Discussion related to Turbo Sliders and beta version feedback.
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dede
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by dede » Wed Sep 10, 2008 6:04 pm
BongRasta wrote:When I open the Master Server list.....It reads "Invalid Protocol" and something about "server being newer or older."
It means that there are currently no servers running with the same version of the game you are running. Currently we are waiting for a stable release (probably the rc3 will be stable) to convert old 1.0.8 servers to 2.0.0 version.
If you want to join servers running mods, you need to download and run that mod (please read carefully the document you find inside your /docs/ folder). You can find the speedway mod at stspl.eu, forum section (but probably you would love to play TS itself

).
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BongRasta
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by BongRasta » Wed Sep 10, 2008 6:51 pm
Well I suppose I'll wait until the stable version is out because I am lost....hahahaha
I really want to race.....I cant translate the website given & am not too great with uploading certain files.
Any other advise explained as if you were talking to a 3 yr old...I am all ears!
Thanks!
Last edited by
BongRasta on Wed Sep 10, 2008 7:02 pm, edited 1 time in total.
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Anddru
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by Anddru » Wed Sep 10, 2008 6:55 pm
Did you fix the problem about cars changing to Easyslider in online games, Ande?
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Ek Poepol
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by Ek Poepol » Wed Sep 10, 2008 6:58 pm
If you create a track and drive AI Lines everything works but when you edit the track (I put in custom starting positions) and drive Ai lines again they dont record. Why is this. How do i fix it
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Jazzyclub
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by Jazzyclub » Wed Sep 10, 2008 8:04 pm
how can i edit a existing track 4000x4000??
ive created a folder mod_test, putted inside of it data/cars/track folder and the editor cant see my track
so i decided to put too the editor inside of mod folder and when i start, it ask for DLLs, so i put too these DLLs but the editor start and close immediatly
what is wrong?
PS: about weather? its possible in near future something similar or its only a dream??
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Tijny
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by Tijny » Wed Sep 10, 2008 8:20 pm
Did you try reading the manual?
Last edited by
Tijny on Wed Sep 10, 2008 9:18 pm, edited 1 time in total.
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dede
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by dede » Wed Sep 10, 2008 8:51 pm
Tijny wrote:Did you try running the editor with the command line parameters "-mod test"?
Wrong question. "Did you try reading the manual?"
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Jazzyclub
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by Jazzyclub » Wed Sep 10, 2008 9:24 pm
missed some files...now the problem was: everytime ill open the track "fatal error"...weird, because i can play on it
uhmmmm
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Jeffrey
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by Jeffrey » Thu Sep 11, 2008 3:21 pm
My Test Mod Worked wonders.
So i created a folder named: mod_VRM (among the other game folders)
Inside it created these folders: tracks, cars and a copy of the data folder
Also created the file mod.dat with these text inside as documented:
Name vrm
Version 1
MinTSVersion 200
URL http://www.turbosliders.com/
TilesFile tiles2.til
MaxTrackSize 4000
Then automatically other file/folders like: ai, records2, game.ini were created.
Then i created two shortcuts one for game and one for editor to support track size 4000 by 4000
....sliders.exe" -mod vrm
....edtor.exe" -mod vrm
PS vrm is my mod name
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Jeffrey
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by Jeffrey » Sun Sep 14, 2008 4:02 pm
Would like to ask Ande.
For mod tracks, not all straights are vertical or horizontal.
The first control point marks the start/finsih line.
Is it possible to rotate this 1st control point and make it at an angle.
Also it would be interesting the level 2 tiles can be rotated as well.
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Jazzyclub
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by Jazzyclub » Sun Sep 14, 2008 4:31 pm
and what about starting grid on leveltiles2? some years ago ive tried to put the starting grid on a bridge and it go under it....
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dby
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by dby » Sun Sep 14, 2008 4:47 pm
Jeffrey wrote:Is it possible to rotate this 1st control point and make it at an angle.
Also it would be interesting the level 2 tiles can be rotated as well.
It was possible before, not in 2.0.0? Although, rotated level tiles caused some wird skidmarks.
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Hengari
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by Hengari » Sun Sep 14, 2008 5:30 pm
dby wrote:Jeffrey wrote:Is it possible to rotate this 1st control point and make it at an angle.
Also it would be interesting the level 2 tiles can be rotated as well.
It was possible before, not in 2.0.0? Although, rotated level tiles caused some wird skidmarks.
Not like the other tiles with using the editor.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint
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dby
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by dby » Sun Sep 14, 2008 7:50 pm
Hengari wrote:dby wrote:Jeffrey wrote:Is it possible to rotate this 1st control point and make it at an angle.
Also it would be interesting the level 2 tiles can be rotated as well.
It was possible before, not in 2.0.0? Although, rotated level tiles caused some wird skidmarks.
Not like the other tiles with using the editor.
Ok, so it's still possible in the old way?
(Anyone new to this can check out for example my track
Dby-Illegal_street_racing_03, which has both starting line and a bridge at a different angle.)
Isn't that possible because it's a total conversion mod or something, Jeffrey?
I really need to get off my ass an test the new version.
Would be a nice feature though, in a future version, to be able to rotate level tiles and control lines within the editor.
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Mouse
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by Mouse » Sun Sep 14, 2008 8:58 pm
Is it possible to enable missiles in races?

I cannot help but think of how fun it can be... shooting at people in rough races.
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Ande
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by Ande » Mon Sep 15, 2008 8:43 am
Just to let you know what is happening, here is a little status update. I think no major bugs have been found in rc3 yet so it is very probably it will be the final version when it comes to game engine, records etc. I try not to add any more gameplay related features to the new version.
What I am trying to do now is to make the game support OpenGL which could possibly solve most FPS and graphics related smoothness issues. I haven't coded much with OpenGL and I am still struggling with tyre marks (framebuffer object related stuff if someone is interested). Another issue is that I am currently using glSDL which is GPL licensed, so unless I get a special permission, I can't use it in the final version. In that case, I would have to write my own library for OpenGL support, which would take more time, at least a week or two I guess. But things are going forward albeit slightly slower just now.
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Ande
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by Ande » Mon Sep 15, 2008 8:45 am
Mouse wrote:Is it possible to enable missiles in races?

I cannot help but think of how fun it can be... shooting at people in rough races.
What is the general concensus about this, should I enable this or is there a risk that suddenly, every server has them enabled?
Enabling them might actually be easier than you think

.
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Flexman
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by Flexman » Mon Sep 15, 2008 8:55 am
Jarno wrote:
Try my bouncy tiles

Where can I find them?
Other question: Might it be that the Auto Server Creator (by Jazzy) does not work with 2.x or is there another problem when I try to start the server?
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kovalainen
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by kovalainen » Mon Sep 15, 2008 10:21 am
No Jazzyclub's Autoserver creator does work with 2.0 i tried it last week.
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Flexman
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by Flexman » Mon Sep 15, 2008 10:34 am
kovalainen wrote:No Jazzyclub's Autoserver creator does work with 2.0 i tried it last week.
Hmm... Strange. It seems to start turbosliders but the server is not reachable from outside. Ping just says ??? and I cannot connect. What's the problem there?
I also tried to switch the firewall off, same problem.
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dede
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by dede » Mon Sep 15, 2008 11:24 am
Ande wrote:What is the general concensus about this, should I enable this or is there a risk that suddenly, every server has them enabled?
Enabling them might actually be easier than you think

.
That could work with /forcemissiles 2, obviously not as default

If it's easy, possibility to add bots in all kind of mods (e.g. xbumpz).
Anyway, for both features, it's quite important that it won't break compatibility again

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kovalainen
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by kovalainen » Mon Sep 15, 2008 11:45 am
Allow ts through your firewall Software & if you use a router of somekind you need to forward ports 6654 and 6655. If you don't kow how, check out
http://portforward.com/
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Flexman
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by Flexman » Mon Sep 15, 2008 12:40 pm
kovalainen wrote:Allow ts through your firewall Software & if you use a router of somekind you need to forward ports 6654 and 6655. If you don't kow how, check out
http://portforward.com/
The comuter is directly on the internet, no firewall. Hm.
But it has 2 virtual network cards although the shown IP was the right one.
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Flexman
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by Flexman » Mon Sep 15, 2008 3:46 pm
Also I tried 2.0 Rc3 on my Laptop (Genius Webgine, about 1 Mhz, Sis 630 Graphig). The Standard settings were far too slow so I changed it to 800x600, DirectX (I have 9.0c).
Then I was not able to restart Turbosliders and had to copy the old INI back. I figured aut that changing to DirectX caused the problem.
About the Server: I got to work. Problem was that TS2 was not installed correclty.
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Mouse
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by Mouse » Mon Sep 15, 2008 4:55 pm
dede wrote:Ande wrote:What is the general concensus about this, should I enable this or is there a risk that suddenly, every server has them enabled?
Enabling them might actually be easier than you think

.
That could work with /forcemissiles 2, obviously not as default

If it's easy, possibility to add bots in all kind of mods (e.g. xbumpz).
Anyway, for both features, it's quite important that it won't break compatibility again

I'm just thinking about it because I was trying to make a racing mode out of battle mode (infiltration mode, all players on one team race to the other side of the map). But since Ande has returned, I figured I would ask if it was possible.
I think it would be like any other new mode, you will see it a LOT for a week or so, and then it would fizzle down and become a regular in community server rotation with bumpz and battle.
The only problem I can think of, is cheating lap records. You can shoot someone from behind and they will get a big speed boost.... Is it possible to disable lap record setting when missiles are on in races? Or maybe it's needed to make special tracks (missile race track type)?
