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Herr Otto Partz says you're all nothing but pipsqueaks!

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Messages - Cas

#2326
I've downloaded the Super Kart and I'm testing it :)  I have to get to know it better so I can make tracks especially for it. I'll be preparing Race For Kicks and get a race to try the Super Kart :D
#2327
General Chat - ZSC / Re: About the Wiki
August 28, 2018, 05:24:48 PM
Thank you, guys. I actually had figured out most of the things by yesterday night. I found the help from MediaWiki and used it to guide me and I also found the templates. I also just realised that our Wiki does have its own section about help editing. I've been working on the pages I could write the most on (about myself, Bliss and other projects) and making some minor touches.

I was thinking that the pipsqueak template itself would need an update, but I don't want to touch that before I'm sure I'm not messing up. I would like to take the work to edit all pipsqueak profiles to make sure all of them include the template and fill the data. Another thing is that it'd be good to make a nice long profile for AbuRaf70 and perhaps contact SergioBaro to tell us more. AbuRaf is a true legend in the community.

Another thing is, I was about to create a page on Race For Kicks and I realised I've never taken note of which tracks, with which cars, etc., were raced in the tournament. Also, the dates... Do you, Duplode, have this info, by chance?  I know you often save these things. From now on, I'll be very careful to document everything.
#2328
I reckon the only way to make a race fair while testing cars that we're not sure how to compare to each other, is to use a single car per race. I can make R4K with its usual rules (OWOOT, allowing both RH and noRH) and test the Kart in one race and possibly other experimental cars in other races. The system works. I'd like to make a few touches to it, but it's already functioning, so I could quickly set up a race for the Kart. Where can I get the latest version of the Kart?
#2329
General Chat - ZSC / About the Wiki
August 27, 2018, 12:27:23 AM
Some time ago, I was wanting to contribute to the Wiki. I do have the access now, but I didn't have it clear how it worked. Later, I became very busy. Now that I have time again, I would like to do it, but still some things get me confused. I don't understand the format very well. Sometimes, it's easy, but when I look at the code for some pages, it seems to me like what I'm seeing has to contain some more code that's not there. I get really confused. Also, how to create information boxes and all that... I need a lot of practice. So anybody who could guide me, I'll appreciate it :)

Another thing is, I was wondering whether it's possible to download the whole Wiki to a file that I can read offline. Maybe a PDF or a large HTML file. Similarly, is it possible for me to write a whole page and then upload it to the Wiki?

I remember one confusion I had had to do with creation and deletion of pages. Like removing the contents of a page was the same as deleting it and creation worked somewhat similarly.

Does this Wiki work in a way that's similar to other WIkis?  I mean, can I just look up a YouTube video on editing wikis that can help me?

EDIT:  Mmm... I think I'm starting to realise how it works :)  My biggest question that remains is: How can I make those nice info boxes?  I can see that, for cars, they seem to be made out of the category, but I don't understand how. Trying to figure out. Oh, and how can I have a certain word redirect to another page?
#2330
I could revive Race For Kicks (I had been thinking some time ago that I could do it and make some changes to it) and I'd be happy to include the Kart there!   In fact, I believe it's time that I would also learn the art of making cars for Stunts. It'd be great if we'd started producing a new generation of custom cars. Maybe a whole season oriented toward car and track creation?
#2331
Competition 2018 / Z206 - Relativity
August 26, 2018, 11:59:49 PM
Alright. This is my little monster. I asked for an up on the Jaguar and a down on the LM to make sure we don't end up racing 4 minute laps here. As I said, it's a long track, even longer than 4am (ZCT166), but I've built it based on the same principles. I'm sure you guys will find the way to go around it in less than 2 minutes. My personal lap so far is 2:25 and a few pennies with the Jaguar.

Overdrijf!  Nice that you are back!  It's great that you've been the first to try this track :)
#2332
Competition 2018 / Re: Z205 - Not your fault
August 23, 2018, 02:52:08 AM
Before racing this track, I came here and read. I wish I had first tried it in the game. I would surely had fallen for the "default" trick. Even with the Audi, this track is very, very dynamic. I would've dedicated more time to it, but I've had a busy month. I'll be sending my track for the next race :)
#2333
General Chat - ZSC / Re: ZCT 202 - Dual-way concept
July 05, 2018, 12:47:49 AM
Ohh!   :o  Wow... now I see it!
#2334
Competition 2018 / Re: Z204 - Evasive Maneuvers
July 04, 2018, 06:44:59 AM
This is a great track. It really is tempting to race it with fast cars, but then it's impossible to compete with the Ford Ranger on this one. I'm still at the first stage. I like not looking about other people's replays for my first laps and I've found just a few small tricks that don't make a lot of a difference and some only make sense with a fast car. I'm still getting to know the track, but the design is really cool. I'm sure there's lots to do here :)
#2335
General Chat - ZSC / Re: ZCT 202 - Dual-way concept
July 04, 2018, 06:11:58 AM
I'm not sure about what really is the rule. Like I understood it originally, dual-way switching required:
1 - Getting to the bifurcation
2 - Actually picking one of the two ways and entering at least one tile of one of them
3 - Leaving the path at some point before the two ways join again
4 - Entering the other path at some intermediate point too
5 - Reaching the union again

But here, this is not the case, as you never actually join one of the two paths. Now, I could think it's enough with just leaving the path and then rejoining the same path, but is it required that the same path be re-entered from a tile other than the one it was left to?  I am not watching the RPL right now, but let me see if I remember correctly:

1 - You first reached the split, then took the purple path
2 - You drove the two closed corners, leaving the second tile (second corner) toward the east
3 - You drove south to the tile containing the palm tree
4 - You re-entered the same path from the north into the last purple tile (fourth corner)
5 - You got to the crossing and turned west

Is this correct?
#2336
Competition 2018 / Re: Z202 - Ketiranyu
June 05, 2018, 05:34:41 AM
It'd be very interesting to see an example of what Duplode mentions. Still, I do agree too. It's OK if one, for example, temporarily takes a path in the wrong way to be able to reach a loop they can use to get to powergear and then resume the race at full speed, things like that. I supposed this could be solved as follows: it is not allowed to drive wrong way on a path that's already been driven in the right direction. That is, you are still allowed to drive in the right direction on a path that's already driven wrong way. Or more simply and more general: wrong way driving is only allowed on previously undriven paths. Would that solve it?

GTA, I too noticed you felt comfortable with the trick, but it's great that you state clearly that you allow it, to clear all doubt.
Duplode, yes, maybe asking on a choice would make a greater tendency for authors toward disallowing while there might be no problem.
GTA, had you been asked when posting your track if you would want to allow DWS (and explained what it was), do you think you would've said "yes" before you saw how things evolved?  If I had been the author of the track, I probably would've come back to the drawing board to study it. I would've wanted to allow it, but would want to make sure nothing too drastic could be done. Still, I wouldn't have seen the tricks in advance.

It's very interesting. It looks like every track is one track when first posted and another track once it's been raced. Once you know what the design can lead to, you look at it differently. You see much more. And as Afullo says, there's also the GAR option, which ensures there will be a more standard approach to the track, so its spirit won't be in danger. If rules can make a track so different, yet each set of rules provides for a track that's just as valid... Is the track what's on the grid or the experience of it?  Maybe the latter is not to be called the "track", but the "race". In that case, I'm thinking that the true challenge for an author is to design a race while creating the track. Very hard thing to do! :)
#2337
Competition 2018 / Re: Z203 - High as Shift
June 05, 2018, 05:14:38 AM
This track feels great to drive!  I want to give it more time because my first lap was not that impressive, but I'm sure there's a lot that can be done. The track allows for several tricks :)
#2338
Competition 2018 / Re: Z202 - Ketiranyu
June 03, 2018, 06:51:18 AM
Before you mentioned this in the shoutbox, I didn't know it could be done. As I said before, I agree that shouldn't be legal and I like the idea of simply not allowing the same path to be followed twice in different directions. Alan's shortcut, on the other hand, while simple and extreme, I would think of as legal, as long as the author has agreed that DWS can be used on their track.

Now the thing is what should we assume by default?  I think that, to leave no doubt, whenever there is more than one path, the author should be asked about their choice. If that is not done, we'd have to see what his (or her) reaction is when the first pipsqueak chooses to do DWS. My personal feeling on this track is that it has been extremely successful as things developed.
#2339
Thank you, Afullo!  You've got a great eye on typos!  I've already fixed the two tings. Next release, they won't be there.
#2340
Yes. As a matter of fact, the hardest part of the track analysis isn't to properly find things that should not work, but to emulate the high number of exceptions in Stunts internal track analyser. For example, if you place a ramp, two spaces and another ramp (which sometimes is possible to perform while racing), Stunts will refuse to accept that; but if you have an elevated road, then a space and then a ramp going down (which is completely not possible to ride on), Stunts will accept the track (inverted jump detection bug). Even worse, if you have a long elevated road, you can place spaces in between two pieces and it will still be accepted by Stunts. The first versions of my analyser would not allow this because it was the most sensible thing that they wouldn't work, but then I saw Stunts did, so I had to change it for a warning.