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MANUAL RUN: Skate Tech Park, feel the stalls, rail grabs, pitched grinds and wallrides (3 min) #2812

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@QuinnsCode

About 3 minutes, in the browser, after the lip tricks PR merges (the one that closes #2789). bun run manual opens the links.

Pre-verified by the harness: the sim names and scores every one of these (lip.test.ts, grinds.test.ts, compendium.test.ts), the park-sample journey lands all 16 flicks, and a scripted halfpipe ride stalled, popped back in and rolled away fakie. What is left is taste.

  1. Halfpipe (the link): pump up to speed, then let go of W before a wall so the board only just reaches the coping. It should stand on the coping ("Rock to fakie" on the HUD, the balance meter on), and Space or S drops it back down the wall fakie. Is the speed window findable in a few tries? Does the hold read as a stall from the chase camera?
  2. Same, with Q held as it reaches the lip: "Blunt to fakie", the nose held high on the coping. With A held in the air: "Disaster".
  3. El Capitan: ollie, hold Q and tap A or D: the board tucks toward that side and the air scores "indy" or "stalefish"; Z with a tap is "mute" or "melon", held longer "japan" or "method". Do the tucks read as a hand on the rail?
  4. Rail spawn: ollie onto the bar with Q held as it lands, across the bar: "Bluntslide", the nose held up through the slide. Does the pitched board look right on the bar?
  5. Any sheer face (a cut earthwork face, a rock face's lower tier, a tall box side): fly at it at an angle, fast. The board should turn to ride along the wall for up to a second, then drop off and score "Wallride". Does it read as a wallride, and does it ever pass into the face?
  6. The footprints button on the pad, pick "classic goofy": a 180 that scored "backside" before now scores "frontside".

Yes: close. No: say which, and it goes back to the sim.

Activity

  1. added
    manual runNeeds the owner to run it by hand (tokens, sign-ins); agents can't close it
    on Oct 29, 2026
  2. self-assigned this
    on Oct 29, 2026
  3. QuinnsCode commented on Nov 1, 2026

    @QuinnsCode
    OwnerAuthor

    No, from the manual-run window (bun run manual); left open.

    the physics is tripping out but it did do it. it should more dramatiically stall. I notice too that shift keeps projecting me forward in air it should only boost while grounded or was grounded within a second or some falloff to work on bumpy roads but not keep shooting us like a magic carpet across the map in midair haha

  4. QuinnsCode commented on Nov 1, 2026

    @QuinnsCode
    OwnerAuthor

    No, from the manual-run window (bun run manual); left open.

    I read saves.ts, oauth.ts and handle.ts for question 1. Questions 2 and 3 are your call, so I've
    given a recommendation for each.

    1. Which token /q/save accepts: the OIDC access_token works.
    • /q/save checks the bearer token with tokenOf (handle.ts:57). That function verifies the
      signature against the eqosys keys, with iss set to eqosys and aud set to the app's client id.
    • /api/exchange (handle.ts:98) and the OIDC access_token (oauth.ts:65) are minted by the same
      sign(conf, iss, who) call. The aud is the app's id in both, so they are the same kind of JWT.
    • /oauth/userinfo verifies the token the same way, which also shows it is the access token that
      gets checked.
    • The id_token also has the same aud, but send the access_token.
    • The token is only good for the app whose id is in aud. So qntbr must be registered in apps.ts,
      and its better-auth clientId must equal that id.
    • The error text still says "the token /api/exchange gave you". That is only wording, and it
      doesn't change what is accepted.
    • Tokens expire (TOKEN_S). Use the refresh token, or fetch a new access token, before saves.
    1. Existing decks in DECKS_KV: I recommend leave and read.
    • Nobody has to be matched by email, and nothing is lost.
    • Show old decks from KV. Write new and edited decks to eqosys.
    • When someone edits an old deck, save it to eqosys and stop reading the KV copy of it.
    • Migration can come later as its own PR if you want it.
    • The token is only good for the app whose id is in aud. So qntbr must be registered in apps.ts, and its better-auth clientId must equal
      that id.
    • The error text still says "the token /api/exchange gave you". That is only wording, and it doesn't change what is accepted.
    • Tokens expire (TOKEN_S). Use the refresh token, or fetch a new access token, before saves.
    1. Existing decks in DECKS_KV: I recommend leave and read.
    • Nobody has to be matched by email, and nothing is lost.
    • Show old decks from KV. Write new and edited decks to eqosys.
    • When someone edits an old deck, save it to eqosys and stop reading the KV copy of it.
    • Migration can come later as its own PR if you want it.
    1. Which limits apply on eqosys: I recommend keep qntbr's own limits (the 10-draft-deck cap and the tier caps).
    • eqosys allows 20 slots per person per app, 256 KB per save, 5 versions per slot, and 50 MB across all apps. Those limits can't be
      changed per app.
    • Packing all decks into one slot would hit the 256 KB cap.
    • One slot per deck leaves only 20 slots, so qntbr's tier caps stay below that only while they stay at 20 or fewer.
    • Enforce qntbr's caps in qntbr, and use one slot per deck.
    • The slot name must match [A-Za-z0-9_-]{1,40}, so use a deck id such as deck-.
    • A deck index in a separate slot (index) gives you the deck list without listing every slot.

    Nothing is left over on my side. I haven't built anything, opened a PR or filed an issue.

  5. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Yes, checked in the manual-run window (bun run manual).

    the rail physics are still wonky for the edge stalls. the camera goes crazy flickers on the edge as well we should limit how fast camera can whip around because in this game it should hardly do that or i guess it might be the board physics! yea the board is sortve flickering on the edge physics, we need to limit how fast the board can momentum of inertia rotate it shouldnt go back and forth like that with debouncing!

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