Turbo Sliders Feature Requests

Talk about your ideas, rants, raves, technical issues, and problems.

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Flexman
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Post by Flexman » Tue Apr 25, 2006 9:22 am

Raikko wrote: To more make the so great limit of the map of 4000x4000 or More for the F1 2006 cup!!
No. You heared the reasons why this is not possible several times, so please stop that.

Bigger tracks also make it impossible to play these games on one computer or with your friends on one computer in the network which means less players in the servers. This also only will be useful if you have split screen and this means much more CPU just because 2 or 3 players want very huge tracks.

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dede
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Post by dede » Mon May 01, 2006 9:32 am

###CHAT COMMANDS###

/mute 1 -> when chat isn't allowed (important match etc) // hiddens also other messages.

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Jazzyclub
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Post by Jazzyclub » Mon May 01, 2006 9:35 am

YEAH DEDE, in this way all can read only the admin words!!

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DreyMIX
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Post by DreyMIX » Tue May 02, 2006 1:31 pm

Second me, if it is made in way to start a dedicated server without no licence (as for other dedicated games server: quake 3, unreal tournament 2004, neverwinter nights, etc). The server increases sure and there is more people that even go to buy a complete copy of turbo sliders :)

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dede
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Post by dede » Tue May 02, 2006 3:02 pm

DreyMIX wrote:For me, if it is made in way to start a dedicated server without no licence (as for other dedicated games server: quake 3, unreal tournament 2004, neverwinter nights, etc). The server increases sure and there is more people that even go to buy a complete copy of turbo sliders :)
Eh? :D

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Ande
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Post by Ande » Tue May 02, 2006 6:46 pm

DreyMIX wrote:Second me, if it is made in way to start a dedicated server without no licence (as for other dedicated games server: quake 3, unreal tournament 2004, neverwinter nights, etc). The server increases sure and there is more people that even go to buy a complete copy of turbo sliders :)
I am not sure if I understood the question but it is possible to make a full dedicated server without having a license. In fact, that is the default mode and you need to use command line parameter "-demo 1" to make a demo server.

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DreyMIX
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Post by DreyMIX » Tue May 02, 2006 8:24 pm

Exact, but if I try to start the dedicated server with tracks custom (not integrated in the game), the server comes restarted endured as soon as it begins the cup, like if did not succeed to load the tracks; while if I insert the cdkey the server set offs correctly without problems. How never?

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Ande
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Post by Ande » Tue May 02, 2006 9:39 pm

DreyMIX wrote:Exact, but if I try to start the dedicated server with tracks custom (not integrated in the game), the server comes restarted endured as soon as it begins the cup, like if did not succeed to load the tracks; while if I insert the cdkey the server set offs correctly without problems. How never?
That is quite odd. Are you actually running the server as a dedicated server without graphics (as described in doc/README-autoserver.txt, creating autoserver.srv and using command line parameter "-autoserver 1")? How have you selected the tracks? If you run the GUI with a demo version, the tracks get unselected so you need to select them either in macros.ini or sliders.ini.

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Post by DreyMIX » Wed May 03, 2006 2:21 pm

you have new private message! :D

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Ande
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Post by Ande » Wed May 03, 2006 5:21 pm

Yes, now I found out that selecting tracks without license does not work in sliders.ini with autoserver. But fortunately, you can add the tracks in macros.ini :).

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Post by Jeffrey » Sun May 07, 2006 7:16 pm

It would be more practical that cars can be put in sub-folders in the cars folder. (exactly how tracks work).

This is good so if you want to remove a car pack or something, it would be easier.

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dede
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Post by dede » Mon May 08, 2006 11:26 am

Ghost&Dark mode:
in some cases ghost is a bit hard to drive (when there are many players). What about hidding completely each opponent car? I think it won't be hard to implement and it will be helpful in many cups. Ghost but without seeing other cars!

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Flexman
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Post by Flexman » Mon May 08, 2006 3:56 pm

dede wrote:What about hidding completely each opponent car?
Racing without seeing anyone... I hope this is the last point on the to do list.

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dede
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Post by dede » Mon May 08, 2006 4:27 pm

Flexman wrote:
dede wrote:What about hidding completely each opponent car?
Racing without seeing anyone... I hope this is the last point on the to do list.
I guess TS players' suggestions are more important than others'. And btw, this is easy to implement.

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Post by Jeffrey » Fri May 26, 2006 9:56 pm

About the pro mode.

Can there be another option for this, than just disable back markers.

It would be more practical maybe that back markers (lapped cars) slow down for 5 seconds if they do not give way and are hit by a faster car.

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Pit Crews

Post by jadoming » Thu Jun 01, 2006 6:53 pm

Hi I am new to the TS community - just recently purchased the game and so far I have to admit it is awesome! For the next version I would like to see a pit crew similar to the game Mini Racing Online (http://www.miniracingonline.com/inicio.php). Pit crew sounds notifying you of fuel status and best lap times would be awesome as well.

I know its nice to keep things simple but sometimes simple touches like pit crews can add an extra level of enjoyment especially during the intense heat of a racing - this is of course our only time to sit back and enjoy the "scenery" while our pit crews take care of us!

Anyhow its a wish list right! Maybe it will make it to the next version - I HOPE!!

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Flexman
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Post by Flexman » Thu Jun 01, 2006 7:29 pm

Ah there it comes from... Seems like the new players want Turbosliders to be a clone of this Miniracingonline.

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Post by mikko » Thu Jun 01, 2006 8:15 pm

Flexman wrote:Ah there it comes from... Seems like the new players want Turbosliders to be a clone of this Miniracingonline.
In current situation, I think it's good for the game to have new registered players. Being active and expressing their opinions sounds not bad for me either.

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Post by Jazzyclub » Fri Jun 02, 2006 4:34 am

the touch of flexman, how can put away from TS new players :)
BE COOL man take a long vacation from this forum LOL

PS: its a joke but take a little relax and dont drink tea with poison for some weeks :)

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Flexman
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Post by Flexman » Fri Jun 02, 2006 7:31 am

Hey, I do not want to put away now players.

Just wondered why they see this as clone of a Formula 1 racing. There really must be something wrong with the marketing.

However new features do not harm the game as long as technical improvement (e.g. for the network code) has it's place. In my local network this game is very vulnerable to lags espeacially if you compare it to other network games with action where there a no problems. So avoiding that nasty lag would be a fine thing, and I guess also for others who have problems opening their own servers because of lag.

I know it's difficult and you cannot do miracles but so many things were added in the last time why not working on lag-improvement?

But ok you're right Jazzy as long as people talk of full servers when there are 8 players it's better when i avoid this forum. Don't want to spoil the party for the new players and have to accept that this game is going towards Mini Online Racing...

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dede
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Post by dede » Sat Jun 03, 2006 12:03 am

Yes, Flexman is right! I think that this game is using too much bandwith! Why? Other big multiplayer games aren't requiring a lot of bandwith and don't lag at all. I think that Ande should try to solve this problem!

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Post by Ande » Sat Jun 03, 2006 8:10 am

dede wrote:Yes, Flexman is right! I think that this game is using too much bandwith! Why? Other big multiplayer games aren't requiring a lot of bandwith and don't lag at all.
10 player TS race server requires about 180 kbps of server bandwidth. Counter-strike requires 512 kbps for 8-10 players (according to this page:
http://www.cstrike-planet.com/tutorial/1). I don't know what big games you are meaning...

But unfortunately, in a game like TS, if the cars are allowed to bump into each other, it is technically quite impossible to make the game lagless if there are problems with connection. In a game lilke CS, if you lose your connection for a second, you don't probably notice it unless someone happened to shoot you during that time. However, in a game like TS, a lot can happen in a second, especially if there is much interaction (read: bumping) between players all the time.

What other games often do is that the clients decide where the player goes and they send the information to server. In TS, however, client only sends its controls, predicts the outcome but the server later tells the real outcome. The good thing about this is that cheating is virtually impossible and collisions work as they should. The bad thing is, as many have noticed, that if the ping time gets big or if the ping varies a lot, this can cause really nasty warping.

I have thought about possibilities of using the system where clients only tell where they are instead of the server deciding that for them. But what exactly should happen in collisions then if two different clients have different views of the situation because of high ping times?

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dede
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Post by dede » Sat Jun 03, 2006 8:28 am

Ande wrote:I have thought about possibilities of using the system where clients only tell where they are instead of the server deciding that for them. But what exactly should happen in collisions then if two different clients have different views of the situation because of high ping times?
What about applying this for ghost mode?

Can you please check and comment this topic? thanks.

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Post by Ande » Sat Jun 03, 2006 8:34 am

dede wrote: What about applying this for ghost mode?
Yes, in ghost mode it would in theory work well. The problem is, however, that I would have to rewrite *lots* of network code for that, and if it would help only one game mode that is not used so often, it might not be worth it. Of course, if it would allow new intercontinental games, it would be nice.

Another issue with that is that extra checks would have to be made to prevent cheating. For example, clients could add the acceleration of their car without the server being able to detect that.

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Post by Jarno » Mon Jun 12, 2006 11:05 pm

About ghost mode:

Nowadays some players dont like ghost mode because of irritation problems. So would it be possible to add feature that you can change other cars color strongness. So if color is a bit more pale than now it would be easier to see own car. What do you think ande?
Spinnering on limits...

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