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About Free Rider

Updates, questions, ideas etc.

10 Topics 83 Posts
  • track editor 1.1 rev. L: Layers!

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    pawflixP
    @Pie42 wow, you were very quick with that, thank you!
  • parity with frhd, and a suggestion

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    Pie42P
    the thing with stacked portals is that their behavior depends entirely on the order they're in within the track, which is why i mostly only generate tracks with them. this also means that a variety of features have the potential to mess with their function, including the select tool, layers, and possibly even erasing and undoing, but it isn't guaranteed. if you can remember exactly what you were doing when they stopped working, i'll look into fixing it, but it's a pretty difficult problem to solve. in the meantime, here's a script i made when looking at computer by seasnails, but that doesn't work quite as well for stacked portals: // ==UserScript== // @name double-click portals // @version 0.1 // @description ​ // @author Pie42 // @match https://www.freeriderhd.com/t/* // @match https://www.freeriderhd.com/create // @match https://freerider.app/* // @grant none // ==/UserScript== function main() { let canvas = GameManager.game.canvas; console.log('double click active ', canvas); canvas.addEventListener('dblclick', (e) => { let position = GameManager.game.currentScene.mouse.touch.real, sectors = GameManager.game.currentScene.track.sectors.physicsSectors, sectorPos = position.factor(1 / GameSettings.physicsSectorSize || 300), found = false; sectorPos.x = Math.floor(sectorPos.x - 0.5); sectorPos.y = Math.floor(sectorPos.y - 0.5); //console.log(sectorPos, 'sectorPos'); for (let xOffset = 0; xOffset < 2; xOffset++) { if (!sectors[sectorPos.x + xOffset]) continue; for (let yOffset = 0; yOffset < 2; yOffset++) { let currentSector = sectors[sectorPos.x + xOffset][sectorPos.y + yOffset]; if (!currentSector) continue; let teleporters = currentSector.powerups?.teleports, teleporter; if (!teleporters) continue; for (let i of teleporters) { //console.log(i, position, Math.hypot((i.x - position.x) ** 2, (i.y - position.y) ** 2) ** 2); if (Math.hypot(i.x - position.x, i.y - position.y) ** 2 < 1000) { teleporter = i; break; } } if (!teleporter) continue; let camera = GameManager.game.currentScene.camera; let dCamera = camera.position.sub(teleporter).add(teleporter.otherPortal); console.log(dCamera); camera.position = dCamera; camera.playerFocus = false; found = true; break; } if (found) break; } console.log('double clicked!'); }); } let track = undefined; window.setInterval(function () { if (window?.$ && $("#track-data")?.data?.("t_id") != track || +location.href.match(/\/(\d+)/)?.[1] != track) { track = window?.$?.("#track-data")?.data?.("t_id") || +location.href.match(/\/(\d+)/)?.[1]; console.log(track); function rInterval() { window.clearInterval(v) } var v = window.setInterval(function() { if (GameManager != undefined && GameManager.game != undefined) { rInterval(); main(); } }, 250) } }, 500)
  • Track Editor suggestions

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    ZonkalizationZ
    for the forum add online icon like discord on profiles
  • question about the editor

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    HtHH
    You can go to hotkeys and set either the undo or vehicle direction to different keys. [image: 1767521384055-935aa606-11bc-43cb-bcb4-f00f70471236-image.png] But you will have to fiddle around with hotkeys for a while. Because you might end up with a hotkey that does the same action or does both actions at the same time. Hopfully that helps
  • Grok Rider HD

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    PeteP
    Hey there! Pete here, ready to help out. What can I do for you today?
  • freerider.app additions

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    PonjojaP
    @nathanpertman1 said in freerider.app additions: @Ponjoja ik bro I just lost another 15 jumps on my 100j track
  • How does this work?

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    pawflixP
    That’s a pretty neat feature
  • Just noticed something

    @freeriderapp
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    JosephFRHDJ
    Type in the URL freerider.app/frhd/any number and you will get a random track somebody made!
  • track editor 1.1

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    NessN
    [image: cube.png] if you've used the dream machine track editor, you're likely familiar with how objects work! but here's a bit of a deep dive into the new tool option. first things first, clicking on the cube icon on either toolbar will open the "Import Object" dialog. here you can select from pre-made objects or import your own using a track code. not only can you have objects made of physics and scenery lines, but powerups as well! you can also use the select tool to select a part of your track and press "Copy Selection as Object" on the bottom toolbar to create an object. the select tool and object tool option share most features and controls, so most information here can be applied to the select tool as well! once you have your object, you can transform it (hold control to see transformation data) using the following controls: r - rotate clockwise s - scale up f - flip horizontally i - invert line type shift + r - rotate counterclockwise shift + s - scale down shift + f - flip vertically ctrl + arrow keys - move the object on the canvas shift + arrow keys - change offset (position of your object relative to your cursor and the center point for transformations) to place an object, choose any of the line tools, make sure the cube is selected on the right toolbar, and place your objects like you would place lines. the straight line tool allows you to place one object at a time, but you can also make curves, circles, or use the object as a brush! try using the segment length sliders, and press the "Options" button for the brush tool to see some cool object brush options, like rotation and scaling based on mouse movement and brush jitter. as you use the line tools, you're also able to use grid and snap options! this will snap your cursor to the grid or to the closest line endpoint. in combination with changing the object offset, this allows for more precision in placing your objects. pressing "Grid" or "Snap" on the bottom toolbar opens up their respective settings, and pressing "Object" shows you the buttons to import, export, or clear objects. with the introduction of objects, there's an opportunity for trackmakers to share assets like track parts and brushes! these could be trees, clouds, outlines, patterns, any thing you find is helpful to use as an object. if you'd like to contribute by sharing objects, just send the codes my way (give them cute/informative names!) and I'll create a folder with your username in the "Import Object" dialog. the organization of the folders is subject to change though. remember these will be available to everyone to use as they please! if you guys have any questions, feel free to ask! and any bugs you find or ideas you have, let us know! this editor is for all of you.
  • forum 1.1

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    NessN
    ... to be written