04-18-2007, 09:01 PM,
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thelusiv
Administrator
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Posts: 2,346
Threads: 223
Joined: Jun 2005
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Data moving to SF.net SVN
I have started the process of moving VDrift's data to SF.net SVN. Developers take note, for a short time this may disrupt things, especially when I remove the data from vdrift SVN, and before I set up a way to easily check out the data with the code. I think for a short time we may just keep a very small data set in the source tree just for testing purposes. I'll probably remove the data from vdrift SVN sometime tonight.
I have already copied the data over to SF.net. As soon as the data is gone from the source tree, you can get it by doing
Code: cd vdrift
svn up
svn co https://vdrift.svn.sourceforge.net/svnroot/vdrift/vdrift-data data
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04-30-2007, 04:45 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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thelusiv Wrote:Please let me know if you find you do not have write access to the new data repository. I know there are a few people who don't. I need to know your sourceforge.net account, and if you don't have one, then you need to make one.
i just created a sourceforge account, alexr25, can you please add it to the access list so i can commit to the repository. the good news is that i just got permission to convert a whole bunch of rFactor tracks (i've already converted most of them for my personal use, i just need to clean them up a bit) so expect a lot of f1 tracks. first one magny-cours.
--alex--
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04-30-2007, 08:44 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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thelusiv Wrote:Hey Alex, in light of the recent license issue problems could you ask if the author is willing to release them as GPL or not? If they are GPL we can include them with the game, if not they will have to move to the community data collection.
edit: I just added you to the SF.net project with (I think) the proper permissions. Please test it out and let me know if it works.
magny-cours is committed. the rFactor tracks were themselves conversions so getting them released under GPL might be a bit of a problem. we'll see.
--alex--
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05-04-2007, 04:20 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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thelusiv Wrote:One little issue with the track that I found while playing with the TL2 is that when you drive over the bump strips the car goes nuts, and is sometimes launched into the air and you must leave the game and start a new one...however this didn't happen at all with the Z06. Strange...but this probably has something to do with the shape of the model, the collision system, and the bumpiness setting on the object.
i think the problem is with the collision code. i see something similar on other tracks, in particular when two collideable surfaces overlap and (maybe) are close to each other (this is one reason i haven't released albert park, melbourne yet). for melbourne i made one of the surfaces non collideable (works only if you don't expect to drive on that surface) but there are parts where you have the curb on top of the road surface and if you get over the curb the car just starts bouncing around. i keep meaning to look at the collision code but i can never seem to find the time.
--alex--
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05-04-2007, 08:00 PM,
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TerraRoot
Junior Member
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Posts: 33
Threads: 4
Joined: Feb 2006
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I've tried messing around with the SB, that thing is REALLY affected by what your describing, at first i though "body hitting the ground"
Then i raised the suspension and it got worse!
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