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Free Rider Community

Team Blob

Posts


  • track editor 1.1 rev. L: Layers!
    Pie42P Pie42

    @pawflix thank you for the bug report / feature request! layer render order is now fully guaranteed, with the current layer being rendered on top, and there are buttons in the layer settings to move layers up and down. the changes are currently only on gh pages, but should be added to the main site soon!

    *note: there might be a bit of weirdness when moving layers with deleted layers. the easiest way to fix this is to export and re-import

    About Free Rider

  • parity with frhd, and a suggestion
    Pie42P Pie42

    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)
    
    About Free Rider

  • Free Rider Chat Thread
    PonjojaP Ponjoja

    Today I found out 'tab' changes line type.

    Off-Topic

  • WIP Thread
    PonjojaP Ponjoja

    @SomeRandomNoob Awesome

    Tracks

  • Ponjoja's Gallery
    PonjojaP Ponjoja

    @pawflix Oh, yeah. They really are. Abstract art isn't my thing but it's fun every now and then

    Off-Topic

  • Ponjoja's Gallery
    PonjojaP Ponjoja

    @pawflix Wdym? The art?

    Off-Topic

  • Ponjoja's Gallery
    PonjojaP Ponjoja

    Old art
    Screenshot 2026-01-06 4.59.50 PM.png

    Off-Topic

  • track editor 1.1 rev. L: Layers!
    Pie42P Pie42

    @pawflix Thank you for the helpful bug reports! These should be fixed on https://pie42.github.io/frhd-editor/ now and will be fixed on fr.app once Ness wakes up and can update it.

    About Free Rider

  • track editor 1.1 rev. L: Layers!
    NessN Ness

    @HtH we want to fix your bug, but you'd have to give a more in-depth explanation of what is happening. if we can't replicate a bug, we can't fix it. could you could share the track code you are trying to import, or try to describe more about the situation?

    About Free Rider

  • track editor 1.1 rev. L: Layers!
    PonjojaP Ponjoja

    @Zycerak This is a reply to a comment, let's just say this is a reply to a comment

    About Free Rider

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CoagerC Coager
PonjojaP Ponjoja
Pie42P Pie42
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