Turbo Sliders 2.0.0 Beta
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Yes I think that can be considered to be a bug, thanks for noticing it. Fortunately, it is not a very critical one and can probably be fixed without having to invalidate records once again.Badeend wrote:I'm very sorry to bother you with this, but I still see some behaviour of which I think shouldn't be there. The thing is that your car will never completely stop when you just release throttle. Is it a bug or a feature?
In case someone is wondering why all these odd bugs have emerged now, it is because of the game engine changes which I hope make network games work slightly better. In 1.0.x, the game always uses 32-bit floating point numbers for position, speed etc. But in network games, 16-bit approximations are sent to save network bandwidth. In the new version, positions and speeds are rounded so that the 16-bit approximations should in fact be exact. This should remove some network game problems in the old version but it causes these weird things. Not stopping is because the speed is decreasing such small amounts that it gets rounded up every time it tries to go down. But I try to fix this in the next version, but without hurry unless something more critical is found. Let me know if you find anything similar.
One thing which is annoying is that when you use alt+tab to go in windows and then you click turbosliders file from taskbar to go back in game your cursor goes in left top corner of screen. This can happen like four times a round. Its kind of annoying when you try to quickly go back to game but you cant because it wont click the game but move cursor somewhere 
And alt+tab thing is also when there is black loadin screen in ts (like finding server) and you alt+tab the game wont "minimize" but its on so long that thing is loaded inside ts.
Hard to explain these things
And alt+tab thing is also when there is black loadin screen in ts (like finding server) and you alt+tab the game wont "minimize" but its on so long that thing is loaded inside ts.
Hard to explain these things
Spinnering on limits...
Ande, could you make the ingame master server browser only show servers running the currently active mod? The public beta has been going on for 1 day, and it's already quite annoying how many servers there are that I can't (and won't) join anyway. Or, at least make it so that the ones I can join are on top.
Yup, many players don't like thatTijny wrote:Ande, could you make the ingame master server browser only show servers running the currently active mod? The public beta has been going on for 1 day, and it's already quite annoying how many servers there are that I can't (and won't) join anyway. Or, at least make it so that the ones I can join are on top.
Do you mean you are playing 1.0.8 or 2.0? In 2.0, it should be so that the servers you can join are on top and the ones you can't are grayed out and on bottom. But of course, there may be a bug if it is not that way.Tijny wrote:Ande, could you make the ingame master server browser only show servers running the currently active mod? The public beta has been going on for 1 day, and it's already quite annoying how many servers there are that I can't (and won't) join anyway. Or, at least make it so that the ones I can join are on top.
I've been experiencing some major fps issues. I tried 1.08 and 2.0 with the same video settings. In 1.08 I had a load of 20% and 50fps, in 2.0 I had a load of 100% and 11fps.
I replaced SDL.dll with the version from 1.08 and it all seems to be working fine now. I wonder why a newer version of SDL.dll can cause such a thing :/
I replaced SDL.dll with the version from 1.08 and it all seems to be working fine now. I wonder why a newer version of SDL.dll can cause such a thing :/
What resolution do you have? Have you changed any default settings? Is 2.0 as slow if you turn DirectX on? Could you give more specs of your computer?Badeend wrote:I've been experiencing some major fps issues. I tried 1.08 and 2.0 with the same video settings. In 1.08 I had a load of 20% and 50fps, in 2.0 I had a load of 100% and 11fps.
I replaced SDL.dll with the version from 1.08 and it all seems to be working fine now. I wonder why a newer version of SDL.dll can cause such a thing :/
Ande wrote:Yes I think that can be considered to be a bug, thanks for noticing it. Fortunately, it is not a very critical one and can probably be fixed without having to invalidate records once again.Badeend wrote: The thing is that your car will never completely stop when you just release throttle. Is it a bug or a feature?
Actually, now that I have been testing things more, it seems it may after all be necessary to invalidate records again. But I will investigate this more later, just try not to drive too perfect laps quite yet
My pc specs are as follows:Ande wrote:What resolution do you have? Have you changed any default settings? Is 2.0 as slow if you turn DirectX on? Could you give more specs of your computer?Badeend wrote:I've been experiencing some major fps issues. I tried 1.08 and 2.0 with the same video settings. In 1.08 I had a load of 20% and 50fps, in 2.0 I had a load of 100% and 11fps.
I replaced SDL.dll with the version from 1.08 and it all seems to be working fine now. I wonder why a newer version of SDL.dll can cause such a thing :/
AMD Athlon 64 3500+ @ 2.2GHz
Geforce 6600 GT
1 GB ram
Windows XP pro SP3
DirectX version: 9.0c (4.09.0000.0904)
Default settings ( both 2.0 and 1.08 ):
Code: Select all
Resolution: 1280x1024
Full screen: Yes
Double buffering: No
Shrink to fit: Yes
Enlarge to fit: Yes
Zoom factor: 1.0
Predictive cam: No
Smoke: Yes
Shadows: Yes
Skidmarks: Medium
Alpha blending: Yes
Lightmapping: Yes
Menu effects: Yes
Code: Select all
TS 2.0 SDL 1.2.9.0: 50fps @ 20%
TS 2.0 SDL 1.2.13.0: 11fps @ 100%
TS 2.0 DirectX 9.0c: 50fps @ 20%
TS 1.08 SDL 1.2.9.0: 50fps @ 20%
TS 1.08 SDL 1.2.13.0: 10fps @ 100%
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TS 2.0 SDL 1.2.9.0: 50fps @ 50%
TS 2.0 SDL 1.2.13.0: 10fps @ 100%
TS 2.0 DirectX 9.0c: 50fps @ 60%
TS 1.08 SDL 1.2.9.0: 50fps @ 50%
TS 1.08 SDL 1.2.13.0: 10fps @ 100%
Have you tried running the game on just 1 CPU like explained in viewtopic.php?p=10226#10226 or tried the tips concerning running TS in Vista: viewtopic.php?t=1134Badeend wrote:I've been experiencing some major fps issues. I tried 1.08 and 2.0 with the same video settings. In 1.08 I had a load of 20% and 50fps, in 2.0 I had a load of 100% and 11fps.
I replaced SDL.dll with the version from 1.08 and it all seems to be working fine now. I wonder why a newer version of SDL.dll can cause such a thing :/
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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If you read a little further, you can see that he doesn't have a dual core CPU, or Vista.Hengari wrote:Have you tried running the game on just 1 CPU like explained in viewtopic.php?p=10226#10226 or tried the tips concerning running TS in Vista: viewtopic.php?t=1134
I had in 2.0 and 1.08 11fps @ 99% with 1.2.9.0 SDL version when all eye candy were on. Same situation with new SDL. Then i used directx and it works well nowBadeend wrote: Some tests on a single player local game on Banaring:[/code]Code: Select all
TS 2.0 SDL 1.2.9.0: 50fps @ 20% TS 2.0 SDL 1.2.13.0: 11fps @ 100% TS 2.0 DirectX 9.0c: 50fps @ 20% TS 1.08 SDL 1.2.9.0: 50fps @ 20% TS 1.08 SDL 1.2.13.0: 10fps @ 100%
Spinnering on limits...
If you check the next post, Jazzy has dual cores.Tijny wrote:If you read a little further, you can see that he doesn't have a dual core CPU, or Vista.Hengari wrote:Have you tried running the game on just 1 CPU like explained in viewtopic.php?p=10226#10226 or tried the tips concerning running TS in Vista: viewtopic.php?t=1134
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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Then you should have quoted Jazzy instead of meHengari wrote:If you check the next post, Jazzy has dual cores.Tijny wrote:If you read a little further, you can see that he doesn't have a dual core CPU, or Vista.Hengari wrote:Have you tried running the game on just 1 CPU like explained in viewtopic.php?p=10226#10226 or tried the tips concerning running TS in Vista: viewtopic.php?t=1134
But you had better question.Badeend wrote:Then you should have quoted Jazzy instead of meHengari wrote:If you check the next post, Jazzy has dual cores.Tijny wrote:If you read a little further, you can see that he doesn't have a dual core CPU, or Vista.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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Insane warps?
Well I was playing on Maunos server, I assume it was him causing the lag and not me for a moment. Anyway His roommate or what ever was downloading porn and there were some ping jumps (nothing weird there).
However the warps I was getting were insane. In 1.0.x the car kept going in the last known direction and then jump back to where it really was.
in 2.0.x the cars jumped to the middle of the screen and then abck to where they really weird. I'm going to get seizures in a warpy server if it's like that :S.
EDIT: Well lag magically disappeared and never happened again... had some normal warps (the way I know them) though.
Well I was playing on Maunos server, I assume it was him causing the lag and not me for a moment. Anyway His roommate or what ever was downloading porn and there were some ping jumps (nothing weird there).
However the warps I was getting were insane. In 1.0.x the car kept going in the last known direction and then jump back to where it really was.
in 2.0.x the cars jumped to the middle of the screen and then abck to where they really weird. I'm going to get seizures in a warpy server if it's like that :S.
EDIT: Well lag magically disappeared and never happened again... had some normal warps (the way I know them) though.
I will make one more build this week and it will yet again invalidate old records, and backward compatibility to rc2 and rc1 will be lost. Hopefully, this is the last time that has to be done. At least now I really hope to have fixed it. I will still test it for a couple of days and maybe try to do something about the other problems, too.
I hated to hear about people having problems with the new SDL without DirectX. I really wish they would fix SDL since there is not much I can do about it but to try to guess whether to use windib or DirectX by random. In the old SDL, which was included in TS 1.0.8, DirectX is always used. This is fast without alpha blending on, but if there are 20 cars, with alpha blending, shadows and smoke on, it gets ridiculously slow. The new SDL which is included in TS 2.0.0 uses windib by default. In windib, alpha blending is not slow but overall, it is slightly slower. In all machines in which I have tested it, it has been faster than DirectX with lots of cars and smoke etc. But now it seems that on some machines, it is always super slow. If you set DirectX on in 2.0.0, it should be like the old SDL. So the main problem is, whether to use DirectX or not by default. For most, windib is the better option but for some, it seems to be disastrous. I really hope I had decided to use some other graphics library in the beginning of the project...
Could all of you who have problems with windib (TS 2.0.0, DirectX turned OFF) tell the specs of your computer, maybe we can find something. Could you also paste Main window properties from output.txt. For example, mine were in windowed mode:
1280 x 800 bpp: 32 Bpp: 4 pitch: 5120 size: 4000 kB (4096000)
RGBA masks: ff0000,ff00,ff,0 shifts: 16,8,0,0 losses: 0,0,0,8
colorkey: 0 alpha: 255
SWSURFACE: 0 HWSURFACE: 0 ASYNCBLIT: 0 ANYFORMAT: 0
HWPALETTE: 1 DOUBLEBUF: 0 FULLSCREEN: 0 OPENGL: 0
OPENGLBLIT: 0 RESIZABLE: 0 HWACCEL: 0 SRCCOLORKEY: 0
RLEACCEL: 0 SRCALPHA: 0 PREALLOC: 0
And xzeal, there shouldn't be anything that causes those mega-warps, if they keep happening, let me know. It may have been just a random problem with a particularly laggy server which would have happened with 1.0.8, too, but let me know if it seems to happen more often.
I hated to hear about people having problems with the new SDL without DirectX. I really wish they would fix SDL since there is not much I can do about it but to try to guess whether to use windib or DirectX by random. In the old SDL, which was included in TS 1.0.8, DirectX is always used. This is fast without alpha blending on, but if there are 20 cars, with alpha blending, shadows and smoke on, it gets ridiculously slow. The new SDL which is included in TS 2.0.0 uses windib by default. In windib, alpha blending is not slow but overall, it is slightly slower. In all machines in which I have tested it, it has been faster than DirectX with lots of cars and smoke etc. But now it seems that on some machines, it is always super slow. If you set DirectX on in 2.0.0, it should be like the old SDL. So the main problem is, whether to use DirectX or not by default. For most, windib is the better option but for some, it seems to be disastrous. I really hope I had decided to use some other graphics library in the beginning of the project...
Could all of you who have problems with windib (TS 2.0.0, DirectX turned OFF) tell the specs of your computer, maybe we can find something. Could you also paste Main window properties from output.txt. For example, mine were in windowed mode:
1280 x 800 bpp: 32 Bpp: 4 pitch: 5120 size: 4000 kB (4096000)
RGBA masks: ff0000,ff00,ff,0 shifts: 16,8,0,0 losses: 0,0,0,8
colorkey: 0 alpha: 255
SWSURFACE: 0 HWSURFACE: 0 ASYNCBLIT: 0 ANYFORMAT: 0
HWPALETTE: 1 DOUBLEBUF: 0 FULLSCREEN: 0 OPENGL: 0
OPENGLBLIT: 0 RESIZABLE: 0 HWACCEL: 0 SRCCOLORKEY: 0
RLEACCEL: 0 SRCALPHA: 0 PREALLOC: 0
And xzeal, there shouldn't be anything that causes those mega-warps, if they keep happening, let me know. It may have been just a random problem with a particularly laggy server which would have happened with 1.0.8, too, but let me know if it seems to happen more often.
Hmm.. I wished the tiles were less sticky. It would be a really nice improvement for 2.0 to make the behaviour a little bit better so that you somehow bump away from the objects but cannot get stuck to the pixels.
That was something I really didn't like in 1.x. In 0.x it was the same but at least objects didn't have such a sticky form.
That was something I really didn't like in 1.x. In 0.x it was the same but at least objects didn't have such a sticky form.
Try my bouncy tilesFlexman wrote:Hmm.. I wished the tiles were less sticky. It would be a really nice improvement for 2.0 to make the behaviour a little bit better so that you somehow bump away from the objects but cannot get stuck to the pixels.
That was something I really didn't like in 1.x. In 0.x it was the same but at least objects didn't have such a sticky form.
Spinnering on limits...
Computer Specs:
Amd Athlon 3400+
1gb ddr
X1950pro 512Mt
Windows xp sp2 directx 9.0c
Ts 2.0.0 rc2
SDL 1.2.13.0
Main window properties:
1280 x 1024 bpp: 32 Bpp: 4 pitch: 5120 size: 5120 kB (5242880)
RGBA masks: ff0000,ff00,ff,0 shifts: 16,8,0,0 losses: 0,0,0,8
colorkey: 0 alpha: 255
SWSURFACE: 0 HWSURFACE: 0 ASYNCBLIT: 0 ANYFORMAT: 0
HWPALETTE: 1 DOUBLEBUF: 0 FULLSCREEN: 1 OPENGL: 0
OPENGLBLIT: 0 RESIZABLE: 0 HWACCEL: 0 SRCCOLORKEY: 0
RLEACCEL: 0 SRCALPHA: 0 PREALLOC: 0
Game values with different settings(20players mode):
Full screen 1280x1024, directx off, alpha-blending on, eye candy full = 40FPS @ 100%
Full screen 1280x1024, directx off, alpha-blending off, eye candy full = 40FPS @ 100%
Windowed 1280x1024, directx off, alpha-blending on, eye candy full = 50FPS @ 95%
Windowed 1280x1024, directx off, alpha-blending off, eye candy full = 50FPS @ 90% -> Playable
Full screen 1280x1024, directx on, alpha-blending on, eye candy full = 50FPS @ 70-100%
Full screen 1280x1024, directx on, alpha-blending off, eye candy full = 50-52FPS @ 10-20%
Windowed 1280x1024, directx on, alpha-blending on, eye candy full = 50FPS @ 95%
Windowed 1280x1024, directx on, alpha-blending off, eye candy full = 50FPS @ 95% -> eh? what?
how can this be 
So problem isnt FPS but cpu-usage. Last result is very weird
Amd Athlon 3400+
1gb ddr
X1950pro 512Mt
Windows xp sp2 directx 9.0c
Ts 2.0.0 rc2
SDL 1.2.13.0
Main window properties:
1280 x 1024 bpp: 32 Bpp: 4 pitch: 5120 size: 5120 kB (5242880)
RGBA masks: ff0000,ff00,ff,0 shifts: 16,8,0,0 losses: 0,0,0,8
colorkey: 0 alpha: 255
SWSURFACE: 0 HWSURFACE: 0 ASYNCBLIT: 0 ANYFORMAT: 0
HWPALETTE: 1 DOUBLEBUF: 0 FULLSCREEN: 1 OPENGL: 0
OPENGLBLIT: 0 RESIZABLE: 0 HWACCEL: 0 SRCCOLORKEY: 0
RLEACCEL: 0 SRCALPHA: 0 PREALLOC: 0
Game values with different settings(20players mode):
Full screen 1280x1024, directx off, alpha-blending on, eye candy full = 40FPS @ 100%
Full screen 1280x1024, directx off, alpha-blending off, eye candy full = 40FPS @ 100%
Windowed 1280x1024, directx off, alpha-blending on, eye candy full = 50FPS @ 95%
Windowed 1280x1024, directx off, alpha-blending off, eye candy full = 50FPS @ 90% -> Playable
Full screen 1280x1024, directx on, alpha-blending on, eye candy full = 50FPS @ 70-100%
Full screen 1280x1024, directx on, alpha-blending off, eye candy full = 50-52FPS @ 10-20%
Windowed 1280x1024, directx on, alpha-blending on, eye candy full = 50FPS @ 95%
Windowed 1280x1024, directx on, alpha-blending off, eye candy full = 50FPS @ 95% -> eh? what?
So problem isnt FPS but cpu-usage. Last result is very weird
Spinnering on limits...
I kind of agree with you, but I guess modifying the default terrains at this point would cause most existing tracks to malfunction. I suppose you could create a total modification with modified terrains, though.Flexman wrote:Hmm.. I wished the tiles were less sticky. It would be a really nice improvement for 2.0 to make the behaviour a little bit better so that you somehow bump away from the objects but cannot get stuck to the pixels.
That was something I really didn't like in 1.x. In 0.x it was the same but at least objects didn't have such a sticky form.
And about the SDL thing, I don't have any framelag issues using windib even with 20 players, but the car movements just aren't smooth (it's like the cars are a bit blurry). This also occurs with SDL 1.2.13 and DirectX turned on, that's why I chose to downgrade to 1.2.9.
My specs are:
Core 2 Duo E6600
Radeon HD4870
2GB DDR2
Windows XP SP2
Code: Select all
Main window properties: (using SDL 1.2.13.0)
1280 x 1024 bpp: 32 Bpp: 4 pitch: 5120 size: 5120 kB (5242880)
RGBA masks: ff0000,ff00,ff,0 shifts: 16,8,0,0 losses: 0,0,0,8
colorkey: 0 alpha: 255
SWSURFACE: 0 HWSURFACE: 0 ASYNCBLIT: 0 ANYFORMAT: 0
HWPALETTE: 1 DOUBLEBUF: 0 FULLSCREEN: 1 OPENGL: 0
OPENGLBLIT: 0 RESIZABLE: 0 HWACCEL: 0 SRCCOLORKEY: 0
RLEACCEL: 0 SRCALPHA: 0 PREALLOC: 0





