Hi. The censored comment was a spam filter issue. Sorry about that! Unless you can see any outstanding issues, I am happy for the current version of Frozen Drive to be treated as final. If there is something you want fixed or added (Egg Hunt?) then please let me know so I can fix it before inclusion. Otherwise, I am happy for you to include this current version!
Welcome! Revision 2 looked good to me, so assuming Revision 3 fixed what kimden mentioned (it looks like it did based on the forums), it should be ready.
Yep, plus I think that issue was only relevant in online matches (is the add-on version ever used online?) The only functional issue I can think of right now is if anyone has an issue with the cannons, but it looks like they are 'good enough' and not causing issues.
Welcome :D !
I was going to include the track and just tested it, but have an issue... I cannot get the track work with the Mod :| ... For some reason, at the exit of the dark tunnel, there is an orange barrier after the dark tunnel, and it looks like I am actually stuck into snow...
Does this track need some Stk 1.1/Git code? If yes that would mean that I would have to upgrade the Mod just to support this track, which was not really what I planned... Or is there some hack I (or you) can do with your track to make it work with something based on the Vanilla Stk 1.0 code? Now, if the required Stk Code changes are very small, I could also make an Addons 1.0d to support this track...
https://drive.google.com/file/d/1mLT8ZEeEKq46M2E-WnYtvaA5k6oQlG3b/view?usp=sharing https://drive.google.com/file/d/1qH3T9oYmavJ_ZJVz5Om6r7Kqx-ESb-RM/view?usp=sharing
[warn ] Material: Cannot determine texture full path: approx_diagonals.png [warn ] Material: Cannot determine texture full path: zipper_stk_generic_ice_a.png [warn ] Material: Cannot determine texture full path: unicolor_white [warn ] Material: Cannot determine texture full path: unicolor_white [info ] Track: Overall scene complexity estimated at 83 [warn ] Scripting: script (9, 1) : INFO : Compiling bool isLocalPlayer(int) [warn ] Scripting: script (10, 13) : ERR : No matching signatures to 'Track::getKartType(int)' [warn ] Scripting: script (11, 5) : WARN : Unreachable code [warn ] Scripting: script (15, 1) : INFO : Compiling bool isGhostPlayer(int) [warn ] Scripting: script (16, 13) : ERR : No matching signatures to 'Track::getKartType(int)' [warn ] Scripting: script (17, 5) : WARN : Unreachable code [error ] Scripting: Build() failed [warn ] Scripting: Scripting function was not found : bool isTrackReverse(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : bool isTimeTrial(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : bool isTimeTrial(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : bool isTimeTrial(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : bool isTrackReverse(Track::TrackObject@) [warn ] Scripting: Scripting function was not found : void recordPlayerKart(int)
Lol never mind, Kimden told about this issue in the other forum... And the creator had the brilliant idea to put a very simple "Compatibility Mod" in Scripting.as so I can make the track work here! The Data Folder was updated and you can now run this track officially here :D ! One unrelated detail, starting from now I am going to call the Mod Versions simply "1", "2", ... and not "1.0", "2.0",... like for Mario Kart 7 or 8 Lol
GumballForAPenny, an Egg Hunt would be welcomed :D ! Egg Hunts can be added at any time even if the track is frozen for the Mod. And of course good job for this track :D ! Pretty harsh however if you fail somewhere in the Shortcut... You must start it over if that happens... Also not sure what is the point of rescuing when I slow down...
(Edit: Wax: I was writing and only saw your post after submitting my message Lol)
"Egg Hunts can be added at any time even if the track is frozen for the Mod." That's good, I might do it a little bit later than.
"Pretty harsh however if you fail somewhere in the Shortcut... You must start it over if that happens... Also not sure what is the point of rescuing when I slow down..." I agree now. Originally, my idea for the shortcut was that there were no respawns, to make it dangerous yet rewarding in a race. However, because I didn't add a driveline there, STK automatically thinks you need rescuing if you slow down. I might throw in a driveline quickly and see if you like it.
Update: Here it is, [OUTDATED, see below] files.catbox.moe/rmhva7.zip
"And of course good job for this track 😃 !" Thank you very much! I'm glad you all like it.
Thank you for improving this quickly! Unfortunately, this introduced a new bug where sometimes, when falling after the very sharp turn, Thunderbird puts me inside the snow:
https://drive.google.com/file/d/1A1G5ROPnixuWTitoB4BCAS0aOUzd-I5Q/view?usp=sharing https://drive.google.com/file/d/1OAMUfY04EltLksUORquFf3r3a3csWC6r/view?usp=sharing
That also means for speedrunners: actually, don't run this track yet until this is fixed.
I also found a shortcut that would be extremely hard to use, though still possible and maybe even trainable with a lot of dedication. Not sure if it is worth to fix, personally I would love it for TAS Lol.
https://drive.google.com/file/d/1uqYCVnSHzRVnWuOAMoQS5-4OCxZxwLHJ/view?usp=sharing
"Unfortunately, this introduced a new bug where sometimes, when falling after the very sharp turn, Thunderbird puts me inside the snow:" I made that driveline automatically without checking so it sticks into the wall, I will go over it and can fix this and reupload in an hour.
"I also found a shortcut that would be extremely hard to use, though still possible and maybe even trainable with a lot of dedication. Not sure if it is worth to fix, personally I would love it for TAS Lol." Dropping down to the level below? I wondered about that a while ago but could never pull it off. I even considered adding a fence, but I think that if you can use it, you have earned it.
Here is the fixed driveline: https://files.catbox.moe/tzyv2s.zip
Very nice! I updated the Data Folder and now this track can definitively be run officially :D !
There is no need that the "Official Addons" are the same as the "Mod Addons". They will diverge as soon as an update is applied to an "Official Addon" anyway after being frozen for the Mod. To run here, files from the data folder provided in the Mod's Github Release must be used.
Also @GumballForAPenny, I see your post on the forums now that you're running into an error when trying to upload it
Just a heads up for anyone planning to do (unofficial, I guess) speedruns of Powder Rush, there is a decent chance that I will extend the track further, making the current track into just the first lap. Please tag record attempts as Powder Rush [beta]
Sounds good! Also, there is a new featured track, Nitro Island, that doesn't seem to have any exploits. Should it be added to the mod? It wouldn't be one of the better tracks, but it is indeed featured and all (unique) featured tracks so far are included if they don't have any major problems.