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Re: Checkpoint "signals"
Posted: 08 Jun 2011, 17:50
by tcq
metoxys wrote: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

I think the greatest opportunity to find cutters is looking at their replay, honestly.
And how do you want to do this with online recs in a database (e.g dedimania), honestly?
Re: Checkpoint "signals"
Posted: 08 Jun 2011, 18:08
by metoxys
tcq wrote:metoxys wrote: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

I think the greatest opportunity to find cutters is looking at their replay, honestly.
And how do you want to do this with online recs in a database (e.g dedimania), honestly?
nvm.
Was too focused on TMX
Re: Checkpoint "signals"
Posted: 08 Jun 2011, 18:33
by isidor3
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

)
Re: Checkpoint "signals"
Posted: 08 Jun 2011, 19:02
by El_Cid
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.
You got point there.
Anyway my idea was not to find cutters... mainly for hunters.
Re: Checkpoint "signals"
Posted: 08 Jun 2011, 19:07
by metoxys
Cutting should be rewarded imo
Re: Checkpoint "signals"
Posted: 09 Jun 2011, 22:21
by Mac_Matrix
metoxys wrote:
Cutting should be rewarded imo
Cutting time should be rewarded, yes.
Cheating, however, shouldn't

Re: Checkpoint "signals"
Posted: 10 Jun 2011, 08:00
by Insomnia
El_Cid wrote: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.
You got point there.
Anyway my idea was not to find cutters... mainly for hunters.
It was not even meant to say your idea was bad, I like it actually. I just always add technical info for Nadeo

From 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

Re: Checkpoint "signals"
Posted: 10 Jun 2011, 11:47
by El_Cid
Insomnia wrote:
It was not even meant to say your idea was bad, I like it actually. I just always add technical info for Nadeo

From 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

ye, i know what you meant, if fact i agree with that technical thing, it should be stored in a different way.
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.
Re: Checkpoint "signals"
Posted: 10 Jun 2011, 12:28
by metoxys
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.
Re: Checkpoint "signals"
Posted: 10 Jun 2011, 15:03
by Trackmaniack
Or just make a track that's impervious to cutting...
*snip snip* *scissors break*
