DreamTracks (2.4 Supported)

DreamTracks (2.4 Supported) 1.6

Madotsuki updated DreamTracks (Complete Cup Edition) with a new update entry:

Post Launch Fixes + Alt Music Pack

This was supposed to be a deathplanes hotfix.

General:

-Alt Music has been added via an external Pack, make sure you put the Bicycle Cup file first and then the alt music pack, Pizzascape and the secret map lack a second song in the pack.
-The Removed song has had its lump data removed

E1M1 Hangar:

-Deathplanes fixed
-Background closed up a bit in first big turn

Heavenly Halls:

-Deathplanes fixed
-Background Geometry tweaked
-Bloodfalls are now more consistent with each other, and...

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CPU players occasionally do not do tricks correctly on the two trick panel areas in Pizzascape.
ringracers0342.gif


Also, this happened to a CPU near the end of the course:
ringracers0343.gif
 
i'll see what i can do next update, cpus are surprisingly tricky to corral sometimes so i usually don't refine their ai that much lmao.

Do you know if they do this on the first lap version of the trick area as well?
 
Madotsuki updated DreamTracks (Complete Cup Edition) with a new update entry:

1.2 (2.4 and Legacy)

This is the first version that adds 2.4 support, as 2.4 is in beta, some changes are made that would affect 2.3 gameplay and some people are already boycotting 2.4 I guess, this update will likely be the first and probably final version that has both editions supported, I prefer 2.4 and would rather make futureproofed maps so everything will likely be 2.4 only from now on.

Changes that apply to both versions:

Cliffside Cavern:


-Improved Geometry and fixes

E1M1...

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Madotsuki updated DreamTracks (2.4 Supported) with a new update entry:

1.2 Hotfix

I'm killing off legacy mode already, it's a headache, I think the ghosts will be messed up and 2 tracks will play differently in 2.3 but be otherwise fine.

Heavenly Halls:

-2nd checkpoint moved back to prevent zipping through it when teleporting
-Teleport exit now has walls on the inside (how did I miss this for several months?)
-Item box count reduced
-improved texture aligment near the start

Haunted Ship Act 2:

-Medal now easier to get

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Madotsuki updated DreamTracks (2.4 Supported) with a new update entry:

1.3

General Changes:

-Many songs have been manually looped and trimmed to shrink the file size considerably, now the extra tracks file can be replaced with one fully featured pk3
-Ghost files are removed due to the volatility of 2.4 RCs
-Further screwing around with file name conventions

Cliffside Cavern:

-Further Geometry improvements
-Second set of item boxes around the spiral replaced with rings
-Texture alignments and some minor texture changes

Read the rest of this update entry...
 
Madotsuki updated DreamTracks (2.4 Supported) with a new update entry:

2.4 Edition (Please use this one)

General:

-Tripwires are now manually chosen between low and max height
-some geometry has been adjusted to accomodate for the tripwires

Pizzascape:

-A completely redundant tripwire in the escape sequence is now replaced with a john block wall

Haunted Ship Act 2:

-The start banner is now the DreamTracks banner
-The second checkpoint barrier now extends past the track preventing the player from getting cheated out of the checkpoint when respawning


Cup 2 is still in hiatus mode, but one...

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Madotsuki updated DreamTracks (2.4 Supported) with a new update entry:

Encore and Staff Ghosts Update

Finally bothered to do encore

General:

-All Race Maps have a Staff Ghost again
-All Race Maps have encore palettes/effects, worth noting they're not super polished and heavenly halls has a placeholder effect because that map doesn't really work with palette shifting.
-Objects now comply with the offical community mapthing document

E1M1 Hangar:

-Time Trial has a unique starting point
-Hidden ring box now has a lot more rings for hitting it (very quickly trick upwards and you can drop onto...

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A staff ghost triggers a "texture patch size" error when the add-on is loaded.

There are multiple issues with Pizzascape.

1. When the map is loaded, the console spits out a "circuit track waypoints do not form a circuit" error.

2. There is still the issue of CPU players not tricking correctly on the trick areas of the course (happens on both sections, but more often during the second section than during the first).
ringracers0078.gif


3. Players can respawn above a death pit that is not tagged correctly in the trick area in the second section of the course.
ringracers0079.gif


4. Forced SPB if an Item Box or Eggman Monitor is broken with the leader on the final section with second place still at the first section.
ringracers2467.png


5. This course is a sprint course with two "laps" and four checkpoints, which I believe it is ill-advised to do as it results in issues with grading in v2.4. (You can still complete a race on v2.4 as crossing checkpoints is not actually required to complete a lap.)

Due to how the course is designed, you are meant to hit only one of these on each "lap" (as in "start > checkpoint 1 > checkpoint 2 > lap 1 > checkpoint 3 > checkpoint 4 > finish"; it usually goes as "start > checkpoint 1 > checkpoint 2 > checkpoint 3 > checkpoint 4 > finish"), such as this on "lap 1":
ringracers2465.png

The actual problem is that the grading expects to hit all three checkpoints before passing a "lap" and any unregistered checkpoints upon completion of a lap results in no credit for these checkpoints, resulting in a maximum of:
  • 4 / 4 Lap Bonus in v2.3
  • 67 / 150 EXP in v2.4
v2.4 uses EXP to determine final results of a Grand Prix cup, resulting in lower score gains for all players in this course and potentially having less effect in final standings than in all other races of a Grand Prix.
 
There's a nonzero chance Pizzascape becomes deprecated after a while because it's a very hard map to work on and very buggy and doesn't really jive with 2.4's faster pace and need to build up exp.

I will list the reasons some things won't get fixed

-SPB issues are an oversight I in teleport systems, and I have no real way of solving it without ruining the smooth teleport effect which seems to be quite popular. A holding chamber close to the initial map is a solution but would ruin it. I wont make anymore maps with huge length teleporters because of this reason. There will be a mitigation change to the map though

-I've tried many passes on ai, not all of them posted to live, it just sucks to do and i prioritise playing mp over gp so it might just be a thing that's like this

-texture patch error and circuit patch waypoints i have no knowledge of why they happen or what could fix them and have no tangible impact on the game lmao

Fwiw I am aware this map is buggy and hard to work on and one day it will be redone from the ground up.

edit: most of the bugs i said were fixable have been fixed. I'll upload it tomorrow provided i dont do more changes

also 67 bug 67 bug
 
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Madotsuki updated DreamTracks (2.4 Supported) with a new update entry:

Bugfixes and other tweaks

nothing actually cool this time sorry.

general:

-erroneously placed replay file removed

pizzascape:

-map changed to be a 1 lap course to allow for non bugged exp scaling
-Placebo buffs to AI on jump part (please ive tried everything it's not happening)
-Respawn points and floor on jump part actually fixed
-last set of item boxes before escape removed to vastly reduce the likelihood of SPBs spawning
-new ghost

heavenly halls:

-Last set of item boxes on lap removed also to reduce SPB...

Read the rest of this update entry...
 
Bug at Pizzascape where respawning behind the start line may not register the start-line cross when the light-snake passes through the start line. (This results in affected bots being unable to finish)
ringracers0293.gif

(A 1 "lap" race does not display a lap counter such as 0/1, so numlaps 3 had to be used)
 
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