- Do not send the player backward, simply reduce their
forward momentum
- Below 67%, divide speed by 4
- Above 67%, remove a flat 50% top speed
- The goal here is to basically stop the player at low
speeds, like it did before, but cut a smaller amount at
high speeds so players can remain water skiing after
a highly boosted collision
- This was done implicitly by respawn
- However, it is sometimes possible to:
- Cross the finish line forward
- Gain a lap
- Lap cheat prevention activates afterward
- Drive backward over the finish line again
- Must still have the lap cheat prevention timer
running
- Do not lose a lap
- Timer resets once you're behind the line
- Now:
- You are behind the finish line
- Lap cheat prevention is not active
- You still have the lap gained from crossing the
finish line the first time
- To fix this:
- Reset your current lap to your lap safe when the timer
resets
- Safelap does not change while lap cheat prevention is
active
- Basically I am fixing an oversight in the lap cheat
prevention system, because the timer, safelap and your
current waypoints are all tied together already
- It's just the current lap that was not being tied
together with the rest of it
Our technical hardware support baseline is GLES2, which has a minimum
supported texture size of 2048x2048. This means we cannot allow anything
larger without introducing compatibility issues between GL players and
software players. Even if Software is able to handle larger images,
GL hardware may not, even on the same device. This additionally prevents
an issue with Twodee where the patch atlas can't handle images larger
than 2048x2048 due to the page size.
- Permit saving "this map has been beaten" for the Tutorial Challenge map if you conquered it
- This was previously short circuited because it wasn't a dedicated course
- Only trigger an extra UpdateUnlockablesAndExtraEmblems check if you haven't yet completed it
The original purpose was to make using the map command allow for multiple tries, ala standard console testing, but the condition was way too permissive and was promoting all esoteric map overrides to undue importance for the end of the Cup's evaluation.
- Don't assume that the first Round in a Cup defines the default gametype for it
- Now consistently uses GT_RACE
- It was written this way to try and permit non-Race cups in future...
- But there are much more solid ways to approach this down the line, instead of overloading this pre-existing data.
- cup-select.c: Don't assume `roundqueue.position == 1` means starting a fresh Cup from scratch
- G_HandleSaveLevel: Allow saving GP backups for overridden Courses at the front of the roundqueue
If a stage is taken out of the running for Grand Prix mode and replaced with another, the rank data wasn't corrected. We were merely getting lucky that the one Round Star regularly accessible had the same number of laps as the course it replaced.
Now, Laps, Rings, and Prisons can be adjusted up or down depending on the number of each element you're expected to have with a perfect GP tally.
Related: To make it more friendly to call in multiple places, RankCapsules_CountFromMap has now been adjusted to take a course ID instead of a virtres_t.
- Simplest possible solution for the time remaining: If the current gametype doesn't overlap with the nextmapoverride's TOL, do G_GuessGametypeByTOL.
- Future work: Allow an optional extra parameter to MapWarp to specify a specific Gametype by name.
- Fixes for tutorialchallenge
- NEXTMAP_TUTORIALCHALLENGE is integrated into the above, to reduce duplicate code
- Call D_GametypeChanged, which was previously missing