04-04-2011, 03:54 PM,
|
|
skankerror
Member
|
Posts: 87
Threads: 14
Joined: Jan 2008
|
|
I posted an issue (#42).
|
|
08-01-2011, 01:58 PM,
|
|
CrystalH
Member
|
Posts: 113
Threads: 9
Joined: Feb 2010
|
|
We have now version 1.2. Most notable new features are: replays, "ghost car" drive, and split screen play (2-4 players on 1 PC, but only keyboard works now), localization (en,de,pl) and keys remapping support. There are also few new tracks and environments as well as two new cars.
Editor now works without administrator privileges and it has a wiki page under: http://code.google.com/p/vdrift-ogre/wiki/TrackEditor.
This time we have 3 new videos of the game (which were made from best replays) on:
http://www.youtube.com/user/TheCrystalHammer
|
|
08-02-2011, 09:11 AM,
|
|
NaN
Posting Freak
|
Posts: 2,024
Threads: 120
Joined: Jan 2010
|
|
Download: http://sourceforge.net/projects/stuntrally/files/
Looks great and even runs on my crappy intel notebook with reduced graphics settings. I haven't tried split screen yet. You need a split screen video!
Any plans to port the AI now that you've got support for multiple drivers? No idea how much the code diverged from vdrift.
The shadow implementation has got some funky artifacts(second video, shadow on objects above, shadow volumes?).
ps: Feel free to rename the thread to StuntRally.
|
|
08-02-2011, 03:59 PM,
|
|
CrystalH
Member
|
Posts: 113
Threads: 9
Joined: Feb 2010
|
|
Thanks for remarks.
Did you use the config/game-min.cfg as game.cfg ? There are the worst settings possible, that should give most fps. Also simulation fps values in [ sim ] section could be lower for less CPU usage.
I don't know if AI will ever appear. I can't imagine it driving in pipes at all, or even with competitive skill on simple tracks (that's why I like ghost drive). Also I don't use the road surfaces which were used to generate AI data and track drive line, well at least a year ago.
Right. We didn't have an official split screen video yet.
This would need at least 2 players on 1 PC with a decent GPU.
But there is a short part in the video "1.2 fun part" from 339 to 350, but I was driving only 1 car.
Split screen really requires a much better GPU than 1 player game. Anyway turn off shadows, thats the first thing to do, and set anisotropy to 0, reduce or disable trees and grass too.
I know, shadows are broken for a long time now, they don't have any depth value - so no self shadowing and they appear on everything (many times) in sun direction, I didn't have time to dig into it yet, there is depth shadows implementation but not finished, consumes even more fps.
I tried to change the name of this thread and I can't find where is it possible.
About "auto rear gear", it's even in RBR like this ) (which I believe is the best rally game on Earth). But I can make a GUI option to change the behaviour, should be easy.
|
|
08-02-2011, 04:13 PM,
|
|
NaN
Posting Freak
|
Posts: 2,024
Threads: 120
Joined: Jan 2010
|
|
Quote:Did you use the config/game-min.cfg as game.cfg ?
Nope. Started with default. It ran, but way too slow. Then reduced the settings using the menu.
Quote:Also I don't use the road surfaces
Wait... you're driving on the mesh directly, right?
Quote:About "auto rear gear", it's even in RBR like this (which I believe is the best rally game on Earth). But I can make a GUI option to change the behaviour, should be easy.
For real? And if you've got a wheel with pedals you're going to use the brake in reverse? Anyways, thanks for considering adding a GUI option for this.
|
|
08-02-2011, 04:34 PM,
|
|
CrystalH
Member
|
Posts: 113
Threads: 9
Joined: Feb 2010
|
|
Ah right, for pedals it is required. I have just keyboard still.
Well roads are just bullet mesh, made from highest quality LOD 0 (also closest rendered mesh).
There is a nice screenshot of them here (very old though, but the same still)
https//picasaweb.google.com/CryHam/StuntRallyVer4#5503051230279592914
You can actually feel triangles when driving very slow and watching wheels from close, but this disappears when driving faster (isn't probably a good solution though, I know).
|
|
10-19-2011, 03:09 PM,
|
|
CrystalH
Member
|
Posts: 113
Threads: 9
Joined: Feb 2010
|
|
Hi. We have a new Release ver 1.3.
And finally game controllers support (tested with my new steering wheel). NaN sorry I forgot about the rear gear throttle thing.
We have some driving aids: arrow to next checkpoint, minimap circle (rotated with zoom). And first water implementation, new crash sounds and sparks.
I recommend the homepage for links to all stuff:
http://code.google.com/p/vdrift-ogre/
I have few comments about VDrift. I really liked the in game downloading of cars from svn. Also skidmarks would be awesome.
But I think the rpm and velocity gauges (rotating) would be better and give more feeling (I added them back in Feb 2010 and fixed particles, but thats long ago, see my 4 pics gallery here).
Did you guys think of repairing the particles ? Or make them smaller (and more too), they can drop down fps by half when on whole screen (I'm on Windows), and they blink funny at end of their time.
I think those are the small things (not much time consuming) that could give the game a better view.
|
|
10-22-2011, 12:07 PM,
|
|
NaN
Posting Freak
|
Posts: 2,024
Threads: 120
Joined: Jan 2010
|
|
And thanks for the feedback CrystalH.
I've added the issues to the tracker: https://github.com/VDrift/vdrift/issues?...state=open
|
|
01-04-2012, 06:06 PM,
|
|
CrystalH
Member
|
Posts: 113
Threads: 9
Joined: Feb 2010
|
|
Hi again.
We have a new release, version 1.4.
From the biggest new things added is probably mud, and 14 new, good looking, rally tracks.
We have a new video (mud can be seen from 1:55, is more fun, not very realistic):
http://www.youtube.com/watch?v=ddboRq1MMMA
Downloads for 1.4 are here, this time we have a Linux binary (hope it works):
https://sourceforge.net/projects/stuntrally/files/1.4/
Full changelog can be read here:
http://code.google.com/p/vdrift-ogre/wik...ionHistory
|
|
01-05-2012, 03:38 PM,
|
|
CrystalH
Member
|
Posts: 113
Threads: 9
Joined: Feb 2010
|
|
I made them with our editor (71 tracks total, 69 made by me, only oldest were simpler and editor hadn't all features).
Generated terrain from noise function, deformed it a bit after. Then added road points with initial road shape. Then smoothed terrain to get no slopes under road. Added few bridges in too high parts. Tested in game few times how it's driven, then back to editor, fix few places and so on.
The mountain track (J13-Tropic) took me like 6 hours. But thats because I don't have the "align terrain to road" functionality coded yet, had to smooth too much with brush.
Anyway we have a tutorial page with 2 videos (but old, from version 1.0, a year ago):
http://code.google.com/p/vdrift-ogre/wiki/TrackEditor
|
|
02-22-2012, 06:43 PM,
|
|
CrystalH
Member
|
Posts: 113
Threads: 9
Joined: Feb 2010
|
|
We've been featured with an interview in FLOSS weekly:
http://twit.tv/show/floss-weekly/202
|
|
|