robotnic and Tails using 80,000 Rings, is still yet to be fully understood. Especially when some of the racers seem to, if they do so well, end up in another dimension entirly. It is because of this that I offered my assistance to the duo in an attempt to not only discover the power of the Ring itself, but also what lies beyond the dimensions that the Ring Racers seem to be able to access.
Through...

Read more about this resource...

GitHub page for ADR
 
Last edited:
Changelog:

Release Candidate 1 - First released build. Contains one difficulty coded in, as well as graphics and such ported from Daytona Kart. Has not been fully tested in Battle mode, and is still somewhat of a work in progress while modding for Ring Racers is in its infancy.
Release Candidate 2 - Updated for 2.4 with the new features, plus some bits I had been working on.
Release Candidate 2.3 - Patched version which fixes the bug shown by ne_gamer8623 (RC 2.1 and RC 2.2 were failed attempts to patch it)
 
Last edited:
Can you add an option to turn on and off the mode so there is no need to restart the server just to change the mode
 
Latius updated Aurora's Daytona Racers - Arcade Mode for DRRR with a new update entry:

Release Canadate 2 is now out!

With the 2.4 update, things have changed. But now so has Daytona Racers with the new Release Canadate!

What's new in RC2?
  • Updated HUD to include the new 2.4 features of Amps and EXP. It is still not yet splitscreen compatible though. Also, it is not yet compatible with Duel or Team modes.
  • You can now choose to have the HUD display the time as just Seconds or as Minutes and Seconds
  • Upgrade to Section Races - as they no longer use laps, instead the counter will track which...

Read the rest of this update entry...
 
MAJOR BUG: Finishing after an opponent is NO CONTEST causes you to lose the race and miss out on a certain amount of EXP (this is actually important for Grand Prix scoring).
ringracers0055.gif

Also, in Grand Prix (except on Relaxed), it may say TRY AGAIN even if you win the race due to this bug and forces you to retry the race. Other times, you may pass the round but any extra lives, rings and EXP obtained in the round might be void when seen in the podium screen (if you place 3rd and then the last 5 CPU players DNF all at the same time, the lowest position will be 4th and the game will consider 3rd place as a failure).
This also includes finishing in 3rd place with 4 players tied for second-to-last as seen in the intermission screen, but the game falsely counting that place as being "tied for last", causing 3rd place to falsely count as a failure (and thus invalidating any rings or EXP earned in that round).
ringracers1976.png

ringracers1977.png
 
Last edited:
That's odd. It should put you in 1st place, but why would it put you in last...? Not sure if the bug is due to how 2.4 is coded or if I'm missing something.

Edit: I was missing something. As someone told me on the Kart Krew Discord:
That's because when players are exiting (due to being eliminated and such), their realtime doesn't advance, so if they died at minute one and another player finishes at 1:30, then by the game's logic, the player that finished in one minute completed the race faster than the other than finished all required laps in 1:30 minutes.
 
Last edited:
This also happened even if a player was not exiting but was NO CONTEST early. In version 2.3 and earlier, it was possible for this bug to happen in Online games even on Core Servers (unmodded), due to a bug involving "eliminate last" and players that connected to a server mid-race and joined that race (2.4 fixed this by disabling mid-race joins). Quoting from this post:
If the player finishes after "eliminate last" takes effect, they will be placed 16th instead of 15th in a 16-player race (this is due to the time of the opponent who has DNF'd being faster than the player).
I should have pointed out that placing in 16th counts as tying with a NO CONTEST player when it comes to PWR.LV / Mobiums rating change calculation, which is another bug. Even though said opponent is NO CONTEST but not exiting, it still considers checking finish time instead of always treating the player as ahead.
ringracers1164.png


EDIT: Bug in Grand Prix mode involving opponent NO CONTEST before player finishes. (I had to use a Lua script to force-clear and ensure correct final results; it would normally misinterpret that as failed and restart the race)
ringracers0382.gif

ringracers0524.png
Nice fix regarding the NO CONTEST time bug, but I do find that players that NO CONTEST early go to 1st place for one frame (specifically the first frame after they NO CONTEST), and that the player's finish time changes even after they finish normally.
ringracers0058.gif

Should possibly add a NO CONTEST check before then setting the player's time as appropriate.
 
Last edited:
More bugs found that affect this mod.

1. If at least half of the racers get a time over (from Daytona Racers countdown) early on, and someone disconnects or spectates (or if the eliminate last setting is changed mid-race), all remaining players will be time over'd from the vanilla countdown behaviour (not the Daytona Racers countdown) after 30 seconds by default, even if no one makes it to the finish.
It also happens even when no players have exiting set, but with at least half of the players having the "no contest" flag set, and then someone disconnects or spectates (or if the eliminate last setting is changed mid-race).
ringracers0117.gif

2. Eliminate last will eliminate the last remaining player regardless of if there are other players that have the "no contest" flag set. While Daytona Racers also sets the players that have time over'd from the Daytona Racers countdown as exiting, this happens even if the "no contest" players are not exiting.
If this is blocked via a Lua script, it still initiates the tally for that player and forcibly ends the level without waiting for that player to finish, assuming there are no other Lua scripts in play.
ringracers0120.gif

Since the tally is initiated prematurely, it also prevents the grade from being updated properly if the player later finishes the race and the EXP they get for the finish is enough for it to move them up by one or more grade levels (e.g. 94 for a C -> 141 for an A). The additional EXP earned from finishing should still be reflected in Total Rankings.

Furthermore, if the tally says "got through round" as a result, the Mobiums system will still assume the player as no contest'd if the player does finish the race.
 
Back
Top