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Track updates needed...
02-15-2007, 06:21 PM,
Update nuerburgring_nordschleife track add ROAD1d.tga.png in list.txt (r1539).

02-18-2007, 10:23 AM,
Spa track coefficients updated (r1543).

There are some problem with this track:
- cameras are not in the right position (there are in the sky)

- #entry 443
it is not in the right position, this cause an instability at the last curve.
in my opinion right position is:


related this texture "roadf.bmp.png" which coefficient is right?
Now I have treat it like nornal road coeff. 6 2.0
02-19-2007, 04:16 AM,
pwp71, on the cameras, all the tracks have this problem. We haven't fixed the "external" track cameras, there is simply no support for it in the track editor right now.

I think you might be right about entry 443, do you think you can fix it by moving the coordinates of the object in list.txt?

Today I noticed that the cones in Brands Hatch should be made non-collidable.

Lots of tracks need more starting positions. I know for sure that Brands Hatch and Road Atlanta both do. I'll test more tracks and post others that need to have the starting positions fixed.

As far as I know you're right about roadf.bmp.png.
02-19-2007, 09:35 AM,
Moving the object's location in the list.txt files isn't really supported anymore. If this is desired, I can add it to my TODO, although it might be more useful to work on a JOE2blend converter instead...?
02-19-2007, 10:59 AM,
Ah, I didn't realize that - I thought that list.txt contained positions for everything. Shows you how much I look at those. Smile

You're right, time would be better spent on a JOE -> Blender converter so we can actually edit our tracks and really fix them when they have should write it in Python as a Blender import script. Then it could be used from within Blender itself, that'd be pretty handy.
02-19-2007, 11:58 AM,
thelusiv Wrote:Today I noticed that the cones in Brands Hatch should be made non-collidable.

why would you want to make the cones non-collidable? the whole of idea of cones is to prevent you from going certain places. if they are non-collidable it kind of defeats the whole purpose...

02-19-2007, 12:17 PM,
Well the trouble with the cones is that they really screw the car movement up when you hit them. I've had the car fly up in the air, get stuck on the cones, etc. I agree that the cones should be collidable, but they should also move, fall over, get stuck under the car and drag, slow the car down, and all that stuff. With our current collision system however this isn't going to happen, and the cones are making things really difficult in some places. So I think they should be collidable in the long run, as I think the trees and bushes should too, but for now, it just makes things more difficult, because they are acting more like concrete cones anchored to the ground than plastic ones.
02-21-2007, 01:54 AM,
I agree... with the current way collisions work, cones and trees probably shouldn't be marked as collideable.
02-21-2007, 07:24 PM,
About entry 443 I don't know if I'm able to repair it.
I'm seeing how to do that.
I'm not able to use blender (I'm learning, but is very very hard),
and I don't understand very well how to decompose .joe

As soon as possible I'll add 4 start positions to all tracks.
Have you any advise to give me how to do that simply?

About cones and trees, I agree too.
In some circuits there are some problems, like weekend (about trees, see above) and Laguna Seca, I have to check but I remember collision with cones didn't work very well.

Some of my circuits was already update about cones, trees and also road sign.

02-23-2007, 02:49 PM,
Well, right now we don't have a way to go from .joe -> .blend. We will have a way eventually though.

About setting starting positions, rookie1 added a patch to the track editor to make this easier. I sent you a link in IRC but someone else might be reading this who needs to know, or you might have lost the link, so here it is again:

Also hopefully we'll get a good "how to use the track editor" page on the wiki pretty soon.

Thanks again for your work on updating tracks Smile
02-28-2007, 04:10 AM,
#71 that other things are finally coming together for a release, we really need to finish updating the remaining tracks that need starting positions. If I'm not mistaken, I think that all the tracks now have proper friction and bumpiness properties. Once we get starting positions set up I think the tracks will be all ready for release.

Since it seems like we'll also need a set of "reverse start positions" now would be a good time to create those too.

Tomorrow I'll go through each track, and post a list of the ones that need start positions fixed, and start fixing some too if I have time.
03-01-2007, 05:13 AM,
Alright here's the list of tracks which need 4 starting positions set:
  • Brands Hatch
  • Detroit
  • Dijon-Prenois 1981
  • Jarama
  • Kyalami
  • Laguna Seca
  • Le Mans
  • Monaco
  • Mosport
  • Nuerburgring Nordschleife
  • Pau
  • Road Atlanta
  • Ruudskogen
  • Spa-Francorchamps
  • Weekend Drive
  • Zandvoort
Also, every time I try to load Weekend Drive with more than one AI driver the game segfaults...
03-01-2007, 08:52 AM,
thelusiv Wrote:Also, every time I try to load Weekend Drive with more than one AI driver the game segfaults...
Segfault only happens when you select reverse. Probably because there is no lap sequence defined for this track. It seems the position display is not working on this track even in the normal direction.
03-01-2007, 02:58 PM,
Aha, OK, I must have turned off reverse track at the same time as I reduce the number of AI, and that made me think it was related to AI.

Instead of a segfault is there a way we can catch the case when things aren't defined and just start forwards?
03-01-2007, 10:48 PM,
Should be fixed, R 1572.

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