For High Voltage Ring newcomers (like me)

Diamond-King

"Good on ya' mate!" - Fang, 2024
I recently got HVG, and I need to know what resources would I need from the game in order for it to be loaded with all the textures?
Other than the textures, what do I also need to get all the "thing" modules? As it's shows ALOT of error.
Plus, is there a faster way to automatically put all the textures into a texture set instantly? because doing it manually will get tedious when you have all the games texture PK3's as a resource.
Edit: Nevermind, I looked at the Ring Racers wiki got them all loaded, but all I need to know is;
How do I make the finish line work properly?
As when I was testing out a custom map I made, It wouldn't increase the lap counter. Position works perfectly BTW.
How can I make the border (as in the end of the map) invisible?
When I created my first map (which was a battle map) I just don't know what texture/option I need to use so the sky texture isn't blocked off.
How can my track fully loop around?
Like mentioned in Question 1, I found out that you need the "Waypoint" Thing for the bots. But there was an error that said:
ERROR: Circuit track waypoints do not form a circuit. I did everything correctly (after some trial and error) but the bots stop midway through the track. Also the track I am working on is meant to be Mode-7 Inspired, like Mega & Genesis Cup from the base game.

Thanks in advance. and apologies for being a bit wordy.
 
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I recently got HVG, and I need to know what resources would I need from the game in order for it to be loaded with all the textures?
Other than the textures, what do I also need to get all the "thing" modules? As it's shows ALOT of error.
Plus, is there a faster way to automatically put all the textures into a texture set instantly? because doing it manually will get tedious when you have all the games texture PK3's as a resource.
Edit: Nevermind, I looked at the Ring Racers wiki got them all loaded, but all I need to know is;
How do I make the finish line work properly?
As when I was testing out a custom map I made, It wouldn't increase the lap counter. Position works perfectly BTW.
How can I make the border (as in the end of the map) invisible?
When I created my first map (which was a battle map) I just don't know what texture/option I need to use so the sky texture isn't blocked off.
How can my track fully loop around?
Like mentioned in Question 1, I found out that you need the "Waypoint" Thing for the bots. But there was an error that said:
ERROR: Circuit track waypoints do not form a circuit. I did everything correctly (after some trial and error) but the bots stop midway through the track. Also the track I am working on is meant to be Mode-7 Inspired, like Mega & Genesis Cup from the base game.

Thanks in advance. and apologies for being a bit wordy.

For #1: You need to flip the finish line. As I quote the Ring Racers Miraheze Wiki... "...if your linedefs share a notch along themselves pointing towards the racers that will be behind the finish line, then the 'Flip?' argument must be set to 'True' or else collision for the finish line will be backwards and therefore 'Fault' starts will not occur as they should."

For #2: Either you use the "Horizon Effect" Linedef special or use a Thok Barrier. Now, you might be saying "What is a Thok Barrier?" Well, as I quote the SRB2 Wiki... "A thok barrier is an outer sector with height 0 that surrounds a part of a map or all of it. It is used in outdoor sections to create outer walls that show the sky."

For #3: You might want to put 'cheats 1' into the console and go to the Cheats menu via the pause menu. From here, if you go down a little bit, you'll find an option called 'debugwaypoints'. If you put that into 1 (or 'Forwards'), you can see the waypoints that you putted, allowing you to see what went wrong.

(Hopefully I'm not late)
 
For #1: You need to flip the finish line. As I quote the Ring Racers Miraheze Wiki... "...if your linedefs share a notch along themselves pointing towards the racers that will be behind the finish line, then the 'Flip?' argument must be set to 'True' or else collision for the finish line will be backwards and therefore 'Fault' starts will not occur as they should."
I did this correctly, but it not working as it should. What am I doing wrong??
WHY ISN'T THIS WORKING?! - Vergil, DMC3

I am CLEARLY going forward, but it doesn't count as a lap for some reason, I did everything correctly and still doesn't keep the lap counter to 1, I tried turning every other finish line def off thinking it'd work. But I guess not.
Other then me almost crashing out to my custom map, I used the Horizen special, as you can see (in the gif) I can see the background perfectly!

Edit: I fixed it! Apparently, the flip option was making the finish line wonky. It finally works properly!
 
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