Alright, I suppose I should probably respond to this.
The Waluigi pinball logo is a nice JPEG, could probably vectorize it so it looks better though
If you're talking about the logo in the map itself, it was ripped directly from the game files, so it's the highest quality it could possibly be. For the post banner and the license screen, I used Waifu2X to upscale the logo, which wasn't perfect, but an improvement.
As for vector art, I know basically nothing about doing that so the results would probably look pretty
eh honestly.
Now, the physics are awful, not gonna lie, they kinda ruined the experience for me.
As I said in the discord server, there's hardly anything I can do about the physics. Mario Kart and SHAR are
very different games, so it's pretty much a given that it won't be a perfect transition.
SHaR cars feel heavy and are too big for the map
If I made the cars any bigger then the course would need to be ridiculously big (which would feel really weird and I'd no doubt get complaints about it being too big). I instead went for a much more accurate scale based on the character sizes, which makes the course much more managable. I mean, really, what would you expect if someone took a fully sized vehicle and drove it on a go-kart track?
the fact that there's no phonebooth to swap the cars just makes things worse
The map was designed with Multiplayer in mind, and in multiplayer you can use Shift+F4 to open the phonebooth anywhere (and when you play this mod in multiplayer, a message will appear on the title screen that tells you that you can do that). I decided to do that instead because there wasn't really any good places to put a phonebooth since there aren't any pavements or anything. As for singleplayer, you can just enable cheat keys if you
really want to access different vehicles, but I designed all the races to be beaten with the Family Sedan so that's the only vehicle you really should be using. If you break it, just find a wrench or reload the level.
Instead of putting a warning that the game can softlock - you could've fixed the softlock but nah. It's easily fixable by making the mission impossible to cancel.
You assume that I'm just too lazy to fix the bug instead of considering the fact that
maybe I just can't fix it.
Part of the reason this mod took as long as it did to release was
because I spent so much time trying to fix the softlock. I tried everything I could think of - adding a new NPC, hiding the model instead of removing it, shortening the name of the NPC, but nothing worked. If I add a new NPC at the end of the mission, the game treats it as a completely seperate NPC to the streetrace vendor (even if I add the
"b_" prefix to it). Sure, it would
visually fix the bug, but I felt that having a softlock that is totally invisible to the casual player is
much worse than having an obviously broken bug.
As for making the mission impossible to cancel, that wouldn't have solved a thing because the bug still happens regardless, so I would essentially be restricting the players options for no reason. Plus, in one of your Cine-mod sins videos, you complained in
all caps about me disabling mission cancelling
even though I did it to fix a bug.
Secondly, the B-Dasher handling, it's bad, but hey, it can be easily changed in just a couple of seconds! You decided not to though, oh well.
It's not that I "decided not to", it's that I'm just not good at making CON files. Every time I made a change to the CON file that I thought would improve it, it just made it worse. So please, do tell me what this quick fix is that would solve all of the problems "in just a couple of seconds!".
this mod just seems to me like a "Hey everyone I have the model builder and I can do stuff with it!" message
As Jake already said, I never once mentioned the Model Builder in this thread, nor did I boast about having it. I was asked to test the Model Builder, and so I tested the model builder. Why not make the result public so people can play it?