CrayFray
Member
Hi, I've been recently working on a custom cup and its coming along very good so far. I would like to share a personal note for alternative pathways within custom made tracks, as barely any vanilla map from Ring Racer is utilizing them except for Mega Scrap Brain.
I've been rangling with a custom made map that looks like this.
In short, my intention for this map was for Lap 2 to make the racers take a completely new, quite lengthy section that you speed through. You can see it at the very top, and it also looking comedically larger than the rest of this map.
The problem is whenever I switched around waypoints to introduce this new path, the pathfinding would break completely and stop at the finish line waypoint. It wouldn't recongize the waypoint ahead as valid.
In contrast, here is a half section also getting introduced in Lap 2. This one here works completely fine, but as you can see it is much shorter and only has 7 waypoints attached to its name.
Through extensive troubleshooting with these 2 sections yesterday, I was able to pinpoint down why the pathfinding broke. The game simply was unable to process so many waypoints at once. This means sadly I have to cut out the entire upper section. It is not all bad news though, as the alternative path has ideas I can also apply inside the Lap 1 section. A possible workaround for this problem is to introduce the waypoints through individual sectors gradually, but I am too tired to test it out.
TLDR: Alternative paths are possible, but make sure they are not too long, otherwise pathfinding will peace out.
I've been rangling with a custom made map that looks like this.
In short, my intention for this map was for Lap 2 to make the racers take a completely new, quite lengthy section that you speed through. You can see it at the very top, and it also looking comedically larger than the rest of this map.
The problem is whenever I switched around waypoints to introduce this new path, the pathfinding would break completely and stop at the finish line waypoint. It wouldn't recongize the waypoint ahead as valid.
In contrast, here is a half section also getting introduced in Lap 2. This one here works completely fine, but as you can see it is much shorter and only has 7 waypoints attached to its name.
Through extensive troubleshooting with these 2 sections yesterday, I was able to pinpoint down why the pathfinding broke. The game simply was unable to process so many waypoints at once. This means sadly I have to cut out the entire upper section. It is not all bad news though, as the alternative path has ideas I can also apply inside the Lap 1 section. A possible workaround for this problem is to introduce the waypoints through individual sectors gradually, but I am too tired to test it out.
TLDR: Alternative paths are possible, but make sure they are not too long, otherwise pathfinding will peace out.