Dismiss Notice
Hey Guest,
If you are interested in ghosting, the Ghosting Awards for January 2025 has just been announced:

Click here to check it out!

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.
     

Share This Page