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RACE mode improvements

Posted: Fri Jun 17, 2011 7:52 pm
by Nielk1
OK, I have decided to fix race, and so it was fixed, but it was tested less than even DM, so, I only *think* I fixed it.

Some ideas people have had to help it are to make special racing ships (since death means you are going to lose), weapons and tools that remind me a bit of Mario Cart, and boosters fixed onto the track. Also better maps.

Now, I will tell you right now, anything I will do will *NOT* be a grand complicated modding enterprise. I am talking some simple stuff that will make this game mode worth playing more than just a curiosity.

The changes I made when I fixed the DLL already allow for a 2nd and 3rd place to be counted if they somehow get across the finish line in time and points are rewarded for a finish in 1st, 2nd, or 3rd as well as 1 point for every checkpoint reached as the leader. (This means a very long race can have a points leader NOT be the winner, since the points for first are 100 IIRC, hopefully I did not make them 1000.)

So, continue here what was being discussed in that other topic.

Re: RACE mode improvements

Posted: Fri Jun 17, 2011 8:50 pm
by Commando
Someone brought up boosters. Making a Mario Cart style booster should already be possible in bz2 without dll modification if Shield Generators are pre-placed on the maps. Just make sure they use some flat geometry that has no collision and they can be configured to push an object in a certain direction.

Re: RACE mode improvements

Posted: Fri Jun 17, 2011 11:06 pm
by General BlackDragon
Players are welcome to play this Test Map made for BZC concept a while back, It may have slight issues but it works nicely.

Enjoy testing the concepts in it, and feel free to add more suggestions. Many of the concepts mentioned recently are in it.

Installation instructions: Extract to the BZ2 folder with PB6 or PB6.1 installed.

I'll have a game up for this for about...3 hours.

Re: RACE mode improvements

Posted: Sat Jun 18, 2011 12:44 am
by Clavin12
Hooray! The modders have initiative!

Re: RACE mode improvements

Posted: Sat Jun 18, 2011 12:46 am
by General BlackDragon
Yes. My game will be up for another 45 minutes.

Oh, ...and for the unofficial official iffy record...

My initiative died about 6 months ago. This map was made in 2010.

My initiative goes too low, I might do something bad.

Re: RACE mode improvements

Posted: Sat Jun 18, 2011 3:12 pm
by Ded10c
The BZC race maps work very well indeed and are fun to play on, even when there is no hope of victory. I'd suggest a new starting vehicle list with weapons limited to things like EMP, M-Cur, MITS and Sandbag (possibly an assault-locked Sonic Wave). A booster that can be picked up and used on a ship, at the cost of some control, may also be useful. The one in the UEP may well suit this purpose.

Re: RACE mode improvements

Posted: Sun Jun 19, 2011 12:51 am
by S.cavA.rmyG.en
AHadley wrote:The BZC race maps work very well indeed and are fun to play on, even when there is no hope of victory. I'd suggest a new starting vehicle list with weapons limited to things like EMP, M-Cur, MITS and Sandbag (possibly an assault-locked Sonic Wave). A booster that can be picked up and used on a ship, at the cost of some control, may also be useful. The one in the UEP may well suit this purpose.
here try this one. :idea: :arrow:

Code: Select all

[WeaponClass]
classLabel = "jetpack"
geometryName = NULL //"igjetp00.xsi"
geometryScale = 0.12
animCount = 1
animName1 = "launch"
animFile1 = "igjetp00.xsi"
ordName = NULL
wpnName = "Booster"
//wpnIcon = ""
fireSound = "whcan.wav"
flashName = "igtjetp.render"
wpnReticle = "gphantom.0"
wpnPriority = 0
wpnCategory = "SPEC"
localAmmo = 30
addLocalAmmo = 1
isFlying = 1
aiRange = 150
canSelect = true

[JetPackClass]
ammocost = 2
burnTime = 0.0
accelThrust = 0.0
setAltitude = 0.003
forwardthrust = 170.5
activeSound = "jpack01.wav"
expireSound = "jpack02.wav"

[Render]
renderBase = "draw_multi"
renderCount = 3
renderName1 = "igtjetp.flare"
renderName2 = "igtjetp.smoke"
renderName3 = "igtjetp.flame"

[Flare]
renderBase = "draw_sprite"
textureName = "lightflare.tga"
textureBlend = "one one modulate"
startColor = "255 255 255 255"
finishColor = "255 255 255 255"
startRadius = 2.0
finishRadius = 2.0

[Smoke]
renderBase = "draw_twirl_trail"
textureName = "cloudsmokefull.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "153 153 153 63"
finishColor = "31 31 31 0"
startRadius = 0.5
finishRadius = 5.0
animateTime = 3.0
emitDelay = 0.01
emitVelocity = "0.0 0.0 0.0"
emitVariance = "3.0 3.0 3.0"
emitLife = 3.0

[Flame]
renderBase = "draw_twirl_trail"
textureName = "cloudsmokeadd.tga"
textureBlend = "one one modulate"
startColor = "255 255 63 255"
finishColor = "255 0 0 0"
startRadius = 0.3
finishRadius = 0.03
animateTime = 0.1
emitDelay = 0.002
emitVelocity = "0.0 0.0 0.0"
emitVariance = "3.0 3.0 3.0"
emitLife = 0.1

Re: RACE mode improvements

Posted: Sun Jun 19, 2011 9:21 am
by Ded10c
The one in the UEP is damn near perfect already, why make a new one when you can tweak the old?

Re: RACE mode improvements

Posted: Sun Jun 19, 2011 11:25 am
by S.cavA.rmyG.en
AHadley wrote:The one in the UEP is damn near perfect already, why make a new one when you can tweak the old?
well I made this one last month so why do I have to look for the one in the UEP?
My point try this before telling me to dig up the one in the UEP
this one is here its free and it works!

Re: RACE mode improvements

Posted: Sun Jun 19, 2011 12:39 pm
by Ded10c
You don't, I was suggesting NK1 use it.