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. 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)
unknown crdinates might be direction/time for heli powerup and bomb, star, slowmo and checkpoint do not matter
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.
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.
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.
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