Distance

Distance

Micro Machines - Oatmeal In Overdrive
Showing 1-8 of 8 entries
Update: Jul 28, 2020 @ 1:28pm

Update: Jul 27, 2020 @ 1:14pm

Update: Jul 27, 2020 @ 12:43pm

Tentative fix for an issue at the start line where triggers could be hit out of the intended sequence and trap a player into a respawn loop. This was fixed by changing the offsets for the trigger box causing the issue so that you now should hit the checkpoint first regardless of approach angle.
The issue was caused because the map removes the checkpoints from the 'old' lap as you start a new one, which is intended to prevent checkpoints being double triggered if you skip some in an earlier lap. Not doing this causes the announcer to repeat 'checkpoint' multiple times like a broken record when one of the stacked checkpoints is hit.

Update: Jul 27, 2020 @ 12:32am

This update and previous roll in some changes to the camera that should make it much smoother than in the intial release.

As well a the camera changes, I've also tweaked the render distance settings down which should alleviate a little load if you're playing on low graphics settings, but won't really affect normal or high setting users. It shouldn't change the appearance of the level - even on low settings, as the render limit is set so that the background still shows up. It just means that lighting isn't being calculated for any geometry underneath the level (there's not much, just some cubes extending below the floor and the room wall's 'killgrids'.

If you're playing with an FPS counter you'll notice that frame rate drops a bit while you're moving - in my case, from ~400fps to ~160fps on all low and from ~300fps to ~160fps on all high. The drop is a CPU bottleneck and is a side effect of how the camera rigging works. However, the new rigging gives a much smoother experience despite the drop in FPS, mainly because the previous camera rigging was effectively running at 50fps even though the game was running faster. The new rigging should update 100 times a second (so double) unless you're moving very slowly. This is a limitation of the DISTANCE animation system and I cannot push this above 100hz, as the game will validate out any animation length values below 0.01s, presumably because the physics engine itself runs at 100hz.

Update: Jul 26, 2020 @ 3:22pm

Update: Jul 26, 2020 @ 1:29pm

Update: Jul 26, 2020 @ 9:07am

Update: Jul 26, 2020 @ 9:04am