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 Tracks hazards way of functioning

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ju4y8
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PostSubject: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime28/1/2015, 21:43

Do you have any idea how the hazards works? I mean, for example in Sewer speedway, the barrels are are in a point when I get close, but then I restart the course and when I get again to it the barrel crushes me xD The same with the rolling stone on Blizzard bluff.. Are they still moving while we wait on the loading screens or do they restart their movements? Is it possible to predict or to know when the hazard will be each time you restart the course? Too many questions, I know xD
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime29/1/2015, 08:12

I know that some objects in the game run on a "global timer" and some not.
Like the rock in blizzard bluff follows a global timer, meaning its position could not be predicted without timing the moment you restart the course or something.
I also know that the minecarts in dragon mines do not follow that global timer, and are in the exact same position every time you get past them (if you follow the same line as your ghosts)

That's what I know about it (or at least 'think' I know). So feel free to correct me or to add something Wink
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime29/1/2015, 13:44

Yes, I think youre right about the rock in Blizzard and the mine carts. I think of "hazards" that can help to make better records like the turtles of Mystery caves so it could be useful to predict them Exclamation
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime30/1/2015, 06:10

I don't know if it's possible, but i'm going to test it out:
If you should restart the course at specific times. (say once every 10sec), you could make sure the position of the turtles are exactly the same every time you pass by them, at the same speed of course. You could restart at 10s, 20s,... 1m20s and so on, but I have no idea if it even works that way Very Happy
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime30/1/2015, 17:48

Exactly! I had thought of that too Very Happy But I remembers sometimes I used to restart some seconds after a crash and the turtles were almost the same, but I didnt give it the needed importance back then idiot
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime13/2/2015, 11:48

The minecarts in Dragon Mines always start at the same position after a restart. So, you can start the race as soon as possible (pressing Triangle) and the minecart will be at the exact same position every time or you can delay a bit the race depending on when you want to pass trough the shortcut. Same applies to some other hazards, here is a list:

Predictable:
Tiger Temple: Flamethrowers
Mistery Caves: Turtles and Fireballs
Dingo Canyon: Armadillos
Dragon Mines: Minecarts
Polar Pass: Seals
Cortex Castle: Spiders
N.Gin Labs: Toxic Barrels

Not predictable: (After restart)
Blizzard Bluff: Rock
Sewer Speedway: Toxic Barrels

Not tested:
Papu's Pyramid: Man-eating Plants

The rest are hazard-free =)


Last edited by bazoo on 13/2/2015, 12:34; edited 1 time in total
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime13/2/2015, 12:00

The question is, do blizzard bluff and sewer speedway's hazards follow an RNG algorithm, or are they predictable in a non RNG way? It's quite clear that they don't function the same as all the other hazards, but they could have a hidden predictability behind them.
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime13/2/2015, 12:24

I have been doing some more testing and looks like they are predictable only the first time you play them. After the restart, the hazards are not respawned, like in the other tracks, so that's why the are not the same. So, if you want to play them exactly the same you have to 'Change Level' instead of just 'Restart'.

Anyone can confirm this?
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime13/2/2015, 12:59

bazoo wrote:
I have been doing some more testing and looks like they are predictable only the first time you play them. After the restart, the hazards are not respawned, like in the other tracks, so that's why the are not the same. So, if you want to play them exactly the same you have to 'Change Level' instead of just 'Restart'.

Anyone can confirm this?

well, what other people in this thread were hinting at, was that these hazards followed a sort of 'global' timer, which didn't reset everytime you restart the course. What triggers this timer is the moment you enter the track, and it keeps going without resetting even if you press 'restart'.

So basically the hazards would keep running even while you were restarting the course with the black & white loading screen. This is what needs confirmation.

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ju4y8
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime13/2/2015, 13:19

bazoo wrote:
The minecarts in Dragon Mines always start at the same position after a restart. So, you can start the race as soon as possible (pressing Triangle) and the minecart will be at the exact same position every time or you can delay a bit the race depending on when you want to pass trough the shortcut. Same applies to some other hazards, here is a list:

Predictable:
Tiger Temple: Flamethrowers
Mistery Caves: Turtles and Fireballs
Dingo Canyon: Armadillos
Dragon Mines: Minecarts
Polar Pass: Seals
Cortex Castle: Spiders
N.Gin Labs: Toxic Barrels

Not predictable: (After restart)
Blizzard Bluff: Rock
Sewer Speedway: Toxic Barrels

Not tested:
Papu's Pyramid: Man-eating Plants

The rest are hazard-free =)

Those damn flamethrowers in Tiger temple Evil or Very Mad
I think we can just ignore the Man-eating Plants because one, in professional run we don't get close to any of them and two, we know when they are ready to eat.
The hazards in Blizzard and Sewer are very important to know, it would give more chances to get a better record each time we predict them albino
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime13/2/2015, 13:26

ju4y8 wrote:

we know when they are ready to eat.

and when is that?
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ju4y8
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime13/2/2015, 13:33

Ein? When they bend over, if you pass over their brown dirt, they will eat you. If you pass over their dirt and they aren't bending over, they won't eat you.

I think everyone knew about this Shocked
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime13/2/2015, 13:37

alpha-plus wrote:
well, what other people in this thread were hinting at, was that these hazards followed a sort of 'global' timer, which didn't reset everytime you restart the course. What triggers this timer is the moment you enter the track, and it keeps going without resetting even if you press 'restart'.

So basically the hazards would keep running even while you were restarting the course with the black & white loading screen. This is what needs confirmation.

We are actually talking about the same thing, let me say it with other words.

When a track is loaded(New race), every object is set into its position (hazards, racers, crates, CTR letters...). When a tracks is restarted by pressing RESTART option, all the objects are reset, meaning that they change their positions (and properties). For some reason, the Rock in Blizzard Bluff and the Toxic Barrels in Sewer Speedway don't, so they keep rolling so yes, they keep running, even in the loading screen while restarting.

What I suggest is to start a new race if the players desires the hazard to be at the same position at the same time, instead of restart.
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PostSubject: Re: Tracks hazards way of functioning   Tracks hazards way of functioning Icon_minitime13/2/2015, 13:50

bazoo wrote:
alpha-plus wrote:
well, what other people in this thread were hinting at, was that these hazards followed a sort of 'global' timer, which didn't reset everytime you restart the course. What triggers this timer is the moment you enter the track, and it keeps going without resetting even if you press 'restart'.

So basically the hazards would keep running even while you were restarting the course with the black & white loading screen. This is what needs confirmation.

We are actually talking about the same thing, let me say it with other words.

When a track is loaded(New race), every object is set into its position (hazards, racers, crates, CTR letters...). When a tracks is restarted by pressing RESTART option, all the objects are reset, meaning that they change their positions (and properties). For some reason, the Rock in Blizzard Bluff and the Toxic Barrels in Sewer Speedway don't, so they keep rolling so yes, they keep running, even in the loading screen while restarting.

What I suggest is to start a new race if the players desires the hazard to be at the same position at the same time, instead of restart.

Yep got it thanks.
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