Pro Pack X

Pro Pack X 2.1.2

We used to love everything about this pack, but Arid Eclypse is rough. Frame drops for some of us, some got lost (which fair enough the track says to be the ultimate challenge) and everyone was stuck with the "PRESS + or random saturn button you don't know" message prompt for the rest of the race after entering the confusing area for it with nothing really happening from mashing the buttons. You can imagine how distracting it can be when the track lasts like 7 minutes long.
The prompt message getting stuck on screen and the button inputs not registering correctly is a known bug we're working on. For now, just stick with spinning the control stick around or cycling the arrow keys.
 
I really love these tracks, I do have some feedback on two of them for now which is just frame drops.

Acid Eclipse: The track itself does have some frame drop issues and a big one when leaping to the Cylinder light area to the button prompt.

Celestia Highway: When getting close the city and about to enter the city, there is a big frame drop around those areas. There are some spotty frame drops here and there racing through the highway itself.
 
So, we just had Arid Eclipse show up in the NVJR server. The consensus was... not good. It is *way* too long, clocking in at about late 8 to mid 9 minutes. There are significant issues with death planes being way too far down, meaning you lose even more time just waiting to void out, framerate issues (I'm running a 4070ti Super with a Ryzen 5 5600x and 32GB of RAM and usually push 200+ FPS, so it was very noticeable when it dropped to like 15), and some of us were graced by 'Press D-Pad + A' stuck on our screens for the entire race after going through the vortex once. It's also a visually busy track in the indoor sections, making it difficult to determine where to drive on first visit.

I did do a lap by myself and couldn't re-create the massive FPS drops and vortex instructions being stuck on screen, so it might be something tied to the server instead.

Now, there's a lot of cool ideas in there, and the three distinct sections of the track tell a cool story! The aesthetics are really strong (when they're not overwhelming) and the course itself is usually solid. As-is it still needs some polish, though.

My suggestions:
Reduce it to two laps, max.

Remove the vortex. It's slow, the mechanic adds little to fun-factor, and the chance of the trick guide getting stuck on screen for the next six minutes negates the benefit of its gimmick.

Add a middle of the road texture that follows the track so it's clear where to take turns.

The first cut (I think) in the mines section is a memory trap and tons of players enter it with a boost item only to fall off the edge of the track running at 90 degrees perpendicular to it. Throw some offroad into that corner so they can rejoin the main track.

The song is... medicore. You'll need a way better choice if I have to listen to that loop two or three times in a single race. I'd honestly consider a different song per lap. Bonus points if the they're tied together. Given that, I'd personally suggest Perfect Dark's Area 51 Infiltration and X/Battle varients for lap One and Two.

There's a lot of promise, keep at it!
 
Got knocked into what should be a "death pit" at Celestia Highway:
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Also, some sort of waypoint jank when falling into a specific death pit:
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TheTrueEpicPro updated Pro Pack X with a new update entry:

Finally, the 2.4 update!

Its finally here. The 2.4 build of Pro Pack X is here! Sorry for the wait, 2.4 of Ring Racers hasn't been my favorite, but the update cycle will still continue I'll make sure of it. We're far from completed.

Changelog:

General:
All maps have been updated for 2.4 with Starposts.
Lua Scripts for Trick Ramps have been improved for 2.4
Lua Scripts for the custom item capsules have been improved for 2.4
Rouge invalid object states have been removed.

Simple Circuit:
Map is now 5 laps long to...

Read the rest of this update entry...
 
Isn't Celestia Highway supposed to be just one long "lap"? (Unless that messes with the "final lap" feature of this pack that plays the "final lap" fanfare followed by different music...)
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Isn't Celestia Highway supposed to be just one long "lap"? (Unless that messes with the "final lap" feature of this pack that plays the "final lap" fanfare followed by different music...)
Working as intended. :3

In all seriousness, it is. It felt wrong only having it to be one lap with the final lap music so I figured out a work around to keep the lap count intact.
I do not plan on changing this to be in line with base game. All Pro Pack X Sprint and Section courses will work like this.
 
Found more issues with certain stuff on the courses.

A problem may occur with quarter-pipes in Port Aurora.
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Coconut Mall's final lap music does not loop correctly.

In DK Mountain, CPU players do not trick correctly on the trick panels just after the 135-degree right turn early in the lap.
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In certain courses, CPU players may repeatedly attempt to do a certain tripwire cut without success. The amount of time seems to differ depending on the course and where a tripwire is located at, plus certain other factors.
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EDIT: At Angel's Gate, it is possible to bypass the first checkpoint, and the respawn following a death as a result of failing the loop is too punishing.
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Found more issues with certain stuff on the courses.
Some of these have been a pain for me to fix for a bit now.

Port Aurora; this has been known for a while now and seems to be a weird collision quirk with how Ring Racers handle's these halfpipes. I'm not sure how to fix this issue but would like to get it fixed.

Coconut Mall; This has been known. A few other maps have a similar issue. I haven't gotten around to fixing it yet due to irl issues.

DK Mountain; I thought I fixed thissssssssss. I'll look into it for next update.

Angel's Gate; there should be a line there to activate the starpost. Regardless I'll get this fixed.

As for the Tripwire issues, I know that these are all tagged as shortcut waypoints. This is just cpus being dumb and pathfinding incorrectly. They often times will take these shortcut paths without a means to get past the tripwire and get stuck. I'm pretty sure I've seen this also happen on some base game maps. If there is a way to stop this from occurring I'm unaware of it, but this is usually out of my power as a mapper.
 
These happened in GCN Luigi Circuit.

Normally, in courses where there is no tumble for failing a trick, this happens:
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However, even on such courses, I found out that, if a trick fails, the tumble still happens if the player hits the ceiling hard enough (and with a "Press D-Pad + A to trick" message):
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EDIT: Not sure if this is supposed to happen?
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EDIT 2: In Celestia Highway, it is possible for a player to bypass the first "lap" line without it registering if launched hard enough. (Ignore numlaps 5 in this footage)
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(This one ended in a death pit; otherwise, it would still say "lap" 1 despite actually being on the second section)
 
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These happened in GCN Luigi Circuit.

Normally, in courses where there is no tumble for failing a trick, this happens:

However, even on such courses, I found out that, if a trick fails, the tumble still happens if the player hits the ceiling hard enough (and with a "Press D-Pad + A to trick" message):


EDIT: Not sure if this is supposed to happen?


EDIT 2: In Celestia Highway, it is possible for a player to bypass the first "lap" line without it registering if launched hard enough. (Ignore numlaps 5 in this footage)

(This one ended in a death pit; otherwise, it would still say "lap" 1 despite actually being on the second section)

The Trick Ramp script tends to be funky sometimes. I can probably lower that ramp's launch a bit since I'm working on a large scale update for the pack rn but its tends to have some jank to it just due to how its set up.

Thank you for the find on Celestia Highway, I'll patch that one too.
 
Gear 1 reduces lap counts by at most 25% the original amount, but the "final lap" jingles are not adjusted to the new lap counts, causing the "final lap" jingle to play when finishing a race that is normally 4 or 5 laps on Gear 2 or 3, or on the final lap of Roundabout (normally 40 laps, but it is reduced to 30 in Gear 1). This does not happen on courses that are normally 2 or 3 laps.

The "final lap" jingles also play at the start of the normal final lap during Dynamite Derby.

Grand Prix runs on Relaxed, which uses Gear 1:
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Gear 1 reduces lap counts by at most 25% the original amount, but the "final lap" jingles are not adjusted to the new lap counts, causing the "final lap" jingle to play when finishing a race that is normally 4 or 5 laps on Gear 2 or 3, or on the final lap of Roundabout (normally 40 laps, but it is reduced to 30 in Gear 1). This does not happen on courses that are normally 2 or 3 laps.

The "final lap" jingles also play at the start of the normal final lap during Dynamite Derby.

This is a known issue! I didn't know Gear 1 reduced lap counts in 2.4 until recently, its on my radar for the next update.

I don't think I can check for dynamite derby so that'll have to stay unfixed as all the music changes being baked into the map through ACS and not Lua.
 
It's possible to fall past this checkpoint on Cloud Cascade and not receive any EXP.

 
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