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Stable release - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: Stable release (/showthread.php?tid=1552) |
Stable release - NaN - 08-28-2011 I would like to make a stable release soon(in 1-2 days). We haven't had one for a while. The question is how to deal with unused/partly used features(dynamic track objects, car damage mode, premake)? I tend to remove them from master to avoid misunderstandings on the user side. I will keep them in a separate fork though. - joevenzon - 08-28-2011 Sounds good. If you don't think the dynamic objects or car damage features are ready for a stable release, that's fine; but if you do, and the content/data side is in place, we should release them. Since this will be the first release with some auto-update functionality, the data/settings/updates.config file must be updated to contain the cars that will be included in the release along with their SVN revision numbers. - NaN - 08-31-2011 Source and data(except updates.config) should be ready. I'll tag tomorow(2011-09-01) and upload the win32 build to sourceforge. Data are the same tracks and cars as in the last (2010-06-30) release + ATT. Re: Stable release - Timo 6 - 10-03-2011 NaN Wrote:I would like to make a stable release soon(in 1-2 days). We haven't had one for a while.Could you make a branch for damage please. I would like to test it a bit more. Thanks - NaN - 10-05-2011 I've pushed the latest code to https://github.com/logzero/vdrift There have been changes to the car config. You will have to switch data to https://vdrift.svn.sourceforge.net/svnroot/vdrift/vdrift-data-dev and add Code: #define DATA_URL "http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data-dev" - Timo 6 - 10-16-2011 I have been making more parts on the F1-02 breakable, but in order to have both damage and aerodynamics working properly the blender objects have to be at the origin and then moved using the centre parameter of the box section eg. [suspension-front-left] texture = body00.png, body-misc1.png mesh = suspension_front_left.joe position = 0, 0, 0 mass = 2.5 [suspension-front-left.box] center = -0.47, 1.57, -0.35 size = 0.65, 0.76, 0.43 as changing the position parameter messes up damage, and moving the objects in blender breaks the aerodynamics. However this means the car preview widget displays the car wrong: https://picasaweb.google.com/lh/photo/NpsqlCFTcEzI8QE3t3RF2g?feat=directlink I've uploaded the changes I've made to the car so far: http://www.megaupload.com/?d=BIFDEI4I On the up side, your latest commit fixed an issue I was having with adding more than 3 breakable parts. - NaN - 10-16-2011 Quote:suspension_front_left.joeAhhaha, I've got them too but animated. But need to fix the replay issue in master first. Quote:both damage and aerodynamics working properly the blender objects have to be at the origin and then moved using the centre parameter of the box section egWill look into this. Currently graphics and physics loading is in separate files, a constant source of subtle bugs. I've planed to move all loading code into a carloader to have it all in one place. Quote:commit fixed an issueThere is another issue with wheel ray, wheel collision cylinder and surface bumps. After I've figured out a fix the code could be merged back into master I think. |