LR V3.4.X [03 MAY 2015 UPDATE]

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by efrazable on Tue Feb 17, 2015 7:32 pm

Sounds good thanks!

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by [senpai] kevans on Tue Feb 17, 2015 7:53 pm

Update has been pushed, download link in OP.

Additions:

-"var:frames" added to watermark settings, will display total frames in simulation.
-Line snapping saved as per user.

Changes/fixes

-Fixed green lines snapping
-Fixed dots being drawn while using pan shortcut (space).
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Getthim on Wed Feb 18, 2015 12:33 pm

would it be possible to see the line placer (before actual line is drawn fully) over green lines

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by rabid squirrel on Wed Feb 18, 2015 4:15 pm

^ I suggested that a while back so I'll just add my 2nd to that notion

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by iPi on Thu Feb 26, 2015 9:29 pm

I was messing around with tail fakies when this happened:



Observations:
-The sled can be in nose fakie, tail fakie, and both fakies simultaneously.
-This doesn't require the dual fakies toggle to be checked.
-When the sled is in both fakies, the 2 bottom contact points are moved to the top and cause the sled graphic to appear to be in the wrong place, when it's really just that the contact points are shifted.
-The sled cannot be broken.

Already chatted about this with you, but I'm just posting it anyway.

Edit: The 2/26 update fixed it. Thank you!


Last edited by iPi on Thu Feb 26, 2015 10:36 pm; edited 1 time in total
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by [senpai] kevans on Thu Feb 26, 2015 9:52 pm

Update pushed, download link in OP

Added:

-Fixed camera point setting

Changed/fixed

-Compass not updating correctly
-Cleaned up a lot of code.
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Z_N-Freak on Fri Feb 27, 2015 4:04 am

This new version is amazing. And I'm comparing it to just beta 2 basically. The fact you can see frame by frame and see contact points, just wow. No wonder everybody be getting so good at quirking. The kramual cannons that recently came out, I wonder if we would have been able to do that without frame by frame and so much zoom. It kind of feels like science where you are providing us with better tools and we can discover new stuff! Amazing work man Smile

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Guest on Fri Feb 27, 2015 12:25 pm

Those were all discovered in 6.7 and earlier actually. Dap just exploited all of it using this version.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Fri Feb 27, 2015 12:46 pm

Kramwood wrote:Those were all discovered in 6.7 and earlier actually. Dap just exploited all of it using this version.

Except for cannons and I guarantee you some of the kramual pulls in caf were so strong we wouldn't even have dreamed of making them. Also other pixel perfect shire I'm experimenting with are entirely impossible to work with without keg. in fact, I'm gonna request a substantially farther zoom level buffer option.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Guest on Fri Feb 27, 2015 1:05 pm

https://www.youtube.com/watch?v=CjJyeo3HNf0

edit: also, it's not impossible to make with out certain tools. It just depends on the best way for you to see what's happening. I actually don't like using contact points because it throws me off because I spent so much time with out it, where as you're probably really comfortable switching it on and off. It doesn't really make too much off a difference as long as you figure out a way to understand the mechanics of the game.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Fri Feb 27, 2015 1:14 pm

I knew about that, the cannon is half as strong as it could be (have the .sol) and there are no kramual pulls. not talking about cannons, talking about pulls.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by iPi on Fri Feb 27, 2015 1:14 pm



Huh, it seems the sled broke and unbroke and, for some reason, it randomly disappears when zoomed in close. Not sure if this is just on my end.
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Guest on Fri Feb 27, 2015 1:17 pm

Dapianokid wrote:I knew about that, the cannon is half as strong as it could be (have the .sol) and there are no kramual pulls. not talking about cannons, talking about pulls.


so the kramual g-wells, flings and alt. flings then? I don't understand what you're trying to say. that's as vague as saying "nose pull"

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Fri Feb 27, 2015 1:21 pm

specifically the new nose pulls and contact point shif I was doing in caf. maybe I'm wrong but hell. It's all possible without kev I suppose.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Guest on Fri Feb 27, 2015 1:23 pm

i've seen all those contact pulls. there just scattered through out my videos and not all in one section.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Fri Feb 27, 2015 1:43 pm

Maybe that was what made it such a standout section of track; all those tricks in one go made it more complete as a component. So nothing new except fully stacked maximum cannons. kay. ot soz

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by rabid squirrel on Fri Feb 27, 2015 2:19 pm

dap/kram, you are both massively off topic. make a new thread.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by [senpai] kevans on Fri Feb 27, 2015 4:43 pm

Kram, no one here is making you use contact points, and no one is making you use my builds. The idea that you won't use them because of a god damn toggle is really dumb, but again, not making you use it. Your tracks are not any less valid than anyone else's tracks that may or may not of used that setting. There are a lot of people here that sincerely appreciate what I have done for the community. This conversation you had with Dap tells me that you're the last person here who thinks it matters what tools someone uses, and I already knew this as fact when I asked the community about a certain feature. That solitary "no" was the douchiest thing anyone could of said. You couldn't even muster a damn to rationalize it because you're fucking Mark Callawood.

This thread is here to discuss implementing tools to help improve the process of making tracks and for me to provide these tools, not for people to complain about how much these tools violate the "spirit of line rider". If you want to talk about how "game breaking" these tools are, do what Rabid said and make a topic, but you better give me a damn good reason to make a significant change in anything I've already added or will be adding in future releases.

Ty Rabid for the crowd control, but I needed to get that rant out there.
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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Fri Feb 27, 2015 9:25 pm

I apologize!

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by rabid squirrel on Fri Feb 27, 2015 9:47 pm

kevans, you're also pretty off topic. and I'm pretty sure that post was borderline flaming. Kram has never asked you to do anything for him, so it's not really respectful of you to bash him for saying that he personally hasn't used a tool you built.

kramwood: "actually the trick isn't impossible without contact points. BTW I don't use them myself."

kevans: "gtfo of my thread kram and stop saying contact points break the game and violate the spirit of line rider. You better have a damn good reason if you want me to get rid of them. Also you're a douchebag for not explaining why you won't use a version with tail fakies."

doesn't really follow...

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Fauxfyre on Sat Feb 28, 2015 2:54 am

I personally haven't used or been following 3.4.x since it branched of from 3.4.3, but I took a look at it and think the option menu as a whole now is a hot mess of choices, and most of it that has been added since 3.4.3 seems non-beginner friendly (Dual fakie? Alternative start? Camera point?) I think if we want to be able to sell this to any people interested in picking it up, some tabs should probably be added, with one labeled ADVANCED or something to distinguish it from others.

I won't go into how I think some of the options mentioned are heinous additions to the game engine, because I most likely won't be moving forward onto this, but I'm just trying to get a point across of how I think this would appear to a newbie, or someone who hasn't touched it in a couple years.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by rabid squirrel on Sat Feb 28, 2015 10:11 am

Shotoku wrote:I personally haven't used or been following 3.4.x since it branched of from 3.4.3, but I took a look at it and think the option menu as a whole now is a hot mess of choices, and most of it that has been added since 3.4.3 seems non-beginner friendly (Dual fakie? Alternative start? Camera point?) I think if we want to be able to sell this to any people interested in picking it up, some tabs should probably be added, with one labeled ADVANCED or something to distinguish it from others.

I won't go into how I think some of the options mentioned are heinous additions to the game engine, because I most likely won't be moving forward onto this, but I'm just trying to get a point across of how I think this would appear to a newbie, or someone who hasn't touched it in a couple years.
I actually do like ALL of the additions, but I definitely agree that maybe some of them should be hidden somehow (for "advanced" users) because they will make no sense to a newbie.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by ScrungleBlumpkus on Sat Feb 28, 2015 10:58 am

@rabid squirrel wrote:
Shotoku wrote:I personally haven't used or been following 3.4.x since it branched of from 3.4.3, but I took a look at it and think the option menu as a whole now is a hot mess of choices, and most of it that has been added since 3.4.3 seems non-beginner friendly (Dual fakie? Alternative start? Camera point?) I think if we want to be able to sell this to any people interested in picking it up, some tabs should probably be added, with one labeled ADVANCED or something to distinguish it from others.

I won't go into how I think some of the options mentioned are heinous additions to the game engine, because I most likely won't be moving forward onto this, but I'm just trying to get a point across of how I think this would appear to a newbie, or someone who hasn't touched it in a couple years.
I actually do like ALL of the additions, but I definitely agree that maybe some of them should be hidden somehow (for "advanced" users) because they will make no sense to a newbie.

I remember the dillemma I was faced witih when I first returned. Use Mhenr, which I was used to but couldn't operate easily because of an all hotkey interface but it had a help button. Or I could use Kev's, which ad this menu and seemed clunky. He's made it better in the past year, easier to find what you need. But I see the split in the focus you guys are making clear.

Wow. This is suddenly a big and rather unavoidabe issue. An advanced tab would be nice, but it would be hard to separate options into advanced and standard.

I'll write what i believe would go where and in what format here for the hell of it.

Standard options: Zoom level, ghost flag, flag lock, color playback, playback tools, XY/45 snap, Line snap, lock scroll wheel. Put a little description about them and an example of how it can be useful as a mouseover or underneathe it or something, maybe?

Advanced: Everything else. Make a section for the slowmo and fast forward mode, make one for the camera options, a section for the autosave, a section for recording options (the watermark), and then make a section labeled "Physics modifications" specifically for alt start and dual fakies and explain in depth what that would mean for tracks.

I know what I'm suggesting is rather big and, while not hard, rather boring and tedious to do. I'm not saying waht you've done is bad. in fact, I don't care if you fix it at all as an individual, but to staisfy a community concerned with growth it may go a long way to do this. Plus, I think it's rather nice to have a clean program with a pretty and intuitive gui. Smile

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by Orthuss on Sat Feb 28, 2015 4:01 pm

If you guys are talking about an "advanced options" menu, a suggestion I have to fill it up a little would be key bindings. This is a bit nitpicky though. Like, seriously nitpicky. Probably the main reason I'd really like this is because I have a german QWERTZ keyboard, so the top keyboard row doesn't quite match the top row of buttons. Also, one of my friends uses AZERTY, so hotkeys are a bit weird there too. Plus, keybindings let you see all the actual hotkeys listed up in one place.

I can imagine hotkey bindings could cause a bunch of problems though, and you'd need some extra save space or something, and programming this could be a little tedious. This is just an idea to add on to the above.

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Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by [senpai] kevans on Sat Feb 28, 2015 5:42 pm

I find it a little funny that these things are being brought up now. I've never viewed my builds as newbie friendly, but more along the lines of user friendly. I can take another look at organizing the options menu and seeing if flash isn't too stupid to make key bindings easier to swap out, but I'm not keeping those a high priority until Online since that will be aimed at an audience that doesn't know how things work here.
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