SUPERMETAL for DRRR [3 Tracks]

SUPERMETAL for DRRR [3 Tracks] r2

Superstarxalien

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Superstarxalien submitted a new resource:

SUPERMETAL for DRRR [3 Tracks] - SUPERMETAL returns!


SUPERMETAL for DRRR is my collection of custom courses for Dr. Robotnik's Ring Racers. Currently hosts 3* tracks, including my previous 2* tracks from the original version of SUPERMETAL for SRB2Kart.




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An 8-lap figure-eight track where...​

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Super fun maps, but I hope you'll consider changing the alternate music for Basic Bounce Classic, or releasing a variant of the pack that has it changed or absent. I watched a streamer check out the map pack only to have to abruptly close it once the Witch Doctor vocals kicked in for fear of being copyright strike'd.
 
This pack has some fun maps, however Star Slalom needs some fixing, because it lags a lot with many players, with framerates around 2-5 FPS, making it unplayable. Maybe reduce the amount of objects on this map.
 
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Superstarxalien updated SUPERMETAL for DRRR [3 Tracks] with a new update entry:

The Human Eye Sees Things at More Than 24fps... And So Does Star Slalom

  • Star Slalom has been updated with a wealth of changes that should hopefully see it perform at better framerates.
  • Most of these changes are to do with the track's structure, and are thusly cosmetic. Not included amongst these changes:
    • The first lap of the track has less rings placed in it than before, in order to help increase framerate and also for balance.
    • More thok barriers have been introduced on the first and second laps of the track.
    • The first turn in the...

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Thanks for the update, however the first two sections are still a slideshow for me.

I think the culprit might be the DDD water ripple painting in the secret path shortcut in the CCM section, that sends you back to the main path and disappears when someone starts the final section. Because the slowdowns stops near the final section.

Could you please also look into that?

Edit: The overall performance is still a bit better.

Edit2: Broken CPU-Paths might also cause slowdowns.
 
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In Star Slalom, passing a section finish line while respawning may fail to register. This occasionally happens at the end of the 2nd slide, but it can also happen right at the start area but is rare.
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This prevents players from finishing the race, as seen what happens when the player crosses the finish line on what should be the end of the race:
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In rare cases, which may depend on where the SPB is fired and where the target is, the SPB may stop working correctly as seen here:
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(All players on 3rd slide, but the SPB is still on the 2nd slide)

EDIT: The white flash when you transition to a new slide does not support split screen properly as it covers the entire screen rather than just the relevant viewport:
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So v2.4 released and in Star Slalom, there are a bunch of Ring Capsules/Item Capsules throughout the entire course that are very tiny in size when compared to v2.3 (v2.3 screenshots on top; v2.4 screenshots on bottom):
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There is also this bug in Star Slalom where using Ring Shooter right at the start line may result in the start-line cross not registering. While it is possible to go backwards to the start line area to cross the line backwards then forwards (though at a great loss of time), affected CPU players never do that and are unable to finish the race.
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EDIT: Somehow bypassed the teleporter at the end of the second slide during lightsnake. This resulted in a long lightsnake and did not freeze the player for a bit after touching the ground from respawning.
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Also had a weird CPU moment in v2.4 where there were 3 CPU players still in the first slide as the lead CPU is about to enter the final slide.
Seems like v2.4 have CPU players often go for the first tripwire shortcut even if they cannot pass it and being insta-whipped gives invincibility frames which when active, prevents the anti-grief timer from running which CPU players rely on to determine if they should use the Ring Shooter.
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More issues:

1. Waypoint issues in Eight Beat occasionally results in player positions shuffling for a brief moment.
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2. The waypoint that leads to a tripwire shortcut during the second slide of Star Slalom results in a big distance jump, but not big enough to trigger a "big waypoint gap" state, and so may trigger a forced SPB.
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3. Test Circle gives 20 warnings about "boss waypoints deprecated". It is also skipped when Map Progression is set to "Next" while in an Online server and cannot be played in Dynamite Derby (the level gets treated as a lobby).
 
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