Saturday, June 5, 2010

It works!

I joined the two ends of the track the other night to see if i could get a loop working right, and hell yea - i finally got it working. Setting corridors on a track is an art i hadn't previously figured out. If you set the drivable area to stretch over wall objects (which is what i make sidewalks out of), the AI get confused and freak out. This basically means that the AI will never be able to take the shortcuts, but whatever.

The important thing is - laps and lap-times are being recorded accurately. I was also pleased to find that the crazy shortcuts introduce no problems for human players and the game doesn't give you yellow flags for using them - at least in test mode.

The version of the loop i have right now is lacking most of the trackside detail outside of town - no texture blending, very few trees or bushes and you can still see some awkward terrain edges here and there. Despite the ugly, i think i'm going to kick out a test version for people over on the MCOMOD forums to check out. The track detail is just cosmetic stuff that i can work out in the days to come - the important thing is knowing if the track feels accurate to the original and if it's fun to race on. I think it is, but i'm like a proud parent, so my opinions are skewed.

Anyway, MCOMOD dudes, as soon as i tidy up some loose ends, a very naked and ugly version of Dead Man's Loop will be coming your way. Expect it later tonight or early tomorrow (Sunday).

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