If both client and server are using rc6 and client already has an invalid track, client will get Invalid Track message but when that happens, the track is marked invalid and will not be used again. Now if client reconnects, he should get a new fixed version of the track.
Turbo Sliders 2.0.0 Beta
Moderator: Forum Moderators
If it really helps in your situation, this was a quick fix to one specific problem
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If both client and server are using rc6 and client already has an invalid track, client will get Invalid Track message but when that happens, the track is marked invalid and will not be used again. Now if client reconnects, he should get a new fixed version of the track.
If both client and server are using rc6 and client already has an invalid track, client will get Invalid Track message but when that happens, the track is marked invalid and will not be used again. Now if client reconnects, he should get a new fixed version of the track.
Does it work if you make it a level tile in the editor, also? I'm sorry I don't quite remember right now how it was done, probably just by making the ID number high enough?Jeffrey wrote:Ande i had that slight problem i explained before. When i place a tile it comes in the right place where i've put it.
But if i edit it and make a level tile 2 (a bridge), it changes position slighlty and then have to move it left/right up or down from code.
Ande don't worry about the problem mentioned above, cause some tiles come in the right place and other have a slight difference. So cannot determine exactly what is the problem.
It could be something with my test track or tile.
But when i use a tile/bridge as object (tile 5000) using transparent background it comes ok when seen in game but like this in editor:

How it looks in editor.


It could be something with my test track or tile.
But when i use a tile/bridge as object (tile 5000) using transparent background it comes ok when seen in game but like this in editor:

How it looks in editor.


Editor always uses SDL graphics and SDL and OpenGL handle transparency in a slightly different way. I am not exactly sure how SDL internally does it but it uses colorkeying, meaning that color 0,0,0 is mapped to be transparent. Could it be that the transparent pixels in your image are not black? I mean, alpha is 0 but red, green and blue values are not 0. Could it help if you make transparent pixels to have 0 as r, g and b too? Another possibility is that the transparent parts have some non-zero alpha.
Hi Ande.
I´m having some weird colorproblems with the r6 beta.
It runs absolutely smooth and everything, but have a look at this:
http://imageshack.dk//viewimage.php?fil ... Z12996.jpg
http://imageshack.dk//viewimage.php?fil ... 911713.jpg
I´m having some weird colorproblems with the r6 beta.
It runs absolutely smooth and everything, but have a look at this:
http://imageshack.dk//viewimage.php?fil ... Z12996.jpg
http://imageshack.dk//viewimage.php?fil ... 911713.jpg
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Guest
Did try the game with the earlier rcs? If you did, did you have the same problem with them? What video card do you have and have you updated your drivers? Switching to SDL is not the optimal solution since OpenGL is so much faster. You can get lots of other performance problems with SDL...therush wrote:Hi Ande.
I´m having some weird colorproblems with the r6 beta.
It runs absolutely smooth and everything, but have a look at this:
http://imageshack.dk//viewimage.php?fil ... Z12996.jpg
http://imageshack.dk//viewimage.php?fil ... 911713.jpg
It seems that in those images, red component and blue components of colors have been switched. But why, that is the question...
therush wrote:Hi Ande.
I´m having some weird colorproblems with the r6 beta.
It runs absolutely smooth and everything, but have a look at this:
http://imageshack.dk//viewimage.php?fil ... Z12996.jpg
http://imageshack.dk//viewimage.php?fil ... 911713.jpg
I had the exact same problem with my Ati Radeon x1600pro... updating drivers fixed it but i'm still having other graphics problems...
Burning curtains since 2004
Yes, as Tijny said, they are probably generated by C++ redistributable installer. Turbo Sliders 2.0 is built with Visual C++ 2008 and the official way to distribute programs made with it is to run redistributable installer. The idea is that instead of every program having the same DLL in their installation directory, there is only one copy of it in the system directories. I don't know what exact files it adds and which of them can be removed but I wouldn't touch them...
Just to let you know, the current rc6 is going to be the final 2.0.0 release. I am still waiting for download.com to update TS before making an "official" release. I don't know what's taking so long but I hope it will happen tomorrow. If there are 1.0.8 servers left, I recommend upgrading to 2.0.0.
The official download links are:
For Windows:
http://www.turbosliders.com/download.php?type=win
For Linux:
http://www.turbosliders.com/download.php?type=lnx
The official download links are:
For Windows:
http://www.turbosliders.com/download.php?type=win
For Linux:
http://www.turbosliders.com/download.php?type=lnx
I've got a graphics problem I haven't seen mentioned here before. It shows up when using OpenGL.
I'm running Windows XP under Boot Camp on an iMac Core Duo, 2GB RAM, ATI Mobility Radeon X1600, with the latest display drivers (v8.10) installed. The native resolution is 1680x1050. The version of the game is 2.0.0 final.
When I load the game and get to the menu, all the text is more or less garbled. The tiny text between menu items is completely illegible, and the actual menu items look jagged, like badly scaled or something.
Once I start a race, the backgrounds look nice and sharp, but the traffic lights and the cars look awful, with jagged edges, and again, like the result of a scaling operation gone wrong. After the race the result screens look awful in the same way as the menus, with illegible text.
DirectDraw is jerky and unplayable and SDL is simply slow compared to the nice smooth movement of OpenGL, but the menus and the cars look correct while using them.
I tried other resolutions, 1400x1050 (to see if it was about the aspect ratio, nope), 1024x768 (to see if the higher resolutions are somehow broken, nope, this looked even worse).
While writing this, I started the game again and saw more problems that weren't present the first time: the skid marks are drawn in a bright green color overlayed on the actual grey marks, and in curves, they get drawn out of place, about the horizontal distance of two cars away from your car.
Any more information I could provide?
I'm running Windows XP under Boot Camp on an iMac Core Duo, 2GB RAM, ATI Mobility Radeon X1600, with the latest display drivers (v8.10) installed. The native resolution is 1680x1050. The version of the game is 2.0.0 final.
When I load the game and get to the menu, all the text is more or less garbled. The tiny text between menu items is completely illegible, and the actual menu items look jagged, like badly scaled or something.
Once I start a race, the backgrounds look nice and sharp, but the traffic lights and the cars look awful, with jagged edges, and again, like the result of a scaling operation gone wrong. After the race the result screens look awful in the same way as the menus, with illegible text.
DirectDraw is jerky and unplayable and SDL is simply slow compared to the nice smooth movement of OpenGL, but the menus and the cars look correct while using them.
I tried other resolutions, 1400x1050 (to see if it was about the aspect ratio, nope), 1024x768 (to see if the higher resolutions are somehow broken, nope, this looked even worse).
While writing this, I started the game again and saw more problems that weren't present the first time: the skid marks are drawn in a bright green color overlayed on the actual grey marks, and in curves, they get drawn out of place, about the horizontal distance of two cars away from your car.
Any more information I could provide?
Have you tried DirectDraw with Alpha Blending disabled? That should be as fast as OpenGL. The next thing to try would be SDL with much lower resolution.Elamaton wrote: DirectDraw is jerky and unplayable and SDL is simply slow compared to the nice smooth movement of OpenGL, but the menus and the cars look correct while using them.
But yes, there seems to be a big OpenGL problems with some ATI Radeons. At least X1950 and X1600 have problems with certain drivers. It is very hard for me to do anything about it since I don't have that card but I try to think about what to do...
Meanwhile, let me know of all affected cards and if certain driver versions help or make the situation worse.
I downgraded the Windows link (now it's pointing again at jollygoodgames), but something happened with Download.com. So if Ande reads this, please have a check.J.Roma wrote:Still working the direct download?
Is something wrong there or just with me?
A new page is opening, it isnt direct anymore.
Thanks for the attention.
At least this link seems to work:
http://www.download.com/Turbo-Sliders/3 ... 54741.html
This is the more direct download link which works for me, how about the others?
http://www.download.com/3001-7563_4-572639.html
http://www.download.com/Turbo-Sliders/3 ... 54741.html
This is the more direct download link which works for me, how about the others?
http://www.download.com/3001-7563_4-572639.html



