Talk:Psyduck Cliffs

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I read your notes: "Known bugs: Using a Bullet Bill in mid-air over the water will sometimes cause you to fall." I haven't tested the track yet, but have you tried the "bullet bill does not stop" flag?

Wiimm 06:02, 21 September 2012 (UTC)

I didn't know there was such a flag. --Jefe 11:36, 21 September 2012 (UTC)

See here -- Wiimm 13:41, 21 September 2012 (UTC)

Offroad Glitch

I found an offroad glitch in v1.11! It is shown in this video:

Glitch in v1.11
--Buschkling (talk) 01:19, 23 July 2013 (UTC)
Should be fixed as of v1.2. I didn't even know about the Mushroom Gorge offroad glitch until now. :p Hopefully the DS Yoshi Falls variant fares better. --Torran (talk) 02:09, 23 July 2013 (UTC)
What was causing this? I don't understand what you meant by "Replaced Mushroom Gorge with DS Yoshi Falls." Something to do with the KCL? Also, Torran, I'd appreciate it if you'd contact me before publishing any more updates. I'd like to know what's being changed before it goes live. -Jefe (talk) 04:50, 23 July 2013 (UTC)
There's a certain jump pad variant that Nintendo didn't program correctly. It was originally found in Mushroom Gorge, right before the mushroom path split. Normally, you'd land on a mushroom directly after this jump pad, so whatever effect it may have had would've been nullified. However, if you land on any other type of road, it seems to give you an offroad nerf for the rest of the race (until you land on another jump pad of course). I was looking for a jump pad variant with a good jumping distance and picked that one without knowing about the error that came with it. The update was an extremely small one, I changed the variant to the one found on DS Yoshi Falls instead, even though its jumping distance is slightly less than the Mushroom Gorge one. Oh well I guess. --Torran (talk) 05:16, 23 July 2013 (UTC)

Mushrooms and Karts

v1.2 was planned for my next distribution. On a final test with Karts only nearly all Karts have no chance to reach the first mushroom (second series). We all believe, that v1 was better and so we go back to v1.

Wiimm (talk) 21:05, 3 September 2013 (UTC)

I don't see how that'd be better, considering v1 uses jump pads with less jumping distances than v1.1 onward. That, and the extremely slow respawning. In any event, I have submitted an update to Jefe that should resolve any further issues involving jump pads. If you want to get it early, the link is on his talk page. --Torran (talk) 23:04, 3 September 2013 (UTC)
v1.3 is much better. I have tested it with about 7 different bikes and karts and I have managed it with all of them -- Wiimm (talk) 17:15, 6 September 2013 (UTC)
Sorry, I haven't looked at v1.3 yet. But it sounds like everything is in order. --Jefe (talk) 12:14, 7 September 2013 (UTC)


v1.3 is released at Sep 7, but it is part of a distribution released one day before ;) -- Wiimm (talk) 22:50, 7 September 2013 (UTC)

It was released to the public on the seventh. ;) --Jefe (talk) 23:24, 7 September 2013 (UTC)