This could be very nice. I hate driving ghost when there are 5 or more cars on top of each others. You just can't see your own car anymore. And why to use ghost anyway: it is necessary to play cups without whining and arguing.Jarno wrote: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?
Turbo Sliders Feature Requests
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oldschool slider <3 | Hengari @ Quakenet/IRCnet
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One thing about editor:
As all those who have made tracks knows, sometimes when you place tile it move one pixel up/down or left/right. Normally its doesnt matter so much because you can remove tile and add new insted. But if you make, for example, very long narrow white line you have to use those little white line tiles and doing that it is very frusturating because tile isnt never going there where is supposed to be.
I think this is kind of little problem but is there any solution for that ande?
As all those who have made tracks knows, sometimes when you place tile it move one pixel up/down or left/right. Normally its doesnt matter so much because you can remove tile and add new insted. But if you make, for example, very long narrow white line you have to use those little white line tiles and doing that it is very frusturating because tile isnt never going there where is supposed to be.
I think this is kind of little problem but is there any solution for that ande?
Spinnering on limits...
Hengari wrote:This could be very nice. I hate driving ghost when there are 5 or more cars on top of each others. You just can't see your own car anymore. And why to use ghost anyway: it is necessary to play cups without whining and arguing.Jarno wrote: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?
What about a function that disable/able the ghost mode during race???
Is it possible to not see other cars under me??
It is very nervy when u drive and u have 7 cars under u....
Yep, already suggested by me, and i think it's not very hard to implement. Could be a feature like F5 -> predictive cam.. Obviously only if you are racing in ghost mode.Ippon-wazaari wrote:What about a function that disable/able the ghost mode during race???
Is it possible to not see other cars under me??
It is very nervy when u drive and u have 7 cars under u....
Of Coursedede wrote:Yep, already suggested by me, and i think it's not very hard to implement. Could be a feature like F5 -> predictive cam.. Obviously only if you are racing in ghost mode.Ippon-wazaari wrote:What about a function that disable/able the ghost mode during race???
Is it possible to not see other cars under me??
It is very nervy when u drive and u have 7 cars under u....
I have an idea : I like to record a lot of races, as many as i can in hope of a replay that will be nice to watch later. Though it can get annoying having so many recordings after playing. So my idea - an option to set "Record All Races" with an option. After each race, you see "Keep This Recording?" And you can select Y or N. When you select No, the recording is erased. Having this feature will allow people to keep only the recording they like - a nice race finish or a good puna game ect....
Is this possible Ande?
Is this possible Ande?

I have thought about something like that but haven't found a good enough solution for that. Perhaps there could be some simple way of pressing some key combination during an automatic recording which would mean that the recording is not saved. This way, there would not need to be another option and dialog screen (which stuff to be translatedmouse wrote:After each race, you see "Keep This Recording?"
try to compress a track in .gz like AI-lines, in this way you cant miss files and never you can reach again broken track.
Another good stuff can be a file locator like trackmania, how it can work?
1) upload your track somewhere
2) create a .loc file and write in it the url of the uploaded track
3) put this .loc file in the same folder of the track
4) rename it like track, ex: speedway.gz ---> speedway.gz.loc
what do you think about an avatar system in game? and a buddy system?
PS: i know is more important the network code for now and demo mode to increase the number of the players but if i not write down these ideas i can lost them
Another good stuff can be a file locator like trackmania, how it can work?
1) upload your track somewhere
2) create a .loc file and write in it the url of the uploaded track
3) put this .loc file in the same folder of the track
4) rename it like track, ex: speedway.gz ---> speedway.gz.loc
what do you think about an avatar system in game? and a buddy system?
PS: i know is more important the network code for now and demo mode to increase the number of the players but if i not write down these ideas i can lost them
That could be nice but it increases the size of track-folder a lot. I have now over 100 MB of track-files and if they are were packed in .gz with the tiles it could be much more. But the size is not really a problem.Jazzyclub wrote:try to compress a track in .gz like AI-lines, in this way you cant miss files and never you can reach again broken track.
Hmmm, I don't get it how does that work. There could be some kind of locator while to show which files are needed for the track to work.Jazzyclub wrote: Another good stuff can be a file locator like trackmania, how it can work?
1) upload your track somewhere
2) create a .loc file and write in it the url of the uploaded track
3) put this .loc file in the same folder of the track
4) rename it like track, ex: speedway.gz ---> speedway.gz.loc
Heh, and we don't even have timestamps in the TS chat or main lobby chat in the game.Jazzyclub wrote: what do you think about an avatar system in game? and a buddy system?
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint
sliderpoint
Indeed. I'd prefer waiting 1-2 months to get new demo features instead of having these last features we suggested. Wazaari is right: "in summer TS needs new players buying full version and continue playing till next summer".Hengari wrote:Heh, and we don't even have timestamps in the TS chat or main lobby chat in the game.
Not to make the game too fancy, but could ,in the future, there be a tire wear system incorporated into the game? I Just remembered the game of Gran Turismo 4 w/ tire wear and fuel. also with the fuel, could we make it so the fuel was based on the stats of the car (like acceleration, and weight)?
My Track (fixed):
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
Guys, here you can't suggest features for the next version of TurboSliders: I'm building only the website. 
-EDIT-
Sorry, thought it was the other topic about TurboSliders.com
-EDIT-
Sorry, thought it was the other topic about TurboSliders.com
Last edited by dede on Sat Sep 02, 2006 3:47 pm, edited 1 time in total.
Razor, that has been talked of a few times before, if you look in this topic you can find the conversation (Ande involved in it). It may make it too complicated indeed, Fuel, Damage and Tire Wear to watch, dunno if it would work.
Wolf, of course Ande will work on 1.0.9, no one else would. In Xzeal's website, he talks to Ande about 1.0.9.
http://tsnews.pri.ee you can find that conversation here.
Wolf, of course Ande will work on 1.0.9, no one else would. In Xzeal's website, he talks to Ande about 1.0.9.
http://tsnews.pri.ee you can find that conversation here.

I would love to see tire wear. It would make a great combination with fuel strategies. Tires waer depending on the amount of force on the tires so your driving style becomes an issue. The more you wear your tires, the more the car slides... excellentMouse wrote:[...] It may make it too complicated indeed, Fuel, Damage and Tire Wear to watch, dunno if it would work [...]
The most likely way for the world to be destroyed, most experts agree, is by accident. That's where we come in; we're computer professionals. We cause accidents. (Nathaniel Borenstein)
http://www.wirednerd.com
http://www.wirednerd.com
I will visit that link and nice idea u9!
It would be neat to have a pit strategy based on 3 factors!
It would be neat to have a pit strategy based on 3 factors!
My Track (fixed):
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
http://www.4shared.com/file/3681930/606 ... ceway.html
BTW, the Avatar is the car im making!
Yeah, maybe it should depend by a combination of slide and velocity, though it won't work with antislideru9 wrote:I would love to see tire wear. It would make a great combination with fuel strategies. Tires waer depending on the amount of force on the tires so your driving style becomes an issue. The more you wear your tires, the more the car slides... excellentI don't think it would be too complicated, I mean you would "feel" when your tires need changing
Besides, several games have (had) this like Indy Heat, GeneRally etc. and I love em
Of course one can always disable it.
Sure it will. It is "very easy" (if you're a physicist hehe) to calculate the amount of force inflicted on the tires during a turn (and speeding/braking). Actually driving slowly around a corner applies less force on the tires then at a higher speed, and hence wears them less (dear I call it "centrifugal" force?). So there you have a difference in driving style playing into it. Slower around the corners saves tire-wear but probably at the cost of speed.dede wrote:[...] though it won't work with antislider
I could imagine that sliding would wear much on the tires and would work great for a car such as AntiSlider, but then again a car such as slider would have no tires after the first round hehehe so some balancing of the feature is needed to be usable.
The most likely way for the world to be destroyed, most experts agree, is by accident. That's where we come in; we're computer professionals. We cause accidents. (Nathaniel Borenstein)
http://www.wirednerd.com
http://www.wirednerd.com
I'm not sure. I think it should probably be linked to the amount of fuel onboard as the car would weigh more (Force = mass*acceleration)... Dunno... it might work however.dede wrote:Yes, good idea, maybe linked to speed during the turn and how hard the turn is (in some way).Jarno wrote:Easiest way would be if tire wear worked same way as fuel now. So when you press turn left/right you lost tire wear. Easy and simple. And would work for all cars.
The most likely way for the world to be destroyed, most experts agree, is by accident. That's where we come in; we're computer professionals. We cause accidents. (Nathaniel Borenstein)
http://www.wirednerd.com
http://www.wirednerd.com






