Paingod's Passage
pain
ARCADE 4.10DEATH RACE
- Placements
- 255
- Drawn
- 138
- Cameras
- 18
- Start boxes
- 12
- Extent
- 503 × 7223
138 of 255 placements are drawn; the rest are models with no map art, which the map screen skips too
pain
ARCADE 4.10DEATH RACE
138 of 255 placements are drawn; the rest are models with no map art, which the map screen skips too
blade
ARCADE 4.10DEATH RACEFOOTBALL
141 of 216 placements are drawn; the rest are models with no map art, which the map screen skips too
yip
ARCADE 4.10DEATH RACEFOOTBALL
77 of 127 placements are drawn; the rest are models with no map art, which the map screen skips too
otto
ARCADE 4.10DEATH RACEFOOTBALL
132 of 203 placements are drawn; the rest are models with no map art, which the map screen skips too
frstrm
ARCADE 4.10DEATH RACEFOOTBALL
117 of 325 placements are drawn; the rest are models with no map art, which the map screen skips too
wise
ARCADE 4.10DEATH RACEFOOTBALL
Same footprint and instance count as -- Wiserguy's --
78 of 133 placements are drawn; the rest are models with no map art, which the map screen skips too
burnt
ARCADE 4.10DEATH RACEFOOTBALL
97 of 251 placements are drawn; the rest are models with no map art, which the map screen skips too
brewers
ARCADE 4.10DEATH RACEFOOTBALL
201 of 607 placements are drawn; the rest are models with no map art, which the map screen skips too
lyzlane
ARCADE 4.10DEATH RACEFOOTBALL
82 of 105 placements are drawn; the rest are models with no map art, which the map screen skips too
headoff
ADDED 4.11DEATH RACE
87 of 264 placements are drawn; the rest are models with no map art, which the map screen skips too
headmf
ADDED 4.11FOOTBALL
83 of 274 placements are drawn; the rest are models with no map art, which the map screen skips too
tourdemars
COMMUNITYDEATH RACE
351 of 607 placements are drawn; the rest are models with no map art, which the map screen skips too
trough
COMMUNITYDEATH RACE
320 of 633 placements are drawn; the rest are models with no map art, which the map screen skips too
rpweekend2014
COMMUNITYDEATH RACE
134 of 695 placements are drawn; the rest are models with no map art, which the map screen skips too
wiserguys
COMMUNITYDEATH RACE
Same footprint and instance count as Wiseguy's Wake
82 of 133 placements are drawn; the rest are models with no map art, which the map screen skips too
donut
COMMUNITYDEATH RACE
98 of 325 placements are drawn; the rest are models with no map art, which the map screen skips too
demoderb
COMMUNITYDEATH RACE
4 of 455 placements are drawn; the rest are models with no map art, which the map screen skips too
arena
COMMUNITYDEATH RACE
130 of 695 placements are drawn; the rest are models with no map art, which the map screen skips too
No track matches that.
18 tracks: 9 shipped in the 4.10 arcade cabinets, 2 added
in 4.11, 7 built by the community afterwards. Each plan follows
NavDisplay::DrawStatic: for every placement in the track's instance
stream, look up that model's GaugeImage and lay it down rotated and
positioned, at the LOD the engine would choose for this scale. Colours are palette
indices resolved through secpal.pcc, the palette the pod's secondary
port is configured with, on the display's own black — so the walls really are
grey, the score zones really are amber, and nothing here is a styling choice.
A record is an Entity::MakeMessage
(MUNGA/ENTITY3.h), read by InterestManager::LoadMapStream,
and it carries its own length — most placements are 76 bytes but every track
has eight of 140, two of 80 and one of 336. It names the model's Model List,
whose GaugeImage is filed under the same model name, so the name is the
join. Models with no gauge image — oao, snAwork,
pz1 — are skipped here exactly as the map screen skips them, which
is why a card can draw fewer placements than the track contains.
Seen from above the engine's +X runs right and +Z up:
L4GaugeImagePrimitive::Draw plots (x, z) and the graphics
view's origin is bottom left. The console's own pictures are mirrored
against that — they are illustrations, not screenshots — so where a card
shows both, the two are handed differently and each is right for what it is.
There is still no driving surface anywhere in the file: the track is walls, zones and markers, never tarmac. Extent is the span of the placements in world units, so a long thin plan is a point-to-point canyon run and a squat one a circuit or an arena. Tracks marked NOT IN THE MENU exist in the resource file but the setup screen does not offer them.