Talk:Icestone Shaft

From Custom Mario Kart
Jump to navigation Jump to search

Bugs of v1

The tester team MKW-Fun played the track yesterday and found different issues.

  • Too many objects. Item boxes ar invisible (offline and online) and other effects. Reduce the number of trees significantly and replace far way trees by castletree2.
  • The coal wagons before the tunnels have to many KCL faces. If touching (and especially with Mega Mushroom), a heavy slow motion is activated. Solution of KCL: Create a simple 6 sided box.
  • There exists a ultra shortcut, but with lap not counting. If you jump after the start hard left and lands on the small road, you omit the 3/4 loop.

In general we like the track and it has a good chance for next MKW-Fun, but only after fixing the bugs. -- Wiimm (talk) 11:05, 1 November 2018 (UTC)

Fixed all of these problems in v1.1! Rinorocks (talk) 17:05, 17 November 2018 (UTC)
But now (v1.1) different textures are broken. -- Wiimm (talk) 16:14, 22 November 2018 (UTC)
Currently fixing all of that now, I am working on an update to get into CTGP after talking to the team so lots of fixes will come soon -- Rinorocks (talk) 17:52, 22 November 2018 (UTC)

Bugs in v1.5

Drive into the cannon at the very right. Then you miss the landing zone and run in an endless respawn. -- Wiimm (talk) 09:45, 25 October 2019 (UTC)

It also happens if you drive backwards from the start and jump into the pit. The respawn is not actually endless, it slowly brings you back to the cannon. Still a major issue. Jcharlesk (talk) 00:24, 26 October 2019 (UTC)

Bugs in v1.5.1

Using the short cut left behind the start or driving up the waterfall results in a permanent position bug online. You can fix it for example by inserting a fall boundary at the start and an invisible wall at the top of the waterfall. -- Wiimm (talk) 09:21, 7 November 2019 (UTC)