Working out the night track

My night track project for C1 is progressing. I've finally locked a scale I estimated was kinda realistic and good gameplay-wise as well. This will allow me to go on with paths, peds and noncars.

So far the track is ingame and features everything it needs on the graphic side but the menu pics. I used the V7 track txt file and it allows me to control the transparency of ! materials directly, it is also possible to have secondary actor and model files for lowmem comp (though I really doubt it will be necessary (unless 500+ noncars is too much?!)). The only very annoying problem right now is an incomprehensible bug making the game crash in some areas of the track. I've tested everything I could come up with this evening and no luck. I'm still thinking it could be related to unloaded materials or something wrong with the additional actor file... dunno...

To do list~

  1. Find a damn better name than "night track" heh!
  2. Menu pics + infos
  3. Fix the map matrix
  4. Opponent paths + cops/network starting points
  5. Checkpoints
  6. Peds (via internal edit mode?)
  7. SFX volumes (they change the windscreen material)
  8. Import the noncars
  9. Find and fix the damn crashing bug
Now that I think about it, the bug could be related to incoherent coordinates left in the track txt file (peds and paths). The paths will be created directly via Dan's noncar tool. I think I'll do the peds at the end 'cause the peds data takes like 99% of the track txt file and makes it tedious to scroll up and down D:  I'll do the noncars group by group, everything that isn't a plant is ready to be imported but again I'd prefer to do that at the end heh... Damn I had totaly forgot about the powerups... We'll see that later too~

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