![]() Editor: Fixed AI nodes flashing even after linking until the file is saved. Editor: Fixed improperly initialized objects in nodes edit mode and ensure Fixed overflow in Stunt Arena mode with more than 64 stars. The cursor is hidden in camera rotation mode (with mouse right held). Editor: The in-game mouse cursor is 1:1 accurate with the system cursor. Also, zoom level is preserved when switching between F4 and The scroll-wheel zoom speed can be controlled with theĬaps lock key. Rotation speed is now consistentĪcross zoom levels. Editor: Lens zoom support has improved. Editor: Visimasks are no longer updated per-frame in Visiboxes edit mode. Improve camera behavior at high frame rates. The camera collision fix from the previous version is restored. Also better optimized semi-transparency sorting. Shaders: Maximum supported on-screen generated polys (eg, sparks, dust) has This should make *.inf parsing more stable and bringĬonsistency across the different text formats. Level *.inf file parsing now uses the common utils parser similar to other ![]() This is currently implemented for AI Nodes and Pos Nodes edit Set "LegacyEditorControls = 0" to access the new and improved editor Movement along with same-direction Y-axis for mouse motion. Set "Legac圜ameraControls = 0" to access a modified WSAD set for camera These can be enabled separately using new options under the Modern Editor Workflow: There is now optional support for a modern editorĬontrols scheme and alternate camera controls, both of which are disabledīy default. When the start and end nodesĪre different, the nodes do not have to form a loop. Whenever the STARTPOS or ENDPOS is changed. The end node is deduced from the ENDPOS, just as the The AI (*.fan) and Pos Nodes (*.pan) file formats have been updated to hold Using this game type must also specify an ENDPOS defining the finish line, Sprint Tracks: New GAMETYPE 4 for sprint tracks (point A -> B). The camera collision behavior is restored.Online: Fixed key cars not moving in Frontend.Online: Fixed wrong cheating flags saved to the CSV.Online: Fixed bugs related to CPU cars (eg, bomb transfer).The editor has also received a couple of other usability improvements: ![]() Clicking on nodes of the segment toggles a wall depending on the side.Allows modifying the overtaking line (Drag pink line on selected segment).Drag white line on selected segment = modifies race line.Delete = Remove segment (Selected first, then if any under cursor).Ctrl + Left Mouse over connection line = Inserts a segment inbetween.Select segment + Right Mouse on connected segment = Disconnect segments.Select segment + Right Mouse on another = Connect segments (order matters).Left Mouse Drag on segment = Move segment.Shares similar controls with the position editor Select node + Right Mouse for chain linking.Delete = Remove node (Selected first, then if any under cursor).Ctrl + Left Mouse over connection line = Inserts a node inbetween.Select node + Right Mouse on connected node = Disconnect nodes.Select node + Right Mouse on another = Connect nodes (order matters).This is currently implemented for AI Nodes and Pos Nodes edit modes. LegacyEditorControls: Set this to 0 to switch to the modern editor workflow.The changes include a more "standard" WSAD set (where W = forward, S = back, Q = up, E = down), and Y-axis movement that follows the mouse motion instead of being inverted. Legac圜ameraControls: Set this to 0 to use modified camera navigation controls.These features are enabled through a new section in rvgl.ini, containing two new options: ![]() We have a new developer on the team - say hello to Frankie - and together we're modernizing the in-game editor! The camera controls have also received an overhaul. The car is automatically repositioned to the start position upon completing the lap. Sprint tracks are also playable in Time Trial mode. The nodes need not form a loop, although it is recommended to lay out a couple of additional nodes before and after the start and end nodes. These files need to be re-saved whenever the STARTPOS or ENDPOS has changed. You then need to re-save the AI and Pos Nodes. GAMETYPE 4 Track type (0:default, 1:battle, 2:stunt, 3:frontend, 4:sprint)ĮNDPOS -17784 -8846 -90895 End position coordinates This works just like STARTPOS and can be obtained using Right Shift + F9. inf file and define the end position with ENDPOS. To convert your track into a sprint track, set 'GAMETYPE 4' in the level. These tracks have the lap count automatically set to 1 and display the progress percent in place of the lap count. There is now support for point-to-point tracks or NFS-style sprint tracks.
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