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 Post subject: Here's an interesting thought......
PostPosted: Sun Aug 13, 2000 5:26 am 
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Joined: Sat Apr 15, 2000 2:01 pm
Posts: 261
Location: Devizes Wiltshire England
Anyone know how driving through the pit sign opens the torture pit? Can you make your own version of this?

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sam.gage@btinternet.com
Yours Mentally
SIG


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 Post subject:
PostPosted: Sun Aug 13, 2000 5:49 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
If you mean opening up a secret track in your own pod, I don't think so. Going through that box in sidewinder triggers a change in the monster.ini file. This is hard coded into the game. On the other hand, you could prolly re-create the same effect and open up torture pit from within your own track ... maybe. However, that hardly seems worth it when the fixed version is better and would still need to be downloaded.


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 Post subject:
PostPosted: Tue Aug 15, 2000 4:55 am 
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Joined: Sat Apr 15, 2000 2:01 pm
Posts: 261
Location: Devizes Wiltshire England
Is the fixed version the one with cp5 in the right place and you don't go mental in the water?

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sam.gage@btinternet.com
Yours Mentally
SIG


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 Post subject:
PostPosted: Tue Aug 15, 2000 7:15 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
It's been a long time. Try it, you'll like it.


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 Post subject:
PostPosted: Tue Aug 22, 2000 1:27 am 
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Joined: Sun Mar 05, 2000 2:01 pm
Posts: 236
Hmm, this gives me an interesting idea. Perhaps you could have a trigger on objects that change the track your on. What I mean is, you could have a snow level, and when you drive through a cave, perhaps you could make a dynamite model and make a box that changes the properties of the .sit file temporarly... this would do something like make snowballs appear in another place. Perhaps you could do something like Beetle Adventure Racing where you have to take a different route on the final lap. Speaking of .sit file, how do I change the position of the sun using the .sit file? I haven't registered my Traxx still..

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-Wipeout


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 Post subject:
PostPosted: Tue Aug 22, 2000 9:10 am 
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Joined: Thu May 25, 2000 2:01 pm
Posts: 135
Location: Chicago
Why dont you guys just ask Grommit? If anyone would know it would be he.


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 Post subject:
PostPosted: Fri Sep 01, 2000 6:10 am 
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Joined: Sat Apr 15, 2000 2:01 pm
Posts: 261
Location: Devizes Wiltshire England
Will do. Air Wipeout, in BAR levels are made so if you are 1 min behind the guy in the lead then u r out but this doesn't happen in mtm so in m.player one person would have 2 wait otherwise the others would b trapped.
Thought though, can u make a track which goes round a circuit and on the last lap take a detour finish without making a course that goes round eg. lap 1-(0,1,2,3) lap 2-(5,6,7,8) lap 3-(9,10,11,12) then a detour? (...) = course segments.
Final thing- can u make checkpoints of the same number in 2 different places?
Oh and to ne1 owning a genesis(megadrive) or an emulator (a free program that plays genesis(mega drive) and other pre-historic sega system games which can be downloaded for free and built in game genie), on Streets of Rage 3 play tune 4. It's terrible but good!

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sam.gage@btinternet.com
Yours Mentally
SIG


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 Post subject:
PostPosted: Fri Sep 01, 2000 1:52 pm 
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Joined: Sun Mar 05, 2000 2:01 pm
Posts: 236
You can't make to checkpoints with the same number. Hmm, you could do something like in BAR by the way you mentioned. Make the start a straight line to the course (with no segements) then make the course 3 times, the last time changing path. The start/finish could be here. Then you could have burriers so the coms don't keep going after they are finished the race. I think you could do this, because I don't think you need to drive though the start/finish before hitting the other CPs. With some experimenting, I bet you could make those races... um, what're they called. Anyway, the ones that have a seperate start and end. Only one lap, from on place to another. The map would look messed up, but it would work... Hmm. This is very interesting/

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-Wipeout
- MTM2 Vault


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 Post subject:
PostPosted: Fri Sep 01, 2000 8:44 pm 
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Joined: Sat Apr 15, 2000 2:01 pm
Posts: 261
Location: Devizes Wiltshire England
No worry on the map- just make the main course go once round and course 2 go round 3 times and set trucks to course 2!

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sam.gage@btinternet.com
Yours Mentally
SIG
<IMG SRC="http://www.thesimpsons.com/bios/images/bios_family_bart_icon.gif" border=0>


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 Post subject:
PostPosted: Tue Oct 03, 2000 12:12 am 
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Joined: Wed Jun 21, 2000 2:01 pm
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Location: Pipestone, MN
SIG, you were right on when you said this: "lap 1-(0,1,2,3) lap 2-(5,6,7,8) lap 3-(9,10,11,12) then a detour? (...) = course segments."
I have thought of making route changes in tracks quite a bit, and the trick to it is setting the checkpoints. Exactly as you said - lap one would have 3 or 4 well-positioned CPs (for no shortcuts) and the second lap could use yet even more checkpoints, and the road could be anywhere you choose it to go. Running back thru the Start Finish line wont bother anything, but you would need to place as many CPs there as you have laps.
The end result would be driving thru checkpoints just like with any other track, only the fastest way to get thru them all means going around a track 3 times, and then the last 3 or four checkpoints would be on an alternate route. One example of this is Alpine's 3-Hit ReDizzy Combo from MTM1. I had three laps on a small oval track within a larger rally-type track.

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- Alpine #23<IMG SRC="http://groundzero13.hypermart.net/snorkie.gif" border=0>


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 Post subject:
PostPosted: Tue Oct 03, 2000 1:18 am 
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Joined: Wed Mar 01, 2000 2:01 pm
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Location: Salem, OR, USA
Hmmm... yup, been thinking about this "problem"... hence the reluctance to release my latest track.... I have created a largeish terrain, but on my first beta, just put a "small" course layout, for the sake of playability. As it is developing, I have created several different layouts (thinking rookie, inter and pro) BUT I would ultimately like the whole sheebang to be used by all, no matter what the percieved "level" of expertise. Also, making use of the "complexity level" seems to have been ignored (or just overlooked) in the past... (not giving away secrets here Phin). I am guessing that with the advent of 4x4 Evo, TRI have recognised and implemented these possible enhancements to thier latest game... Dunno, we'll have to wait and see.
In the meantime... MTM still seems to have a lot of mileage... no pun intended... as far as the ability to be creative with add-ons. I'll prolly still be working on this track a year from now! Image

BTW... nice to meet you Alpo... I like your stuff. I'm one of these guys who tend to sit back and watch (especially on the Main BBS)... you make your points very eloquently, and persuasively - I don't always necessarily agree, but I admire a guy who can spell! Heehee! Say Hi to Dakota from me. Image

Best Wishes

edit>> fergot to mention: cute siggy Alpine!

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Keep on Monster Truckin'

EmceeMart

[This message has been edited by EmceeMart (edited 03-10-2000).]


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