I'm honestly REALLY scare of this track, but I'm gonna do my best to make it... Let's see how it would turn out..."And don't worry, Oxide Station gonna be there."
Good luck on this stage! Considering that this track is the "Final Boss" of all the tracks you've worked out. Hopefully, It'll go well for you!
I did realize it was too big once again, and though of doing something about it but wasn't too sure. My original idea was to have two version, one complete and one separated in two parts for Online play but decided at last minute to not do it, but I guess would be for the better to do it, I'll upload the two part version for online play right now!hey the new update for the ctr tracks made the file size too big to be used in online servers again, I want to host the map pack in this modded server called becky house two, is it okay if we modify the file to separate it into multiple parts so we can play it again?
I could try it to see what happens, but how much of a good idea is to make two versions, one complete and one for online play dividid in two parts, or is that too much? Still I will look into it.The main issue with the filesize is that the music takes up a LOT of space. Almost every course having two uncompressed music tracks at minimum is driving up the size considerably. I don't remember off the top of my head if there's any way to make an OGG smaller, but if you are still dead set on including this much music in your mod, the solution would be to make music into separate files. Music will always be the latest part of your addon, so byt he end of all this, you may wind up having to make two music addons to go along the Main file with everything else in it. But, it's not as simple as having the music in the folder, you have to include at least one, non-music-related asset in the files, or it'll be completely skipped when loading the main file, resulting in no music being played.
I honestly don't know what happens when an alt track is missing. If the game skips over music files it can't find and still loads the main one for the course, perhaps all the alt tracks could be an addon that is only the music, making alt tracks a completely optional file? Might be worth looking into.
Is not really an update, I just added a second version of the mod in a Zip file that is specifically for Online play, this version is divided in two parts, the first parts have Cups Wumpa and Nitro while the second part have the new Crystal Cup and in the future the Crash Cup.
The two versions are the exact same, just that this new one is for those who want the mod to be downloadable in Online servers, and is the recommended version to play Online, also recommended to load Part 1 first...
That's because you have to "Finish the race" for it to have it permanently unlocked because of how the game works, there's a Finish Line right beside where you spawn, cross it and you'll have it unlocked forever.Found a glitch where N.Sanity Beach becomes locked again when enabling the mod after unlocking the track
Thought this whole time you had to go through one of the teleporters and finish that trackThat's because you have to "Finish the race" for it to have it permanently unlocked because of how the game works, there's a Finish Line right beside where you spawn, cross it and you'll have it unlocked forever.
Version 3.1 is now avaible!
There where a number of changes to some aspects of the mod, Sewer Speedway having the biggest changes here.
Sewer Speedway:
-Slopes in the track now have physics. This should help to not get as much air as before and to retain speed better.
-The initial split path was change so the upper part is easier to do as intented.
-The track was made overall 20% bigger. This should help to not feel as cramp as before.
-With the last change, there's also more item boxes...
Is not a direct port, I made them from the ground up while having Crash Team Racing Nitro-Fueled on for using it as a reference. It's not too hard because of how simple most tracks are, but there are for sure exception.you should figure out where the combat ufos are in battle stages
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how were you able to port the tracks for crash team racing to ring racers, cuz im planning to remake mario kart 64 there
Hi everyone! I know it's been a while since I last update my CTR mod, been quite busy this past month but I finally got the time to continue it, and just in time for the christmas season!
The update 4 of my mod is almost here! I plan on releasing it on the 25, in christmas! This update will include the last 5 remaining tracks from the original Crash Team Racing included in the Crash Cup! Of course it will be just 4 tracks in the cup, being Polar Pass, N. Gin Labs, Hot Air Skyway and Slide...