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  • How track code works

    Discussion in 'Anything and everything Free Rider' started by Xcape, Jan 31, 2016.

    1. Xcape

      Xcape Active Member Official Author

      After examinating the track code, i now know how the code works and i decided to share my knowledge with the FRHD community.
      The track is placed in a graph where x increases to the right and y increases downwardly (y axis increases down because computer history). You spawn in the middle.
      graps.png
      The track code has a base positional system 32 (0123456789ABCDEFGHIJKLMNOPQRSTUV), that means that there are 32 "numbers"

      Track code in a simple way: [Lines and curved lines][Hash][Scenery lines and curved scenery lines][Hash][Powerups]

      Lines (Q in editor) are placed in the track code as [First coordinates][Space][Second coordinates][Comma][Next line]
      *Notice that no spaces are before and after the comma otherwise the line won't appear or an infinite line is created

      Curved lines (W in editor) are placed in the track code continually with the coordinates [First coordinates][Space][Next coordinates]
      [Last coordinates][Comma][Next line]

      Scenery lines work in the same way as ordinary lines but are separated with a hash.

      Powerups are placed in the track code as [Powerup letter in capital][Space][Coordinates][Gravity/boost direction or heli time lenght here]
      Powerup letters:
      T - Star
      B - Boost
      G - Gravity
      S - Slow Motion Powerup
      O - Bomb
      C - Checkpoint
      V - Helicopter Powerup

      How to create invisible line in editor (can't upload or extract because of huge memory)
      1. create a line next to the spawn
      2. extract the code and copy it
      3. paste the code into the import pop up
      4. edit the codes last 2 numerals to vvvvvvvvvvvvvvvv (huge numeral) whatever way you want it to go (-n -n up left, -n n down left n -n up right, n n down right)
       
      Last edited: Apr 27, 2021
      Maple, Lollipoop00, HardyK and 26 others like this.
    2. Wave

      Wave Well-Known Member Official Author

      Awarded Medals
      Thats awesome work !
       
      CityShep and Minus like this.
    3. unknown co-ordinates might be direction/time for heli powerup and bomb, star, slowmo and checkpoint do not matter
       
      SuperDuperVance and darksmoke11 like this.
    4. Sono

      Sono Well-Known Member Official Author

      Those unknown numbers are either non-existent (for stars/slow-mo/etc), or an angle from the y-axis (for boosts/gravity), and for the vehicle power up, the two extra numbers are the number 1 (always.. for now), and the amount of time the power up lasts for. I have no idea what the number 1 is for - all I know is that if you change it to the number 2 then the whole game crashes.
      Also, from my experience, the origin of a grid (when programming) is always the top left corner of the screen. Thus, the y-axis increases downwards and the x-axis increases to the right.
       
      HardyK and Xcape like this.
    5. Xcape

      Xcape Active Member Official Author

      Math teached me the opposite.(not the x-axis)
       
    6. Sono

      Sono Well-Known Member Official Author

      Ya I know. Math taught me that too. Computer science, however, taught the opposite. It's weird, but you get used to it after a while.
       
    7. Sono

      Sono Well-Known Member Official Author

      No, because moving down the axis is still decreasing in the fourth quadrant. Unless you mean taking the absolutely value of the y-axis, in which case you're right.
       
      Xcape likes this.
    8. Sidewalk

      Sidewalk Forum Legend Ghosting Legend Team Helicopter Official Author

      Awarded Medals
      Oh whoops I read the first post wrong lol
       
      Last edited: Jun 7, 2016
      Sono likes this.
    9. Xcape

      Xcape Active Member Official Author

      Not only getting used to it in a while but i can remember it from right now. In fact i'll put it in the thread ;)
       
    10. tomiy

      tomiy Active Member

      > [Hashtag]
      please, it's just a hash
       
      ThatOneNoob, Xcape and Sono like this.
    11. PoyZin

      PoyZin Member Official Author

      math god
       
    12. Approach

      Approach Casual Member

    13. Cipher

      Cipher Active Member Official Author

      not to discredit your work or anything but someone already made a thread about this.
       

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