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Laguna Seca Version 2

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Brook
Toad
Pax-raider
Battlewagon
theSnail .@y
DonaemouS
leoantix
C14ru5
Tuktuk
slowDan
djpimley
Kenners
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Post  Kenners Sat Mar 28, 2009 4:20 pm

Pax-raider wrote:Nothing so tricky. I think C14 is referring to the fact that the cars enter the "Laguna-world" about 10m off the ground, compared to the usual few m. Just lower the Z of startPos in the mapinfo.

The distance marker one is an easy fix too, rather than turn lighting off (which makes things look artificial imho), you could just either tilt the markers back in the mapinfo, or remodel so that the number is on a face that sits about 20-30 degrees off vertical. That way it will pick up enough ambient light to be visible and the light will change in subtle ways according to clouds, angle to the sun etc.

Ahh, sh*t, I didn't think of that.. I'll see if I can figure out how to change it.

edit - easy enough; I just used TE to re-set the starting point.

-K


Last edited by Kenners on Sat Mar 28, 2009 5:49 pm; edited 1 time in total

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Post  Tuktuk Sat Mar 28, 2009 5:22 pm

Kenners wrote:See the first post for the link to the final alpha.
cheers sunny bounce (Beautiful. Awesome. Fantastic.) Thanks a lot.

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Post  Valentin K Sat Mar 28, 2009 6:35 pm

I can only second you, Tuktuk! cheers
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Post  C14ru5 Sun Mar 29, 2009 7:20 pm

Here are the files belonging to the AI tweak that I said I would make.

LagunaSecaTake2AIFiles.zip

I made the AI really tough by Redline standards, much like in my original Laguna Seca. If you give the AI some cars with higher grip, their pwnage is reduced somewhat. Please let me know if the difficulty is too hard to be fun.
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Post  Kenners Sun Mar 29, 2009 8:46 pm

C14ru5 wrote:Here are the files belonging to the AI tweak that I said I would make.

LagunaSecaTake2AIFiles.zip

I made the AI really tough by Redline standards, much like in my original Laguna Seca. If you give the AI some cars with higher grip, their pwnage is reduced somewhat. Please let me know if the difficulty is too hard to be fun.
Hey C-

Can you tell me: In the roadtypes file, did you change anything besides minTrack & maxTrack values? I'm asking, because I've been working hard on the roadtypes file I had, too. If the min- and maxTrack values are it, I can deal with that, get them put in..

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Post  NoNameBrand Mon Mar 30, 2009 12:50 am

This track is amazing. Great work!

My only comment is that the curb on the far side of the track as you come out of the second last turn is perhaps too abrupt - launched my car over it as entered the turn with slightly too much speed. I think my left wheels should have just gone over onto the sand, rather than my car getting slightly airborne.

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Post  C14ru5 Mon Mar 30, 2009 5:10 am

Kenners wrote:In the roadtypes file, did you change anything besides minTrack & maxTrack values?
No, just the minTrack and maxTrack values. For the most part, I reduced all values by 1.0m, but there are exceptions that were necessary to smoothen the AI line. You'll need to be very thorough when entering the minTrack values for the first 20 roadtypes, since they're carefully matched so that the AI doesn't crash into the roadcones on the first lap. (For some strange reason, right after the start, all AI cars want to go left, even if they are 4-5m outside of their legal boundaries...)
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Post  alphonse Mon Mar 30, 2009 7:28 pm

This track looks and is driven fantastic.
Great work Kenners, congratulation!

Smooth lines, Pax-curbs (lol), nice looking and great fps here, even in multiplayer.

Excellent, well done!

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Post  Kenners Tue Mar 31, 2009 10:40 am

Bump to top. See first post.

-K

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Post  Kenners Mon Jun 29, 2009 11:15 pm

Version 2.21 is out. See first post for details.

http://www.legacyoflies.com/devuploads/kenners/LagunaSecav2.redplug.zip

Thx,

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