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N64 Arctus
Posted 2015年02月19日 - 15:56 JST #20108



Members
635 Posts

Did you set enough key-checkpoints?

I used the exact nkm used for DS Rainbow Road, no modifications beyond moving the points.


Gericom
Posted 2015年02月19日 - 20:29 JST #20109

Feature-Length Nut Expansion Pak

Moderator
1377 Posts

I used the exact nkm used for DS Rainbow Road, no modifications beyond moving the points.


You may need to set more of them. Keycheckpoints are checkpoints you NEED to pass to have the lap count. The others are just for lakitu.

N64 Arctus
Posted 2015年02月19日 - 23:45 JST #20111



Members
635 Posts

I also forgot about one other respawn glitch, near the starting line but before the end of the boost panel, where if you fall off the course, you will respawn on the first overpassing road.
Here is the video of it. I've changed these two videos' privacy to unlisted, since if I can't get these fixed, I want the player to figure them out themselves, although they would probably just see this thread and figure them out instantly.

 

https://www.youtube.com/watch?v=Hrv8X11vwxc


Haruhi Ermiiworth
Posted 2015年02月20日 - 22:44 JST #20119

ERLLUMINATII CONFIRMED

Moderator
9234 Posts

I may know why. Yes, it's the NKM, but I also think it's the KCL: When you fall down, it takes too much you to respawn and that may cause you to trigger other checkpoints and respawns. Try adding invisible walls and fall boundaries so that it'll respawn you quickly enough.


N64 Arctus
Posted 2015年02月20日 - 22:48 JST #20120



Members
635 Posts

I may know why. Yes, it's the NKM, but I also think it's the KCL: When you fall down, it takes too much you to respawn and that may cause you to trigger other checkpoints and respawns. Try adding invisible walls and fall boundaries so that it'll respawn you quickly enough.

I'll try that by adding a visible respawn plane to the skp model, and then creating the kcl and replacing the current kcl with with the new one.


Haruhi Ermiiworth
Posted 2015年02月20日 - 22:50 JST #20121

ERLLUMINATII CONFIRMED

Moderator
9234 Posts

I'll try that by adding a visible respawn plane to the skp model, and then creating the kcl and replacing the current kcl with with the new one.

It's how you're supposed to make KCLs. You make it as a separate model, with simplified faces and more triggers.... Do it please


N64 Arctus
Posted 2015年02月21日 - 1:03 JST #20123



Members
635 Posts

For some strange reason, whenever I fall through the respawn plane, it pans the camera for a split second and just lets me continue falling until I reach Y:0, no matter what fall collision that I use... :annoy:

 

Edit 1:

Unless of course I need to use ID:000B

 

Edit 2:

I just tested it again, and this time it worked, although, I might need to make some improvements to the model, seeing as some parts of it cause falling off of the track even though you are still on the road.


N64 Arctus
Posted 2015年02月21日 - 7:42 JST #20124



Members
635 Posts

The AI routes are kind of fixed on New Rainbow Road. The reason I say kind of is because around five or six of them wind up driving off of the track after the second big jump for some odd reason... :/

 

Edit:

The reason for that was that there was a respawn plane too far over the final stretch, causing some of the CPUs to go crazy. But fortunately, I managed to fix it.


N64 Arctus
Posted 2015年02月21日 - 9:39 JST #20126



Members
635 Posts

Here is the version with an AI Route and respawn planes.

 

https://www.youtube.com/watch?v=LLZ1Z0fMQJs&feature=youtu.be


N64 Arctus
Posted 2015年02月26日 - 15:59 JST #20159



Members
635 Posts

A versus mode speed test for the new N64 Bowser's Castle model.

 

https://www.youtube.com/watch?v=USkL4CqaZ14&feature=youtu.be


Dark Light
Posted 2015年02月26日 - 21:11 JST #20160



Members
297 Posts

It looks really good. Can't wait for you to finish NKM to N64BC and release next version!


N64 Arctus
Posted 2015年02月26日 - 22:04 JST #20161



Members
635 Posts

Well, I've been working on it some more since I got out of bed, and it seems to be ready, now all I need to do is make the new kcl model, so that it may run even faster.


Haruhi Ermiiworth
Posted 2015年02月27日 - 3:10 JST #20162

ERLLUMINATII CONFIRMED

Moderator
9234 Posts

Make it 3 laps for EKDS.


N64 Arctus
Posted 2015年02月27日 - 3:11 JST #20163



Members
635 Posts

Make it 3 laps for EKDS.

New Rainbow Road?


Haruhi Ermiiworth
Posted 2015年02月27日 - 3:21 JST #20164

ERLLUMINATII CONFIRMED

Moderator
9234 Posts

Yeah, that


N64 Arctus
Posted 2015年02月27日 - 9:35 JST #20165



Members
635 Posts

Yeah, that

You know what? I'll switch it back to 3 laps for N64 Circuit, since the race takes forever to complete in 50cc if there are 5 laps.


N64 Arctus
Posted 2015年03月08日 - 23:16 JST #20289



Members
635 Posts

The remodelled New Rainbow Road.

 

https://www.youtube.com/watch?v=UarnWBoQej0&feature=youtu.be


Dark Light
Posted 2015年03月09日 - 3:29 JST #20298



Members
297 Posts

CPU's need to be smarter... :3 Otherwise, very good.


N64 Arctus
Posted 2015年03月09日 - 3:31 JST #20299



Members
635 Posts

CPU's need to be smarter... :3 Otherwise, very good.

Yeah, I don't get why they sometimes randomly drive off of the track or drive into a wall, I have set their route correctly, including the Y-position.


Dark Light
Posted 2015年03月09日 - 3:35 JST #20302



Members
297 Posts

Yeah, I don't get why they sometimes randomly drive off of the track or drive into a wall, I have set their route correctly, including the Y-position.

Try resetting the Point Size value.


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