Red Lily Queen's Rosen Raceways

Red Lily Queen's Rosen Raceways v1.04

RedLilyQueen

they/she
In Route 99 and Hydrocity, CPU players will occasionally run into issues with making progress on the course.

Route 99 (if the player tricks forward and fails to grab a hangwire on the east end of the course):
ringracers0223.gif
ringracers0225.gif

Route 99 (just after the Motobug hazard on the east end of the course):
ringracers0227.gif

Hydrocity (anti-grief timer seemingly ticks up when actually making sufficient progress leading to this):
ringracers0230.gif
 
Last edited:
In Route 99 and Hydrocity, CPU players will occasionally run into issues with making progress on the course.

Route 99 (if the player tricks forward and fails to grab a hangwire on the east end of the course):
View attachment 170452View attachment 170453
Route 99 (just after the Motobug hazard on the east end of the course):
View attachment 170454
Hydrocity (anti-grief timer seemingly ticks up when actually making sufficient progress leading to this):
View attachment 170455
Oh, I had no idea that could happen with the pulley-miss path in Route 99, thanks for bringing it to my attention. Doubling the size of the horizontal wall springs should work, hopefully... I could also just replace them with dash rings buuut I don't wanna. And I guess I'll have to move the block lightsnake flag up a waypoint. I definitely noticed a CPU getting stuck at the grav flip u-turn before but I never bothered checking why so thanks for doing the legwork for me LOL, I figured the red springs and all would be enough in the case a bot got stuck on the upper waypoints but clearly not

As for Hydrocity, uhhhhhh I've been aware of that and I'm not sure what to do about it cuz I don't really wanna adjust the speed of the conveyors but I guess I can try it anyhow
 
RedLilyQueen updated Red Lily Queen's Rosen Raceways with a new update entry:

the 'accommodations for bots' update

ROUTE 99
  • Moved the "block lightsnake" flag up one waypoint so bots hopefully don't get stuck in a respawn loop at the grav flip u-turn
  • Replaced the rows of normal-sized red springs on the pulley-miss path with a single upscaled vertical and horizontal pair to hopefully prevent bots getting stuck there.
    • Also semi-arbitrarily lowered the thrust speed of the dash rings there (10 > 4)
      • it makes it link into the spring cleanly without the wall being hit...

Read the rest of this update entry...
 
A bug that I have mentioned earlier with the pulley-miss path in Route 99 is not fully fixed, as seen here:
ringracers0232.gif

(It can happen twice to the same player on the same lap, and without contact from any other player)

Route 99 also has a GBJ, although players can hold Respawn if they manage to get stuck there:
ringracers0231.gif
 
A bug that I have mentioned earlier with the pulley-miss path in Route 99 is not fully fixed, as seen here:
View attachment 170498
(It can happen twice to the same player on the same lap, and without contact from any other player)

Route 99 also has a GBJ, although players can hold Respawn if they manage to get stuck there:
View attachment 170497
ok what the hell is with the first gif. wack hitboxes. i admittedly should've removed norespawn from the waypoints immediately following the downward dash rings And I Am Doing That Now but maaaaan. i also moved the horizontal spring back so hopefully its hitbox is actually against the wall... this is the last chance these springs get before i just dash ring it is2g
as for the GBJ I'll just throw down a solid midtexture and make the bottom/sides of the fof solid. i liked that you could go straight through the rail all advance game like but it's probably for the best to make sure what happened in the gif, uh, can't happen.
thank you again for bringing these to my attention
 
RedLilyQueen updated Red Lily Queen's Rosen Raceways with a new update entry:

the 'route 99 my child with every disease' patch

ROUTE 99
  • moved the horizontal spring in the pulley-miss path back a bit so hopefully it's actually flush to the wall now
  • Removed norespawn from a couple of the waypoints at the end of aforementioned path
    • hopefully bots will actually stop getting stuck on this dang setpiece now.
  • minor track modifications on the second straightaway to prevent getting stuck on a no-bump, intangible-bottomed FOF's wall
    • a couple of midtextures and some waypoint...

Read the rest of this update entry...
 
Back
Top