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Car "types" menu
11-07-2006, 03:18 PM,
#1
Car "types" menu
I'm working on a model of the Subaru Impreza (~93-01 GM body shell) in multiple different (Stock NA GM6, GM6 with normal induction mods, GM6 with forced induction, etc.).

Currently when I go through the car selection menu I pan through GM6, GM6 HC, GM6T, etc.

I was thinking the menu would be more efficient if it was able to select a platform and then a sub spec. Using the CS as an example:

CS
|
+ 1972 RS
+ 1974 IROC
+ 1977 SC
+ 1984 Turbo
+ 1988 Carrera
+ etc...

Is there a limit on the number of characters used for a car in the menu? There must be given the layout.

Again, just an idea.
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11-08-2006, 03:07 AM,
#2
 
Not a bad idea. thelusiv, what do you think? Can you think of a way that this be incorporated into the "parts config" concept somehow?
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11-08-2006, 11:15 AM,
#3
 
Just thinking out loud...

Should the "unique" descriptions all be in the same .car file? Perhaps create a header that says what versions of the car are within the file, then each section has a different set of data depending on the car selected.

Something like:

Code:
[ versions ]
RS 2.5
RS 2.5 HC
RS 2.5 Turbo


[ engine ]
   [ RS 2.5 ]
      // whatever the specs are
   [ RS 2.5 HC ]
      // more specs
   [ RS 2.5 Turbo ]
      // more crazy specs


[ transmission ]
   // whatever default specs go here
   [ RS 2.5 Turbo ]
       // different specs for this setup just because
       // we want to try an STi "dog box"

Or something like that. Separate dir/config would be a lot simpler of course but then you need to come up with a mechainsm to link like cars - maybe through the cars-list.txt file or the subdirectory about.txt files?
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11-08-2006, 11:56 AM,
#4
 
Hmm, that's one way to do it, however I'm not sure if our config file format will handle nesting quite like that, maybe something like this would fly in it:
Code:
[ engine_RS_2.5 ]
...
[ engine_RS_2.5_HC ]
...
[ engine_RS_2.5_Turbo ]
Or something along those lines. Also, I've thought of doing this before but here's the way I envisioned it:
  • Cars would be defined as they are now, and the car definitions would represent the "base model" of the car
  • Other cars could be defined as modifications of another base model - that is, it would copy all the settings from another car, and then add some parts to it using our parts system.
  • These new cars could then be used as the basis for yet another car. Cars stemming from the same root base model would be grouped together in the game.
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11-08-2006, 11:49 PM,
#5
 
thelusiv: sounds good. shouldn't be too tough to implement.
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11-09-2006, 12:04 AM,
#6
 
So, if I am understanding you correctly, you would have something like a standard car definition, say, RS.car

Also in that directory you would have something like RS_HC.car and inside this file there would be the sections that are unique to that car, say [ engine RS_HC ].

Actually, the RS_HC.car file could have the standard [ engine ] header that supplants the default RS.car file's version. No need to create a funky new engine header/label.
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