Slip & Skid
Install with App

Details

Latest version
1.2.0
Last Updated
First Uploaded
Downloads
113
Likes
2
Size
85KB
Dependants

Categories

1.2.0

  • The game's own road pieces in maps (KitStockPiece): a map can place any stock piece (R###B###: straights, slopes, 20-70 m curves, banked turns, Y-forks, half-pipes, tubes...) by name, from its host level or from any other stock level (loaded once per session behind the loading screen). Nothing of the game ships in the map: the real piece is cloned at load time, with its borders, collisions and surfaces. With it the Map Kit rebuilds every official track exactly.
  • Seasons: the season under the car now comes from the road piece's own tag, so it switches exactly where the map says (mid-tunnel) even if a surface card repainted the road; spectators see the season of the car they watch.
  • Scenery around long road pieces (a whole bend in one piece, like the stock tracks) is only cleared along the road, not across the inside of the bend; a map that lies where its host's own track was keeps the host's scenery as is.

1.1.0

  • Seasons: maps can turn on KitMap.seasonalBiomes; during the race each player's look (sky, fog, lighting, scenery, weather, ambiance) follows the season surface under their car (Dirt, Sand, Mud, Ice, Magma). Local and visual only; off for existing maps, in rush mode and in split screen.
  • Paint: map decoration can use the game's own toon materials with a colour (KitRoad.paint / tint), so maps can have coloured props (trees, rocks, snowmen...).
  • Level select: maps show their real surfaces like the stock levels – every surface's share (it used to show one surface, and leftover percentages from the level shown before), the colour theme of the map's look, and a 3D preview coloured per surface with the game's own preview materials (and the host's road no longer counted as concrete). A map with seasons shows one band per season in the screen's and the card's background pattern, and its difficulty dots in the seasons' colours.
  • Scenery around big maps: a host scenery piece is hidden only where its real shape reaches the track (it used to be its whole bounding box, which hid entire hill ranges), and whatever stood on a hidden piece is hidden with it – no more animals or trees floating in the air.

1.0.2

  • Per-road surfaces: each map road piece can use its own game surface (Asphalt, Mud, Ice...), so maps can mix surfaces. Pieces without one keep the host road surface.
  • The plugin reports its real version.

1.0.1

  • Map roads use the host level's own road surface, so the game applies its biome: correct fog, sky, lighting and scenery (fixes far parts of maps drawing flat green).
  • Host scenery is scaled to the map's size and pieces that would stand on the track are hidden.
  • The tyre-trail camera covers the whole map.
  • Prop pieces (concrete or dark asphalt decoration) that are not road tiles.

1.0.0

  • First release: loads Map Kit maps on a stock host level (start/finish gates, no-trap zones, podium, lighting, scenery, surface cards).
  • Roadside scenery from the host's environment, switching with the surface biome.
  • Level-select picture, outline, 3D model and surface count for each map.
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