Suggestion for /promode setting...

Discussion related to Turbo Sliders and beta version feedback.

Moderator: Forum Moderators

Post Reply
User avatar
fasteddie399
Community User Level: 2
Community User Level: 2
Posts: 162
Joined: Sun Apr 24, 2005 1:53 am

Suggestion for /promode setting...

Post by fasteddie399 » Mon May 16, 2005 1:08 pm

This is mainly directed to Ande, but obviously anyone may provide feedback... :D

In version 1.0.5, it would be GREAT if the /promode setting could also disable drivers who drive backwards!

For example, if there are 8 control points in a track, and a player goes through cp's 1, 2, 3, 4, then 3 again, that player should be immediately disabled!!!

I'm sure I'm not alone in this feeling, but I'm so tired of people deliberately driving backwards, trying to screw people up, until they make contact with a car a lap ahead of them. What I'm suggesting is that the become disabled before they make contact with the "proper" players.

I hope what I'm suggesting isn't that difficult to do, and i definitely think this will make many players very happy! :wink:

User avatar
Kobradog
Community User Level: 1
Community User Level: 1
Posts: 48
Joined: Sun Oct 31, 2004 9:51 am

Re: Suggestion for /promode setting...

Post by Kobradog » Mon May 16, 2005 1:34 pm

fasteddie399 wrote:For example, if there are 8 control points in a track, and a player goes through cp's 1, 2, 3, 4, then 3 again, that player should be immediately disabled!!!
There are tracks (even at least one default track / Sandycur, if my memory serves me correctly) that have checklines set up so that you HAVE to drive through some of the earlier checklines. So setting the control mode too tight -> problemos, setting it too loosely -> of no use.

Btw Ande, if it's not classified information, would you like to reveal, how exactly does the pro mode work? I've been doing some testing with different amounts of checklines in a track & haven't really figured out the difference of passed checklines that lead to the elimination.

That would be useful info when making e.g. some nice Krash & Burn tracks (K&B is a simple violent "mod": tens of laps, pro mode on & no holds barred).

User avatar
Ande
Game Developer
Game Developer
Posts: 487
Joined: Thu Oct 14, 2004 9:43 pm

Post by Ande » Mon May 16, 2005 7:15 pm

Yes, it is indeed hard to detect backwards driving for the reasons Kobradog described. So I'm afraid we have to cope with the current system for now.

Pro mode disabling rule is no secret. It should work so that a car is disabled if the difference of the number of control points passed is more than half the number of control points in a track. So, if control points are evenly distributed, the gap should be slightly more than half a lap.

RadKon
Community User Level: 1
Community User Level: 1
Posts: 25
Joined: Thu Apr 21, 2005 12:17 am
Contact:

Post by RadKon » Tue May 17, 2005 10:08 pm

well maybe have it so that if you go tho two control points in the wrong way, you get disabled because i know for me i have had to go the wrong to catch a missed control point, because of driving mistakes or just racing to close and being bumped.

User avatar
Mouse
Community User Level: 5
Community User Level: 5
Posts: 1358
Joined: Fri May 20, 2005 1:56 am

Post by Mouse » Fri May 20, 2005 8:51 pm

this is a big problem, i hate backwards drivers, but even when they do get disabled, they park the car in the center of the track, or turns. could there be way to get the car off the track and give the disabled driver no controll (turning).
Image

User avatar
fasteddie399
Community User Level: 2
Community User Level: 2
Posts: 162
Joined: Sun Apr 24, 2005 1:53 am

Post by fasteddie399 » Fri May 20, 2005 9:01 pm

could there be way to get the car off the track and give the disabled driver no controll
How about this (Ande I hope you're listening! :P ) : When a car becomes disabled, make it a ghost as well.

That way, it's as if they no longer exist, which is EXACTLY what faster drivers would prefer if they want to park on the track.
:wink:

User avatar
Ande
Game Developer
Game Developer
Posts: 487
Joined: Thu Oct 14, 2004 9:43 pm

Post by Ande » Fri May 20, 2005 9:11 pm

Yes, ghosting disabled players is a good idea and actually, I have thought about it already. However, there are some technical problems for which it hasn't been implemented yet. We'll see if it gets done one day :).

Post Reply