And how do you want to do this with online recs in a database (e.g dedimania), honestly?metoxys wrote:I think the greatest opportunity to find cutters is looking at their replay, honestly.tcq wrote:This sounds like a great idea, if you could get the speed additional to the time. As Insomnia wrote, this would be a great opportunity to find cutters
Checkpoint "signals"
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Re: Checkpoint "signals"
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Re: Checkpoint "signals"
nvm.tcq wrote:And how do you want to do this with online recs in a database (e.g dedimania), honestly?metoxys wrote:I think the greatest opportunity to find cutters is looking at their replay, honestly.tcq wrote:This sounds like a great idea, if you could get the speed additional to the time. As Insomnia wrote, this would be a great opportunity to find cutters
Was too focused on TMX
Re: Checkpoint "signals"
I love the idea of showing your speed difference at the checkpoint, but I can see where you would want to be able to turn it off.
If cutting is basicly what is shown in this video, http://www.youtube.com/watch?v=syA4GARdGbY Then I would think that doing stunts like that should be rewarded, not discouraged (just mho
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If cutting is basicly what is shown in this video, http://www.youtube.com/watch?v=syA4GARdGbY Then I would think that doing stunts like that should be rewarded, not discouraged (just mho

Re: Checkpoint "signals"
You got point there.Insomnia wrote:This would mean we have to store the times/speeds at certain CPs in TM2 though. In TM1 they're just saved as "1st CP, 2nd CP, 3rd CP"... independent from the order you pass them.
Anyway my idea was not to find cutters... mainly for hunters.

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Re: Checkpoint "signals"
Cutting should be rewarded imoisidor3 wrote:If cutting is basicly what is shown in this video, http://www.youtube.com/watch?v=syA4GARdGbY Then I would think that doing stunts like that should be rewarded, not discouraged (just mho)
- Mac_Matrix
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Re: Checkpoint "signals"
Cutting time should be rewarded, yes.metoxys wrote:Cutting should be rewarded imoisidor3 wrote:If cutting is basicly what is shown in this video, http://www.youtube.com/watch?v=syA4GARdGbY Then I would think that doing stunts like that should be rewarded, not discouraged (just mho)
Cheating, however, shouldn't

- Insomnia
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Re: Checkpoint "signals"
It was not even meant to say your idea was bad, I like it actually. I just always add technical info for NadeoEl_Cid wrote:You got point there.Insomnia wrote:This would mean we have to store the times/speeds at certain CPs in TM2 though. In TM1 they're just saved as "1st CP, 2nd CP, 3rd CP"... independent from the order you pass them.
Anyway my idea was not to find cutters... mainly for hunters.


Re: Checkpoint "signals"
ye, i know what you meant, if fact i agree with that technical thing, it should be stored in a different way.Insomnia wrote: It was not even meant to say your idea was bad, I like it actually. I just always add technical info for NadeoFrom my side, I like any info I can have, in the track files, replay files, etc. It can all be used on websites and upload modules
Or... maybe also the speed stored like 1°cp 2°cp etc? Because at the end... if we think this way, also the time should be stored not with CP order but for each one. So, speed and time should be stored the same way, or both in the order(like time in TM) or something related to the cp "block" itself.
Because having them stored with 2 different procedure would be a bit chaotic.

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Re: Checkpoint "signals"
i would suggest that, in the editor, the user is able to nummerize the checkpoints in order to make storage and reading data values easier. One could also prevent cutting by making the track work in a way that you have to go through the checkpoints in order.
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Re: Checkpoint "signals"
Or just make a track that's impervious to cutting...
*snip snip* *scissors break*
*snip snip* *scissors break*

WIP
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