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News / Re: Wreckfest console versions and Stuntfest announced!
« Last post by St. Jimmy on Today at 05:08:50 PM »
Can i have the weblink where i can grab my copy of the game for tue console?

Not possible to buy only for the consoles. Only way to pre-order for consoles anymore is buying the "Team Bugbear Member" pack from Stuntfest http://www.wreckfestgame.com/stuntfest/
That gives you Stuntfest and Wreckfest for PC and you also get Wreckfest on either PS4 or Xbox.
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News / Re: Wreckfest console versions and Stuntfest announced!
« Last post by BdB82 on Today at 05:01:58 PM »
Can i have the weblink where i can grab my copy of the game for tue console?
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News / Weblink to Wreckfest
« Last post by BdB82 on Today at 04:56:18 PM »
What is the weblink to Wreckfest where in can grab my copy?
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Modding / Re: Wip - Wreckfest A to B track test
« Last post by The Very End on Today at 04:13:28 PM »
Ok, interesting :)

A other cool idea to trick the game in doing a A to B which I think might work:

1: Create an A to B route
2: Create AI sectors, then right before end make the AI sectors loop back to original starting point
3: At this end-point, create a new alt route, with the custom property "crossstart = true" and a proxy checkpoint at the alt route where you want the finish to be
4: In the tcat file you make sure the AI probability of chosing this route is set to 1.00 (100%)
5 Profit?

If above works, one would maybe not even need to pass the checkpoint twice?
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Modding / Re: Wip - Wreckfest A to B track test
« Last post by Purple44 on Today at 03:56:37 PM »
So if I get it right:
The players just have to pass sector 8, then they can reverse back and go through sector 7 to complete a lap?

Car engine just need pass sector 7 wall ( finish line ), then backup car, back over sector 7 wall to trigger finish ( cross finish line twice ). Car does not need to pass sector 8 wall.
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Modding / Re: Wip - Wreckfest A to B track test
« Last post by The Very End on Today at 03:10:58 PM »
So if I get it right:
The players just have to pass sector 8, then they can reverse back and go through sector 7 to complete a lap?
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Modding / Re: Wip - Wreckfest A to B track test
« Last post by Purple44 on Today at 02:35:57 PM »
Nice that you found a way to do A/B racing. Maybe I should make a rallycourse or something, then you could do the sector work? :D


Sectors be easy for A to B in Wreckfest. Just make them wide until getting close to finish line, then narrow the sectors down some. No turns. Don't even need that many, except if reset your car, might end up way back, if only a few aisectors.  :P

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Modding / Re: Wip - Wreckfest A to B track test
« Last post by The Very End on Today at 02:22:05 PM »
Nice that you found a way to do A/B racing. Maybe I should make a rallycourse or something, then you could do the sector work? :D
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Modding / Re: Mod Development Screenshots
« Last post by Purple44 on Today at 02:07:52 PM »
I got A to B type track working. Here the video:  :D



Details here:
Wip - Wreckfest A to B track test
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Modding / Re: Wip - Wreckfest A to B track test
« Last post by Purple44 on Today at 02:01:34 PM »
Got my video done, couple of pics and mod uploaded. I can do my post now.

If you have read my first post, you know I'm trying get A to B type track to work in Wreckfest. Using the spectators to reset car did not work well. Thanks to End, now I have a reset wall object to use to reset the cars. Big Thanks End.  :D :D  Haven't got to test that ghost arrow sign yet.

So Sunday I tried again. I found out why my car was getting reset back to the startpoints. If your car is outside the red safe border lines, car will get reset at one the other Aisector points. If car is inside the red left and right safe border lines, reset will work as expected. ( 0-0:25 in video )  Also found out, it the car engine that triggers car passing through checkpoint. If reset wall to close to checkpoint, checkpoint won't register car has gone through checkpoint. ( 0:32 in video )  Moving reset walls back some, triggers finish of race.  ( 0:55 in video )  Car need roll back over finish line to trigger finish of race. ( 1:10 in video )  I tried the Blazer, but Blazer got stuck, had to reverse down ramp to trigger finish. ( 1:30 in video ) 



Note: It car going over checkpoint finish line a second time, be it backwards or forwards that trigger the finish.

So I came up with a new idea to make sure cars get push back over finish line checkpoint to trigger finish. Stuntfest bumpers. :)  ( 1:50 in video ) had to reassign the textures to current in-game textures to stop the bumpers from crashing the game. And I tweaked the timing of the bumper to move quicker. I did run into a problem with first test with 5 bumpers and 24 cars. The bumpers were even with the ground, so push cars straight back. Made it hard for me get me car across the finish line!! ( 2:10 in video )  So using Stuntfest, I rotated bumpers to about 45 degree and lower the bumpers a bit into the ground. That help a lot. ( 2:50 in video )  Success! I was able run test 10 times in a row and finish ever race.  :D  Watch last clip of video see the action from the side.  :)

Here a link to my A to B test track if you want check it out or better yet make a custom A to B track:


http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/A%20to%20B%20test%20track.7z


Readme:

Readme for A to B track.

Drop the \A to B test track folder in your \mods folder to check out the track.

data\track\urban3_1test_sand_piles\base3.scne

The base3 file is the key file you want to use If want make an A to B track and use the base3.scne file for your finish line.

In your main track file, the one with the startpoints, checkpoint, just make the call in Subscenes to load the base3.scne file. And use the coordinate numbers, x,y,z to place the group of finish line objects to where you want them on your custom track.

Setup the aisectors for your track, but have the 1 checkpoint at the finish line object. Can not use more than one checkpoint for A to B track to work. So A to B track with Wreckfest is mainly a land rush race forward to where you got the finish line since, can not use extra checkpoints.

Purple44




******************************************

I'm thinking of making an A to B track using Mixed 5:





I think I will place some barriers to stop players from just using the track to get around the track. Also online, think I will need have resets ON, I'm sure some players will get struck somewhere!

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