Bugbear Community

Wreckfest => Modding => Topic started by: Purple44 on July 12, 2017, 02:32:01 PM

Title: GoKart Plus
Post by: Purple44 on July 12, 2017, 02:32:01 PM
I'm starting new thread for my GoKart Raceway Plus mod I'm starting to work on. I got update my GoKart Raceway mod for the new June Build and decided I want to add some extra stuff to mod before I release update.

(https://steamuserimages-a.akamaihd.net/ugc/271718911499914734/7F7BC8EAA3EF1DEA740B392B4A496543126F5668/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|268:268&composite-to%3D%2A%2C%2A%7C268%3A268&background-color=black)

I got the OK to add some the old tracks that been deleted or changed:

Where the H*** did Tarmac 3 Mixed track go in June Build? (http://community.bugbeargames.com/index.php/topic,9998.0.html)

Mixed layout was scrapped since we need to allocate our resources, as you know the track was in early stages and finalizing it would have required a lot of time and effort.

Thanks for reply Janne. Track was fine the way it is, don't need any more dressing, but I understand. A lot us online don't need the eye candy, just fun track to race on!!  :P

Janne, would it be OK for me to add old Tarmac 1, Tarmac 3 mixed, old Sandpit 1 and the old Gravel 1 track( if I get it working with new Build ) to my Gokart mod? Please.  :)

(https://s-media-cache-ak0.pinimg.com/736x/54/2a/38/542a382441f86181b3d60d3b472708ef.jpg)

Sure you can add them, no problem :)

Yes I definitely understand what you mean regarding the track from the visual point of view, but given that we're looking for a broad audience on both PC and consoles just making track playable is not going to cut it, the tracks need to be detailed and visually impressive and that takes time. Even the more polished tracks that we have now will need quite a bit of additional work so you can see how we need to be very selective before committing.


First track I tried to get working is the old Gravel 1 track. The new Gravel track I have grown to like, but the old Gravel track was little more dangerous:

http://www.youtube.com/watch?v=US0cn8yPhfE (http://www.youtube.com/watch?v=US0cn8yPhfE)

Sorry guys, it seem getting the whole track to load not going to happen.  :(  I found the cutter and object01 crash the old gravel track when loaded in the new Build:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/old-gravel.jpg)


If I delete the cutter and object01 objects ( each object was about 2 MB, deleting these 2 objects took 4 MB out of 12 MB scne file ), I got the base Gravel track to load, but track has big hole in it!  :(

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/old-gravel2.jpg)

The cars fall through this hole. If there no why to fix these two objects, no old Gravel 1 track.

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

Here some the other things I want to add:


With the Gokart mod, I want to add some extra stuff, like tracks Bugbear has deleted!! And 5 car wide starts, forward and reverse on Mixed 1. :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/mixed1-new-startpoints.jpg)


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/mixed1-new-startpoints2.jpg)

So when I host GoKart mod, I will have some tracks we not use racing on when hosting stock Wreckfest.  :D

http://www.youtube.com/watch?v=t0NgnBj4QZQ&t=323s (http://www.youtube.com/watch?v=t0NgnBj4QZQ&t=323s)

I also should make a new Tarmac 3 track. There were a few suggestions in this pic:

All the Banes and main track are raced in real life.

(http://i.imgur.com/btrVaG4.jpg)

So a lot of alternate routes are available and then some more.

Bane 3 look interesting. :)


Got and idea for the new Dirt oval track, Dirt ******** and want add the Speedway Oval suicide track I was working on, but had turn it into a derby arena for Cobs and Robbers since backward alt route did not work for suicide race ( can you find that secret platform ).

Also want add my GRID 1 style fig 8 track to the GoKart mod. Going be awhile before I get back to working on my Fig 8 pack, since after getting GoKart mod ready, then got fix Suicide and Cops And Robbers mod and get them re-uploaded.

http://www.youtube.com/watch?v=_dpzzQpmsZg&t=20s (http://www.youtube.com/watch?v=_dpzzQpmsZg&t=20s)

And I may doctor up some the other stock tracks and add them to the mod ( beware of what I might do to Crash Canyon! ).  ;)

And Zeb maybe adding some extra content to the mod.  :D


Edit: Crash Canyon Blasting Zone

Edit: Mix - Nukem and pile ****

Tarmac 1 - fig 8 the dirt road and do a track going over the bridge
Title: Re: GoKart Plus
Post by: Zebulon55 on July 13, 2017, 10:18:23 AM

If I delete the cutter and object01 objects ( each object was about 2 MB, deleting these 2 objects took 4 MB out of 12 MB scne file ), I got the base Gravel track to load, but track has big hole in it!  :(

The cars fall through this hole. If there no why to fix these two objects, no old Gravel 1 track.

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

Got and idea for the new Dirt oval track, Dirt ******** and want add the Speedway Oval suicide track I was working on, but had turn it into a derby arena for Cobs and Robbers since backward alt route did not work for suicide race ( can you find that secret platform ).



What are the cutter and object01?  Can't ya just put some barricades or explosives around the hole?

"Dirt ********"?  Is it something - yeah, you got it - DIRTY?   ;D

Title: Re: GoKart Plus
Post by: Purple44 on July 13, 2017, 02:00:08 PM

If I delete the cutter and object01 objects ( each object was about 2 MB, deleting these 2 objects took 4 MB out of 12 MB scne file ), I got the base Gravel track to load, but track has big hole in it!  :(

The cars fall through this hole. If there no why to fix these two objects, no old Gravel 1 track.

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

Got and idea for the new Dirt oval track, Dirt ******** and want add the Speedway Oval suicide track I was working on, but had turn it into a derby arena for Cobs and Robbers since backward alt route did not work for suicide race ( can you find that secret platform ).



What are the cutter and object01?  Can't ya just put some barricades or explosives around the hole?

"Dirt ********"?  Is it something - yeah, you got it - DIRTY?   ;D


Zeb, you did look at the pic? That one BIG hole in the map, bigger than the track. Cars fall through track at start of race. Even Flatout 2 did not have sinkholes that big!!  :P
Title: Re: GoKart Plus
Post by: Zebulon55 on July 14, 2017, 09:18:56 AM

Zeb, you did look at the pic? That one BIG hole in the map, bigger than the track. Cars fall through track at start of race. Even Flatout 2 did not have sinkholes that big!!  :P

Duh!

I looked at the picture and saw the pink rectangular area near the track, and thought that was the hole. Didn't even realize the whole track surround area was sky. lol
Title: Re: GoKart Plus
Post by: Purple44 on July 15, 2017, 02:52:07 PM
I decided to save me a lot of time and trouble, I'm going turn the April Build textures folder into a mod:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/old-textures-april.jpg)

By enabling the textures_old mod with my gokart track mod, I was able to load the April version of valer.scne without any missing textures.

I'm not enable to load the Sept 2016 valer.scne ( crashes WF ), so now will have to add the custom objects I added in the old GoKart track to load in the new April version of valer.scne. I think I can just delete all the stock objects form the Sept 2016 valer.scne file until I just have my objects listed. Rename file and then point the April version of valer.scne file to file with my custom objects and I should get my GoKart track back.

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

I'm going need them old texture files for my Suicide and Cops & Robbers mod and maybe for some fig 8 tracks I got started on.

By uploading the April Build texture folder as a mod, I can use this mod for all 3 my track mods. So instead of having players download an extra 3 GB for each my 3 ( maybe 4 ) mods for an extra 6 GB if get all 3 my mods, you only have to give up 3 GB of hard drive space to load my 3 track mods.

And anybody else using old stock track files to make custom tracks, you could tell players to download the old textures mod to use with your track mod. Will upload the old textures mod when I'm ready to upload the GoKart Plus mod.
Title: Re: GoKart Plus
Post by: Purple44 on July 17, 2017, 12:34:32 AM
Success.  :D

After couple hours getting the folders and files with the right name so Wreckfest would load Tarmac 3 track and make the call to my scne track file with my custom objects and not have the cars fall to their death. I got GoKart track to load.   :D

My original GoKart track crash the June Build ( had to delete the models objects ). So I use the April Build valer track file. Deleted the last 1200 some objects, then made a call to my old track file and loaded the last 1200 some objects in it, my custom objects mixed in with the stock objects.

Also the April Build had move things 100 points from where things were at, in the Build I use for the GoKart mod. Had to use z -100 when loading my old track file to get the cars to start in the right spot and objects to be in the right spot. Would of hated to have redo placing all my checkpoint rocks all over again!!

Now to fix reverse GoKart. Should go quicker now that I kinda know what I'm doing.  :P
Title: Re: GoKart Plus
Post by: Purple44 on July 19, 2017, 01:58:20 AM
Success.  :D

Got reverse GoKart track working after a few debugging track. I thought getting the reverse GoKart track working again would go a little quicker than getting forward GoKart track did. But no, find I had 3 boulders that was crashing the rev GoKart track. GRR

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/Bad-rock-objects.jpg)

Objects 111 and 112 look OK to me but until deleted these 2 and a third boulder object, track would not load. But the other 18 boulder rocks that mark my checkpoints loaded fine.

The prop_sandpit4_boulder3_black is not an object in the June Build object folder, so I loaded the prop_smallrock_01 from the June Build object folder to replace the boulders crashing the track.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/Bad-rock-objects2.jpg)


Can someone tell me what file does the start camera position before you hit the enter key? I usually don't have to mess with this camera, but loading this track, camera under the map:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/start-track-camera.jpg)


2 tracks down, now start adding the plus stuff.  :D
Title: Re: GoKart Plus
Post by: The Very End on July 19, 2017, 09:54:33 AM
The resultcamera object is the start camera itself, while the resultcamera_target is the point the camera focuses on. Usually they have animations, but it is not needed. Just copy the two mentioned objects from an allready excisting track, give them new cordinates and you should have it working :)
For trackside cameras / replay cameras the tcat files controll that.
Title: Re: GoKart Plus
Post by: Purple44 on July 19, 2017, 05:04:32 PM
Thanks End.  :)

I went and stole the resultcamera file from June Build Tarmac 3. It started the camera where the Tarmac 3 race start. So I tweak the coordinates on line 3 until I got cam in a good enough spot.  :)


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/resultcam-gokart-rev2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/resultcam-gokart-rev.jpg)
Title: Re: GoKart Plus
Post by: Purple44 on July 20, 2017, 03:21:57 PM
New track idea. The big 8 a popular track race online. How about if we race oval fig 8 in reverse direction? Reverse direction feel about same as forward direction thou. Maybe the corners a tad different. But at the cross, you guys will get knock behind a different guardrail.  :)

OK, how about I throw in some chicanes to spice up the racing a little more?  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/oval-reverse-chicane.jpg)

Now if your car is by itself, going through the chicanes should not be to tough. Where it get tricky is, you in the lead, second place guy trying make a pass and you are side by side as you go into the first chicane. Will second place guy race you cleanly through the chicanes? I would like be a spectator for that.  :)

Or there that wrecker you just caught up with and are now door to door going into the chicanes. You trust wrecker to race you cleanly through the chicanes or is that wrecker smiling with the thought of putting you into a chicane barrier?  I would like be a spectator for that one too!  ;)
Title: Re: GoKart Plus
Post by: Purple44 on July 21, 2017, 04:49:11 PM
Bad news for bringing back the old Sandpit 1 track.  :( :(

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit1-old-map.jpg)


After getting the old Sandpit 1 track to load, it missing most the track map. :) There was 6 objects I had delete out of the Models section to get track to load. The objects from the Subscenes are not being loaded doing this test.

Here the list of objects crashing Sandpit 1 old version ( tried both the Oct and Dec 2016 track file ):

a01
loft02
loft13
loft97
loft98
loft99


If Bugbear not kind enough to fix these objects to work in new Build, then old Sandpit 1 track is history and so is my Suicide tracks I spent a lot timing modding.  :(

http://www.youtube.com/watch?v=eL4A8sn1DzA (http://www.youtube.com/watch?v=eL4A8sn1DzA)

Maybe someday I will give it another shot at making a suicide track on the new Sandpit 1 track.

With Gravel 1 and now Sandpit 1 going down in flames, I'm afraid I'm going run into the same problem with old Tarmac 1 since it a track that as old as the Gravel 1 track.  :(
Title: Re: GoKart Plus
Post by: Daystar on July 21, 2017, 05:48:40 PM
 :-X Dam that really sucks Purple.. and you don't have a copy of the April 2017 (previous) build? I am still playing on that track. but it has some really bad areas (gaps) on the long track.  ::)
Title: Re: GoKart Plus
Post by: Purple44 on July 22, 2017, 12:23:50 AM
Ya I got the April Build, but like you said, that when Sandpit 1 started getting screwed up. I guess I give April Build a try and see if I can get the whole track to load and maybe I can "fix" the holes.
Title: Re: GoKart Plus
Post by: Heddly on July 22, 2017, 01:14:25 AM
Just an idea but could you rename the parts that are crashing the game and use bagedit get them to work or bagedit to load those parts from the new build?
Title: Re: GoKart Plus
Post by: Purple44 on July 22, 2017, 02:48:24 AM
Thought about seeing if I could use the new Build version, But the track map been totally redone. That why I wanted load the old sandpit 1 track. The racing on old track was a little more dangerous and then my Suicide tracks would still work.

Title: Re: GoKart Plus
Post by: Daystar on July 22, 2017, 09:03:55 AM
Purple I just found out today that I have a Nov. 2015 build of Wreckfest that I totally forgot about. maybe you could use something from me that I have?

(http://i65.tinypic.com/15qci80.jpg)
Title: Re: GoKart Plus
Post by: Purple44 on July 22, 2017, 03:52:48 PM
Going back even further in Build dates don't think that will make old Sandpit 1 track load with the new June Build.


I got to thinking at work sorting cherries, if I can't use the old track, I could use the new Sandpit 1 track and make track dangerous again by adding back the dump truck and loader and maybe a building or two to knock a player or AI into for a sudden stop.

And make an extreme version of Sandpit 1 with the hairpin turn. d**** from a****, b***** r***** and batter up. Your car might not finish the race!  ;)

Also checking out the new Sandpit 1 track, Bugbear change the route a bit on this old track:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit1-new-old-track.jpg)


I think I will change the new track back to the way the old track ran.


Also, I think someday after I get GoKart, Cops and Robbers and finish my Figure 8 pack mods, I will see about putting a couple of my suicide tracks onto the new Sandpit 1 track. But the Suicide BugBeer Run track, that one history sad to say.  :(

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/suicide-sandpit1-pack-loadi.jpg)
Title: Re: GoKart Plus
Post by: Daystar on July 22, 2017, 05:17:01 PM
Going back even further in Build dates don't think that will make old Sandpit 1 track load with the new June Build.


I got to thinking at work sorting cherries, if I can't use the old track, I could use the new Sandpit 1 track and make track dangerous again by adding back the dump truck and loader and maybe a building or two to knock a player or AI into for a sudden stop.

And make an extreme version of Sandpit 1 with the hairpin turn. d**** from a****, b***** r***** and batter up. Your car might not finish the race!  ;)

Also checking out the new Sandpit 1 track, Bugbear change the route a bit on this old track:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit1-new-old-track.jpg)


I think I will change the new track back to the way the old track ran.


Also, I think someday after I get GoKart, Cops and Robbers and finish my Figure 8 pack mods, I will see about putting a couple of my suicide tracks onto the new Sandpit 1 track. But the Suicide BugBeer Run track, that one history sad to say.  :(

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/suicide-sandpit1-pack-loadi.jpg)

Sounds like a good plan Purple.  (http://orig15.deviantart.net/f558/f/2014/365/c/8/five_nights_at_freddy_s_2___purple_man___icon_gif_by_geeksomniac-d8bzi8l.gif)
Title: Re: GoKart Plus
Post by: Zebulon55 on July 23, 2017, 06:34:49 AM

And make an extreme version of Sandpit 1 with the hairpin turn. d**** from a****, b***** r***** and batter up. Your car might not finish the race!  ;)


Hmmm... I assume that d**** from a**** is "death from above", but I can't think of anything for b***** r***** that isn't x-rated.

Please enlighten me.  :)

Edit/ Must be something really sick. My words "death from above" did not get censored.   :P
Title: Re: GoKart Plus
Post by: Purple44 on July 23, 2017, 02:13:30 PM

And make an extreme version of Sandpit 1 with the hairpin turn. d**** from a****, b***** r***** and batter up. Your car might not finish the race!  ;)


Hmmm... I assume that d**** from a**** is "**************", but I can't think of anything for b***** r***** that isn't x-rated.

Please enlighten me.  :)

Edit/ Must be something really sick. My words "death from above" did not get censored.   :P

(https://cached-assets.patriotpost.us/images/2016-07-14-ea649048_large.jpg)


You weren't suppose to tell "them" what my reminders for me actually says!!  :P
Title: Re: GoKart Plus
Post by: RickyB on July 23, 2017, 04:08:23 PM
... but I can't think of anything for b***** r***** that isn't x-rated.
Edit/ Must be something really sick. My words "death from above" did not get censored.   :P
You weren't suppose to tell "them" what my reminders for me actually says!!  :P

Does one * stand for one letter? If not maybe it's bombs raining. If it is one letter per * , I hope it's badass robots   ;D
Title: Re: GoKart Plus
Post by: Zebulon55 on July 23, 2017, 06:03:51 PM



And make an extreme version of Sandpit 1 with the hairpin turn. d**** from a****, b***** r***** and batter up. Your car might not finish the race!  ;)


Hmmm... I assume that d**** from a**** is "**************", but I can't think of anything for b***** r***** that isn't x-rated.

Please enlighten me.  :)

Edit/ Must be something really sick. My words "death from above" did not get censored.   :P

(https://cached-assets.patriotpost.us/images/2016-07-14-ea649048_large.jpg)


You weren't suppose to tell "them" what my reminders for me actually says!!  :P

Lol! You wrote using asterisks? I thought the forum censored something you wrote.

Must be "banger racing" then.  8^P.

Sent from my XT1055 using Tapatalk

Title: Re: GoKart Plus
Post by: Purple44 on July 23, 2017, 08:03:51 PM
... but I can't think of anything for b***** r***** that isn't x-rated.
Edit/ Must be something really sick. My words "death from above" did not get censored.   :P
You weren't suppose to tell "them" what my reminders for me actually says!!  :P

Does one * stand for one letter? If not maybe it's bombs raining. If it is one letter per * , I hope it's badass robots   ;D



Sorry Ricky, I not capable of doing badass robots. But these guys and gals are:  :D

http://www.youtube.com/watch?v=GjRNlBxnnYI (http://www.youtube.com/watch?v=GjRNlBxnnYI)
Title: Re: GoKart Plus
Post by: Purple44 on July 24, 2017, 05:59:48 PM
Finally some success, got Tarmac 1 track to load without any sink holes.  :D Track all there, just a couple barriers missing some textures.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1.jpg)

The bridge is back:   :D
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-2.jpg)


Found out the bridge one big object:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-3.jpg)


If want a bridge for your custom track here you go ( bridge without the 3 pillar objects )
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-4.jpg)


Bridge with the 3 pillars being loaded:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-5.jpg)


Here the 4 files that make up the bridge:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-bridge-files.jpg)

Found prop_forest5_concretebridge01.scne with Bagedit, was looking for the 3 prop_forest5_concretebridge01_pillar objects and could not find them. So I guess the prop_forest5_concretebridge01.scne making a call to the 3 pillar files:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-bridge-files2.jpg)


prop_forest5_concretebridge01.scne all I use to load the bridge onto the gokart track map in pics above.

I gather up the bridge files and their dntp files and put them into the proper folder structure and zip them up for anybody wants use the bridge in there custom track to download ( I hope I got all the files needed ). I will be trying to find a spot for tarmac 1 bridge in one my tracks someday.  :)


http://www.mediafire.com/file/20ovjel4hqrw7xi/tarmac1_bridge_files.7z
Title: Re: GoKart Plus
Post by: Purple44 on July 27, 2017, 09:49:06 AM
You know what really missing from the GoKart Plus mod? A gokart to race on the gokart track!

http://www.youtube.com/watch?v=JnIElUHtiTE (http://www.youtube.com/watch?v=JnIElUHtiTE)

Heddly did a great gokart mod for Flatout 2 and he was thinking of taking his gokart and putting it in Wreckfest, but Heddly had hard time trying to figure out how to do car modeling in Blender. He use to using Zmodeler2.

There any car modder out there that like bring a gokart to Wreckfest?  :D

I'm sure Heddly be willing to give you a hand and maybe you could import Heddly FO2 gokart into Blender or 3D Max. You can PM Heddly here: http://community.bugbeargames.com/index.php?action=profile;u=18
Title: Re: GoKart Plus
Post by: Purple44 on July 27, 2017, 03:49:21 PM
Tramac 3 Mixed is back from the dead. (http://www.smiley-lol.com/smiley/energique/sm111.gif)   Had no problem loading April version of track with June Build. :)

I tighten up the checkpoints thanks to Mazay visualizer and the in-game track tool. Added some objects to discourage cheating of the track and cover sinkhole at far end of track.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac3-mixed3.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac3-mixed.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac3-mixed2.jpg)

Hopefully tomorrow I can checkout the present End sent me a couple days ago.  :D
Title: Re: GoKart Plus
Post by: Purple44 on July 30, 2017, 08:53:41 AM
this is a link for test of gokart mod tonight, instructions to follow:

deleted
Title: Re: GoKart Plus
Post by: Purple44 on July 30, 2017, 08:59:29 AM
Please put valer_custom_tarmac3 - Copy folder under mods folder after unpacking:

\Bugbear Entertainment\mods\valer_custom_tarmac3 - Copy\data


should look like that that, then enable mod. But got upload textures mod, hang on guys.


Edit: Thanks Zeb and Space for helping test track.  :D


Title: Re: GoKart Plus
Post by: Purple44 on August 01, 2017, 02:27:20 PM
I finish up tonight, the Oval 1 Figure 8 Long custom track that I tested Saturday night online with Zeb and Space ( sorry guys, no explosions ). Idea started out like this:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8.jpg)

Track ended up like this:  :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-3.jpg)


Here some video I took. First part of video I use a free cam to show you the AI. Second part is me racing the track and third part is the replay using spherical cam.

http://www.youtube.com/watch?v=I23UDkQbVi4 (http://www.youtube.com/watch?v=I23UDkQbVi4)


Decisions, decisions? Do I go left and squeeze between the 2 barriers or take jump ramp to the right? With a 4 wide start, 4 cars not going fit to the left or right!!  ;)

As you come around the oval to pit row ( and survive not getting hit by someone doing the second loop ), do I go left and open myself to getting T-bone from someone taking the jump ramp? Or do I take jump ramp and time it to hit the guy in front of me that decided to take the left route?  :D  You know what I would do!!!  :P

(http://cdn.speednik.com/wp-content/blogs.dir/1/files/2016/08/2016-08-13_00-04-30.jpg)
Title: Re: GoKart Plus
Post by: Zebulon55 on August 01, 2017, 02:57:13 PM


I finish up tonight, the Oval 1 Figure 8 Long custom track that I tested Saturday night online with Zeb and Space ( sorry guys, no explosions ). Idea started out like this:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8.jpg)

Track ended up like this:  :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-3.jpg)


Here some video I took. First part of video I use a free cam to show you the AI. Second part is me racing the track and third part is the replay using spherical cam.

http://www.youtube.com/watch?v=I23UDkQbVi4 (http://www.youtube.com/watch?v=I23UDkQbVi4)


Decisions, decisions? Do I go left and squeeze between the 2 barriers or take jump ramp to the right? With a 4 wide start, 4 cars not going fit to the left or right!!  ;)

As you come around the oval to pit row ( and survive not getting hit by someone doing the second loop ), do I go left and open myself to getting T-bone from someone taking the jump ramp? Or do I take jump ramp and time it to hit the guy in front of me that decided to take the left route?  :D  You know what I would do!!!  :P

(http://cdn.speednik.com/wp-content/blogs.dir/1/files/2016/08/2016-08-13_00-04-30.jpg)

It's not finished if there's no explosions.  >:D

Was seeing the ai pile up a bit after taking the jump in the loop. Think they'd be better if they took the left lane for the loop and take the jump before continuing on with the lap? They'd cross paths a bit more that way too. :o  :P   

Yes, I know this track wasn't really made for ai/single play, but it looks like the ai do pretty well.

Ka-boom!

Sent from my XT1055 using Tapatalk

Title: Re: GoKart Plus
Post by: Zebulon55 on August 01, 2017, 03:01:15 PM
Oh, yeah! The track's not pink? WTF?

Sent from my XT1055 using Tapatalk

Title: Re: GoKart Plus
Post by: Purple44 on August 02, 2017, 05:21:09 PM
It's not finished if there's no explosions.  >:D


OK, OK, I added one explosion on a random timer of 60-110 seconds. About the end of first lap and about the start of third lap, blast could go off:   :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-4.jpg)

The blast does help clear a log jam.  :P
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-6.jpg)

But adding the explosion cause my FPS to drop from 60 to 7 FPS. The red and white concrete barriers fall apart into many pieces, I think that what causes the big drop in FPS. So I replace most the concrete barriers that are in the blast zone with some log piles that do not fall apart. Now FPS only dropping into the 30s.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-5.jpg)

Was seeing the ai pile up a bit after taking the jump in the loop. Think they'd be better if they took the left lane for the loop and take the jump before continuing on with the lap? They'd cross paths a bit more that way too. :o  :P   

Yes, I know this track wasn't really made for ai/single play, but it looks like the ai do pretty well.

Ka-boom!

I like your idea Zeb but was worry the game might not like me crossing all them race lines. But made a backup of track file and gave it a try. Did not have tweak the AI sectors, just needed to tweak the safe borders and raceline borders:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-7.jpg)

Track seem stable and AI are not getting lost most of the time. Even start of race goes mostly ok, unless AI in the 3rd row. Row 1 and 2 head for the ramp and surprising row 4 goes left of the barriers and make a clean start. But row 3 end up hitting the barriers and bouncing off.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-8.jpg)

I did make jump a little wider and move the 2 barriers in a bit to give more room for the AI get through.

And I remember to but in the trailer jump ramps so you don't get stuck if get knock over the rails.  :)
Title: Re: GoKart Plus
Post by: Zebulon55 on August 03, 2017, 09:35:22 AM
It's not finished if there's no explosions.  >:D


OK, OK, I added one explosion on a random timer of 60-110 seconds. About the end of first lap and about the start of third lap, blast could go off:   :D

The blast does help clear a log jam.  :P

But adding the explosion cause my FPS to drop from 60 to 7 FPS. The red and white concrete barriers fall apart into many pieces, I think that what causes the big drop in FPS. So I replace most the concrete barriers that are in the blast zone with some log piles that do not fall apart. Now FPS only dropping into the 30s.

LOL. No big deal; the "must have explosions! Ka-boom!" thing is just a running gag for me. If they don't make sense or kill framerates, best to forego them.
One thought, though - is there a "winner cross the finish line" trigger? That way any explosion would only affect those going around the loop at the end, not the leaders. Kind of like the fat lady sings at the end of the race.  :)

Was seeing the ai pile up a bit after taking the jump in the loop. Think they'd be better if they took the left lane for the loop and take the jump before continuing on with the lap? They'd cross paths a bit more that way too. :o  :P   

Yes, I know this track wasn't really made for ai/single play, but it looks like the ai do pretty well.

Ka-boom!

I like your idea Zeb but was worry the game might not like me crossing all them race lines. But made a backup of track file and gave it a try. Did not have tweak the AI sectors, just needed to tweak the safe borders and raceline borders:

Track seem stable and AI are not getting lost most of the time. Even start of race goes mostly ok, unless AI in the 3rd row. Row 1 and 2 head for the ramp and surprising row 4 goes left of the barriers and make a clean start. But row 3 end up hitting the barriers and bouncing off.

I did make jump a little wider and move the 2 barriers in a bit to give more room for the AI get through.

And I remember to but in the trailer jump ramps so you don't get stuck if get knock over the rails.  :)

Oh - I just realized that the four lane start goes straight to turn 1, so maybe that's why the lines were set up to jump the ramp before turning around the loop. Curious what would happen for a bottleneck if 4-wide start went around the loop first? (i.e. - the loop is at the beginning of the lap, and a straight dash to the finish line at the end) Maybe because of loop or start/finish line checkpoint restrictions that can't be done anyway. Looks like your start/finish line is just before the ramp?

I just want to see some of those good old "jump the ramp with speed/hit the other guy turning right into the loop" kind of t-bones, but I guess we'll see that with the human players anyway, so it doesn't matter so much what the ai does.

Thanks for the ramps; nobody likes to be stuck in the playpens with the resets off and several laps to go.
Title: Re: GoKart Plus
Post by: Purple44 on August 03, 2017, 10:02:01 AM
On the timer, can set a certain time, 124 seconds, then boom or a random time period when boom will happen somewhere in that time. How long it take to finish a race is going to vary each race. So don't think possible to setup a boom at finish unless I were set up a way to trigger a boom. But once players figure out the trigger, they won't wait until the race over!  :P

Ya finish line just before the ramp, but don't have take ramp to finish, can go left side. Finish line across pit row:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/oval-fig8-3.jpg)

Watching the AI, they get some good T-bones in and if got there speed on, they jumping over cars.

With humans, you get to decide when coming up on first turn around pit guardrail, do I take "safe", smoother route and go left around the 2 barriers? But if you know purple right behind you and you in 1st and he hunting the leader, do you risk going left??

Or take the jump instead and risk a bad landing and maybe purple rearending you?
Title: Re: GoKart Plus
Post by: Purple44 on August 04, 2017, 12:11:46 AM
End, did you see the PM I sent today?
Title: Re: GoKart Plus
Post by: The Very End on August 04, 2017, 12:22:14 AM
Ah yeah, sorry :) Due to the moving my computer is not set up yet, and all I got is a Windows phone which cannot see the image you posted hehe. Will sort it out when computer is rigged again :)
Title: Re: GoKart Plus
Post by: Purple44 on August 04, 2017, 12:35:05 AM
Ah yeah, sorry :) Due to the moving my computer is not set up yet, and all I got is a Windows phone which cannot see the image you posted hehe. Will sort it out when computer is rigged again :)

Hi, PM sent.  :)
Title: Re: GoKart Plus
Post by: Purple44 on August 05, 2017, 03:17:52 PM
Here a peek at the new track I'm working on. Wanted to do a track where the players go over the bridge in the old Tarmac 1 track:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-bridge.jpg)

I had to cut down a few trees so you guys could see where ya going.  :P Here what the track route look like:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-bridge2.jpg)


I will warn ya, offroad, can get a little bumpy out there.  ;)
Title: Re: GoKart Plus
Post by: Purple44 on August 10, 2017, 10:42:45 AM
Got some video of new video of Tarmac 1 Bridge track:

http://www.youtube.com/watch?v=boNkx3xqIiU (http://www.youtube.com/watch?v=boNkx3xqIiU)

First part of video is of my car, second part is the replay using the spherical cam.

Here what the aisectors look like. Was able to use the aisectors from Tarmac 1 rev for about half the track. :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-bridge4.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-bridge2.jpg)


I did run into some trouble doing the startpoints thou. I wanted to start the cars on the bridge. Wreckfest did not like me starting the cars on top of an object like the bridge, it crash the game!! If I started car in middle section of bridge where there a solid hill under the bridge, no crash. But middle section there not enough room for 24 cars.

In pic above, I tried start the cars before the bridge and that was crashing the game too. Had to start car by the rocks at far end of track, for game not crash.

So I ended up putting the cars after the bridge ( 6 wide ) where they turn to the finish line at the jump.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac1-bridge3.jpg)
Title: Re: GoKart Plus
Post by: Purple44 on August 11, 2017, 04:46:56 PM
Tonight I got started on making Sandpit 1 hairpin track a little more dangerous again. If you read the Sandpit 1 has lost it "Flatout spirit" it had before the make over in new June Build! (http://community.bugbeargames.com/index.php/topic,9952.0.html) thread, you know I was not happy with Bugbear removing some the hills from Sandpit 1 hairpin track.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit1-missing-hills.jpg)

If you got out of control around these hills ( or you got some help getting car out of control  :P ). your car could end up airborne. And if you like treating the AI roughly, the hills were a good spot to do it!!  ;D

For the Gokart Plus mod, I wanted to add some hills back on to the track. Make track a little more dangerous. But were do I get some hills to put on the track? Was thinking of asking a modder to make me some. But last Saturday racing online, I was spectating a race on Sandpit 2 and notice a player jumping off sand piles, and taking a closer look, it look like some them sand piles were objects on the track.  :o

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit2-sand-piles.jpg)


When I got a chance take a look at Sandpit 2 base file, I did not find any sand pile objects in the subscenes section. Then took a look in the Models section and found 91 sand pile objects. :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/models-objects.jpg)


I figure I did not need all 91 sand piles, so I look for sand piles that had x or z of 10 or higher. Found 9 of them. But these objects not in a single object scne file. So how was I going get to use them?

Lucky for me, I had been talking to End and he suggested I delete all the stuff in Models section except the one object I wanted. I had did this already with some of End objects, so was ready try it with the Sandpit 2 track.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/models-objects2.jpg)


After deleting all but 1 sand pile, I needed to change x,y,z on line 3 to 0, so when using object on another track map, object show up where you expect it too. Then do a save and then rename base file to the new object name, sand_piles_v2_007.

When I got all the sand pile objects that I wanted save out as single objects, I loaded them on to my barren Tarmac 2 track map so I could see them and test them with my car.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sand-pile-objects-map.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/jump-rock.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/jump-rock2.jpg)


Now that I got me some sand piles objects to use, I needed to get June version of Sandpit 1 and the sand piles to load in Stuntfest so I could rotate the sand pile objects. Unfortunately, at least 1 the pine trees and 1 the spruce trees was crashing Stuntfrest and then I found out the terrain object was crashing Stuntfest too. :(

So this what I got to load in Stuntfest:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/stunrfest-sandpit1.jpg)


I'm missing a big chunk of track map. But I had enough of the track showing up, I was able to place objects near where I want them and did some fine tweaking in Wreckfest using the in-game free roaming camera.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/stunrfest-sandpit1-piles.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/stunrfest-sandpit1-piles2.jpg)

The sand piles showed up a little on the bushy side in Stuntfest.


Here what the sand piles look like in Wreckfest:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit1-sand-piles.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit1-sand-piles2.jpg)


I can tell ya from my testing, all 3 objects will launch your car.  :D
Title: Re: GoKart Plus
Post by: Purple44 on August 18, 2017, 02:12:47 AM
Here a flyby video of reworked Sandpit 1 Long Loop Rev and Hairpin tracks. Video give you a look of some the stuff I added back into Sandpit 1 tracks, that Bugbear removed to make tracks "safer". Also added the jog back in for the Sandpit 1 Long Loop tracks and removed some guardrails I thought were in the way.

Backhoes, loaders and dump trucks are back, along with a few well place rocks and hills. :)

You will see some placeholder signs. Zeb working on some new ones for the Sandpit tracks.


http://www.youtube.com/watch?v=wgQ7eL6bbxQ (http://www.youtube.com/watch?v=wgQ7eL6bbxQ)

Title: Re: GoKart Plus
Post by: Daystar on August 18, 2017, 02:18:45 PM
Here a flyby video of reworked Sandpit 1 Long Loop Rev and Hairpin tracks. Video give you a look of some the stuff I added back into Sandpit 1 tracks, that Bugbear removed to make tracks "safer". Also added the jog back in for the Sandpit 1 Long Loop tracks and removed some guardrails I thought were in the way.

Backhoes, loaders and dump trucks are back, along with a few well place rocks and hills. :)

You will see some placeholder signs. Zeb working on some new ones for the Sandpit tracks.


http://www.youtube.com/watch?v=wgQ7eL6bbxQ (http://www.youtube.com/watch?v=wgQ7eL6bbxQ)

Epic track modding Purple! really impressed. so how will I be able to play this with the previous build of the game? what directories do I need to add or delete? and where do I put the textures?
so pissed off that BB had to go and screw with directory paths.. ughhh CanyonX and Trackfest I cannot get to work in previous build. but thank god I got The Very Track pack & Demolition Derby to work with previous build. and I made back ups of Additional Parts and various other essential mods before the authors updated their mods.  Cheers Purp!
Title: Re: GoKart Plus
Post by: Purple44 on August 19, 2017, 01:35:28 PM
Here a flyby video of reworked Sandpit 1 Long Loop Rev and Hairpin tracks. Video give you a look of some the stuff I added back into Sandpit 1 tracks, that Bugbear removed to make tracks "safer". Also added the jog back in for the Sandpit 1 Long Loop tracks and removed some guardrails I thought were in the way.

Backhoes, loaders and dump trucks are back, along with a few well place rocks and hills. :)

You will see some placeholder signs. Zeb working on some new ones for the Sandpit tracks.


http://www.youtube.com/watch?v=wgQ7eL6bbxQ (http://www.youtube.com/watch?v=wgQ7eL6bbxQ)

Epic track modding Purple! really impressed. so how will I be able to play this with the previous build of the game? what directories do I need to add or delete? and where do I put the textures?
so pissed off that BB had to go and screw with directory paths.. ughhh CanyonX and Trackfest I cannot get to work in previous build. but thank god I got The Very Track pack & Demolition Derby to work with previous build. and I made back ups of Additional Parts and various other essential mods before the authors updated their mods.  Cheers Purp!

When Gokart Plus get release late next week, guess you can download mod and you may not need the old textures mod if using an older Build and see what tracks load.

But the Sandpit 1 tracks I'm redoing are using the current Sandpit 1 base file, this June file may crash an old Build.

I been making the GoKart plus mod so it run again in the June Build, so doubt new version of mod going run well in old Builds and the way the new menu folders work, may not work with the old Builds.

Now if have the old copies of GoKart Raceway, Cops and Robbers and the Suicide pack, they should run with the older Builds. I have not updated these Workshop mods yet.
Title: Re: GoKart Plus
Post by: Daystar on August 19, 2017, 02:18:10 PM
Here a flyby video of reworked Sandpit 1 Long Loop Rev and Hairpin tracks. Video give you a look of some the stuff I added back into Sandpit 1 tracks, that Bugbear removed to make tracks "safer". Also added the jog back in for the Sandpit 1 Long Loop tracks and removed some guardrails I thought were in the way.

Backhoes, loaders and dump trucks are back, along with a few well place rocks and hills. :)

You will see some placeholder signs. Zeb working on some new ones for the Sandpit tracks.


http://www.youtube.com/watch?v=wgQ7eL6bbxQ (http://www.youtube.com/watch?v=wgQ7eL6bbxQ)

Epic track modding Purple! really impressed. so how will I be able to play this with the previous build of the game? what directories do I need to add or delete? and where do I put the textures?
so pissed off that BB had to go and screw with directory paths.. ughhh CanyonX and Trackfest I cannot get to work in previous build. but thank god I got The Very Track pack & Demolition Derby to work with previous build. and I made back ups of Additional Parts and various other essential mods before the authors updated their mods.  Cheers Purp!

When Gokart Plus get release late next week, guess you can download mod and you may not need the old textures mod if using an older Build and see what tracks load.

But the Sandpit 1 tracks I'm redoing are using the current Sandpit 1 base file, this June file may crash an old Build.

I been making the GoKart plus mod so it run again in the June Build, so doubt new version of mod going run well in old Builds and the way the new menu folders work, may not work with the old Builds.

Now if have the old copies of GoKart Raceway, Cops and Robbers and the Suicide pack, they should run with the older Builds. I have not updated these Workshop mods yet.

Thanks for the reply Purple. and do you have the id Numbers for the 3 mods you mentioned. please. this way I can go and archive them up right away, and unzip them into my older /mods directory :)

Title: Re: GoKart Plus
Post by: Purple44 on August 19, 2017, 02:27:30 PM
This what Bagedit show me:

GoKart Raceway - 690281205

Suicide pack - 806300441

Cops & Robbers v2 - 749805286
Title: Re: GoKart Plus
Post by: Purple44 on August 24, 2017, 11:03:04 PM
Trying to get Gokart mod finish up to upload Friday for a test. End, your special objects you made for me are working well and doing what I want them to do on the Sandpit 1 Extreme track.  :D :D

And thanks for the static flat rock, it working well now, End!  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/flatrock-angled.jpg)

Zeb been busy working his tail off this week getting new signs done for the Sandpit 1 Extreme track and getting the custom skins we want add to the GoKart mod, ready. Thanks Zeb for all your hard work on this!!  :D

The Batman skin will be one of Zeb custom skins in the mod and Vin Petrol gave me the OK to pick some of his custom skins from his PRO SERIES SKIN PACK (http://steamcommunity.com/sharedfiles/filedetails/?id=698346497).  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/online/batman-skin2.jpg)


If around Friday night, pacific time, look for my post that a GoKart Raceway Plus host\server is up. Will need a B class car, especially a euro 2 II.


In downgrading my AM5 to a more controllable B class car by going with less powerful engine, then putting back on the racing parts, I made it to racing camshaft before AM5 jump to A class.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/bclass-car.jpg)
Title: Re: GoKart Plus
Post by: Purple44 on August 25, 2017, 02:00:43 PM
The falling outhouses for Sandpit 1 Extreme are out. Wreckfest don't like me running to many different timers. Adding 3rd timer for a straw bale to explode, made some straw bales not explode.  :(
Title: Re: GoKart Plus
Post by: Purple44 on August 26, 2017, 02:05:00 AM
Here a look at the 3wheeler that STRmods did as part of this mod, European 1 Custom (http://steamcommunity.com/sharedfiles/filedetails/?id=934898578) and was kind enough to send the car files my way to add to the GoKart Raceway Plus mod. Big thanks STRmods for the car!  :D :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/STR-3wheeler.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/STR-3wheeler2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/STR-3wheeler3.jpg)


The 3 wheeler will be in the final version of Gokart mod when I upload it late, late tonight.
Title: Re: GoKart Plus
Post by: Purple44 on September 02, 2017, 06:30:30 PM
Now that you guys got a chance to tryout the Sandpit 1 Extreme track, I can tell you the special objects End was so kind to make for me. Dynamic rocks, rocks that move.  (https://www.smiley-lol.com/smiley/energique/sm111.gif)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/stones2.jpg)


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/stone-flat.jpg)

Since Bugbear did such a nice job with the cliffs and rocks in the redone Sandpit 1, I got the idea that that Sandpit 1 needed a blast zone where rocks would go flying. To make that happen I needed some rocks that would move when my straw bales explode. I got in touch with End and he siad he do it. :)

I ask for a variety of rocks from huge to small.

I also came across End's meteors in the Valley of the Damned derby pit in the Very Trackpack (http://community.bugbeargames.com/index.php/topic,9232.0.html).

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/End%20pics%20of%20track%20objects/Valley-of-the-Damned.jpg)

So I got permission from End to use his meteors in the Sandpit 1 Extreme track and today was able to isolate an object to one meteor and place this meteor around the track. So now there a second wave of meteors that will drop after the first wave is done. :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/extreme-meteors.jpg)


Also adding some gas bottle rockets, but I packed too much TNT into this rocket I tested:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/extreme-blast.jpg)


Jump to 31:44 to see Extreme track before today tweaks:
http://www.youtube.com/watch?v=RpG7KzYC7po (http://www.youtube.com/watch?v=RpG7KzYC7po)


Edit: I also went and replace all the prop_sandpit4_boulder3_black with the prop_smallrock_01 rock. I hope this will stop the 2 gokart track from crashing online. I hope to upload an update to the GoKart Raceway Plus mod early Sunday and do an online test Sunday evening at 6:00pm pacific time.

Make that "I hope to upload an update to the GoKart Raceway Plus mod early Monday and do an online test Monday evening at 6:00pm pacific time".  Hope you guys back from your Labor Day weekend.  :P


Got reverse GoKart track working after a few debugging track. I thought getting the reverse GoKart track working again would go a little quicker than getting forward GoKart track did. But no, find I had 3 boulders that was crashing the rev GoKart track. GRR

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/Bad-rock-objects.jpg)

Objects 111 and 112 look OK to me but until deleted these 2 and a third boulder object, track would not load. But the other 18 boulder rocks that mark my checkpoints loaded fine.

The prop_sandpit4_boulder3_black is not an object in the June Build object folder, so I loaded the prop_smallrock_01 from the June Build object folder to replace the boulders crashing the track.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/Bad-rock-objects2.jpg)

Title: Re: GoKart Plus
Post by: Purple44 on September 04, 2017, 05:15:16 PM
Added some rocket launchers for Zeb have some fun with, to the Sandpit 1 Extreme tracks:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/rocket-launcher.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/rocket-launcher2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/rocket-launcher3.jpg)


I uploaded a new update to the Gokart Raceway Plus mod today. Here the change log:

I replace the old rocks used in the gokart tracks with newer rocks that the June Build uses. I hope this will stop the gokart tracks from crashing online.

Added some new stuff to the Sandpit 1 Extreme tracks to make them a little more extreme. Gas bottle rockets anybody? :P

Added my GRID Oval 2 Figure 8 track. :)

In testing, found online bots using STR 3 wheeler were shooting to the moon. Maybe happen offline too. So when adding bots online, kick any bot using the 3 wheeler.


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/3wheeler-bug.jpg)


But when you use the AI Set - 3 WHeelers (STRmods) option, the AI race with the Reliant Robin just fine. No 3 wheeler shooting to the moon.  :)


Going start a Mod Share thread for the gokart plus mod. Will post link here when done.
Title: Re: GoKart Plus
Post by: Purple44 on April 13, 2018, 12:50:56 AM
I'm moving my discussion of the Gokart Raceway Plus mod to the Share Mod section:

GoKart Raceway Plus (http://community.bugbeargames.com/index.php/topic,10139.0.html)
Title: Re: GoKart Plus
Post by: Purple44 on July 18, 2018, 10:45:07 AM
deleted and moved