Turbo Sliders - New Version

Discussion related to Turbo Sliders and beta version feedback.

Moderator: Forum Moderators

Post Reply
User avatar
Mike Nike
Community User Level: 5
Community User Level: 5
Posts: 1132
Joined: Sat Oct 30, 2004 3:11 pm
Contact:

Post by Mike Nike » Sun May 12, 2013 1:07 am

Afinfas wrote:Mike, when you have the game ready send it...would like to give it a try! ;)
devfolder
http://mikenike.mi.funpic.de/dev/carsoccer/

latest version (rar includes exe file)
http://mikenike.mi.funpic.de/dev/carsoc ... soccer.rar

User avatar
Whiplash
Community User Level: 5
Community User Level: 5
Posts: 2325
Joined: Sun Apr 19, 2009 4:57 pm

Post by Whiplash » Sun May 12, 2013 1:17 am

Afinfas wrote:...shits about realistic movement... I dont know if this is already implemented but...if car drives slower, it should turn more then when its faster....
Yeah, we had that in mind. T made it work just as it should, except some not solvable things without the source.

And, btw, I added that thing about "Get The Full Game" menu option and changed some other little things.

@Mike
Not bad. Ball is even more rounded than TS's one. I wonder how it would work if cars are round too. :)

User avatar
Afinfas
Community User Level: 3
Community User Level: 3
Posts: 340
Joined: Fri Apr 02, 2010 12:59 am

Post by Afinfas » Sun May 12, 2013 10:50 am

Mike Nike wrote:
devfolder
http://mikenike.mi.funpic.de/dev/carsoccer/

latest version (rar includes exe file)
http://mikenike.mi.funpic.de/dev/carsoc ... soccer.rar
Whiplash wrote: Yeah, we had that in mind. T made it work just as it should, except some not solvable things without the source.

And, btw, I added that thing about "Get The Full Game" menu option and changed some other little things.
Sweet!!!! :) But blue player is ignored at the moment right? I mean, i can pass him like a ghost and ball as well...yeah i know, its a work in progress! ;) But movement is very fluid, which i really enjoy. And tell me, how many rot images you used? :lol:

About some things not solved without the code...i still didnt got it why Ande doesnt release the game at least to the core guys who are willing to develop it further? If he doesnt have the time for it....

Well, i heard about his capabilities and that he helped developing Alan Wake so everything on TS should be quite "easy/quick" to do.
"Dont forget to be happy!"

KiWi
Community User Level: 1
Community User Level: 1
Posts: 60
Joined: Sat Apr 27, 2013 4:27 am

Post by KiWi » Sun May 12, 2013 10:55 am

I have tried it good beginning nice job mike!
U can have a gameplay similar to haxball too with cars rounded and a button for to bounce the ball (shot) and hability to go in rearor forward at the same speed :)

User avatar
Whiplash
Community User Level: 5
Community User Level: 5
Posts: 2325
Joined: Sun Apr 19, 2009 4:57 pm

Post by Whiplash » Sun May 12, 2013 11:03 am

Afinfas wrote:But blue player is ignored at the moment right?
I'm not sure what blue player you're talking about.
Afinfas wrote:About some things not solved without the code...i still didnt got it why Ande doesnt release the game at least to the core guys who are willing to develop it further? If he doesn't have the time for it....
It wouldn't change things much. It could be even risky to do, cause all of people would do separated changes to the code - which could result as 5 different game versions.
Afinfas wrote:Well, i heard about his capabilities and that he helped developing Alan Wake so everything on TS should be quite "easy/quick" to do.
Yeah, that's my logic too. But I'm afraid Ande is dead or something. I hope he's doing something about TS in the background.

User avatar
Afinfas
Community User Level: 3
Community User Level: 3
Posts: 340
Joined: Fri Apr 02, 2010 12:59 am

Post by Afinfas » Sun May 12, 2013 11:12 am

Whiplash wrote:
Afinfas wrote:But blue player is ignored at the moment right?
I'm not sure what blue player you're talking about.
Afinfas wrote:About some things not solved without the code...i still didnt got it why Ande doesnt release the game at least to the core guys who are willing to develop it further? If he doesn't have the time for it....
It wouldn't change things much. It could be even risky to do, cause all of people would do separated changes to the code - which could result as 5 different game versions.
Afinfas wrote:Well, i heard about his capabilities and that he helped developing Alan Wake so everything on TS should be quite "easy/quick" to do.
Yeah, that's my logic too. But I'm afraid Ande is dead or something. I hope he's doing something about TS in the background.
About the blue player...sorry i was talking about Mike´s game.

About different versions...cmon, for sure there would have to be a cooperation between everyone who would developed, making assignments to the different developers. With Bitbucket for example. Have a look what it was made for NSGP, even if at the moment theres only one developer: https://bitbucket.org/przemator/nsgp/issues Simple and easy, when something is done is check marked and thats it.

About Ande...i though there was some guys with direct contact with him. Would be nice to have some update on the current progress. Who has contact with him?
And yeah, just send him the list you made if he shows no sign of living..
"Dont forget to be happy!"

User avatar
Whiplash
Community User Level: 5
Community User Level: 5
Posts: 2325
Joined: Sun Apr 19, 2009 4:57 pm

Post by Whiplash » Sun May 12, 2013 11:39 am

Afinfas wrote:About Ande...i though there was some guys with direct contact with him. Would be nice to have some update on the current progress. Who has contact with him?
And yeah, just send him the list you made if he shows no sign of living..
I thought dede is that guy. But then I heard he's not getting response for a long time either.
I already sent my mail to Ande few minutes ago. Let's wait and see what will happen.

User avatar
Mike Nike
Community User Level: 5
Community User Level: 5
Posts: 1132
Joined: Sat Oct 30, 2004 3:11 pm
Contact:

Post by Mike Nike » Sun May 12, 2013 12:08 pm

offtopic:
@kiwi
KiWi wrote:I have tried it good beginning nice job mike!
U can have a gameplay similar to haxball too with cars rounded and a button for to bounce the ball (shot) and hability to go in rearor forward at the same speed :)
well, after a long search online, local and in my room, i could neither find the source nor a nondamaged version of my "Soccéro" i made in 2001, which has a few elements matching with haxball.
so..the music files somehow dont work ingame anymore for some reason after 2 pc crashs i had over the years..where i also lost my code files for that game.

http://mikenike.mi.funpic.de/dev/
http://mikenike.mi.funpic.de/dev/pc_gam ... occero.zip

if you wonder..fits is some sorta tetris game..
hoverslide is kinda like xbumpz with the "bumper" car, which drives a bit like slider, 1-2 players vs AI on a shrinking ice field..

User avatar
Whiplash
Community User Level: 5
Community User Level: 5
Posts: 2325
Joined: Sun Apr 19, 2009 4:57 pm

Post by Whiplash » Sun May 12, 2013 1:28 pm

At least now we know he's alright. :wink:
Ande wrote:Thanks! All is fine but I just have been very very busy with everything else :).

I try to find time to go through all that later at some point.

User avatar
Afinfas
Community User Level: 3
Community User Level: 3
Posts: 340
Joined: Fri Apr 02, 2010 12:59 am

Post by Afinfas » Sun May 12, 2013 2:23 pm

Cool...nice to know that...thanks for sharing! ;)
"Dont forget to be happy!"

Dide Dide
Community User Level: 2
Community User Level: 2
Posts: 230
Joined: Tue Jul 06, 2010 8:56 am

Post by Dide Dide » Sun May 12, 2013 3:32 pm

Also is important that the players "factor" should be considered
*For newbies when they join the website they see public players "0" they hardly
think the game is alive.
- But adding a players history like how many players were online today.
- Adding/Showing the players what times players usually come online at the game.
- Adding a clock in the website (avoiding missing cups).

- Adding more mods to default game installer or build a separate pack which would be available online ( there are plenty that were good, some we played at LVP's Servers, some were lost, but many are around i know that).

Pre-set Cup Format's like a player can choose cup format "F1" and only F1 Cars and Tracks are show, etc
F1,PTM cup style,Scarts, etc

User avatar
Whiplash
Community User Level: 5
Community User Level: 5
Posts: 2325
Joined: Sun Apr 19, 2009 4:57 pm

Post by Whiplash » Sun May 19, 2013 3:10 pm

This is an example of how easy clan creating should be. They are using the same tag system (except that we're using space between tag and name).
Every clan profile should contain place for team philosophy, team flag and maybe even simple team forum.
To join a clan, player should negotiate with that clan/team members and get the password.

Image

User avatar
Afinfas
Community User Level: 3
Community User Level: 3
Posts: 340
Joined: Fri Apr 02, 2010 12:59 am

Post by Afinfas » Mon May 20, 2013 12:44 pm

1 -

Ok, since i played yesterday our weekly race i thought of something that could be improved for next version coming out!

The records from the tracks....it was crazy yesterday. The guy all the time announcing a new record when in fact it wasnt. Well, it was but only for the car type of the driver, which in this case can be 20 different ones!!! Its a pain in the ass...
I think there should be an option to turn this off, well not off but, a record is a record! So theres only one per track! Specially if cars are all the same. Ok, we have mercedes and audis,...but they all have same performance right? So, record should be the same, so the announcer only says something when it really is one!

Yesterday was unbelievable specially on Q. :lol:
So, not delete this option but to make it as an option that you can turn off or On, or simply choose how you want.

2 -

Another thing to be improved has to do with this indirectly. Its about the lap times and records.
There should be only one measure. Now, what it happens is. You finish a lap and it shows the time in seconds 78.503s but on track record it shows 1:18.503s. I think it should be or one or the other, not both mixed! You know what i mean? On this case i would prefer the option 1:18.503s (minutes, seconds, milliseconds).
Its enough what i have to think during a race or practice session. I dont want to make conversions during that time! 1:18 is 60+18, bla,bla :lol:
:lol:
"Dont forget to be happy!"

KiWi
Community User Level: 1
Community User Level: 1
Posts: 60
Joined: Sat Apr 27, 2013 4:27 am

Post by KiWi » Mon May 20, 2013 2:09 pm

personnaly i have loved the "new record" voice at the beginning(i have changed the sounds so its less disturbing) and we know if someone have beat his record and then after the race was pretty quiet so it was ok for me :)
By the way why this topic does the dev don't give up on a new TS ?

User avatar
Whiplash
Community User Level: 5
Community User Level: 5
Posts: 2325
Joined: Sun Apr 19, 2009 4:57 pm

Post by Whiplash » Mon May 20, 2013 5:07 pm

Afinfas wrote:1 -
Yeah, I already had that on the paper.
Afinfas wrote:2 -
The problem there is that current type of counting saves a lot of screen space. That's probably the reason why Ande decided to make it like that. You're probably playing with bigger resolution. Ande had to think about all the others (800x600 and smaller).
But, anyway, maybe he could do some optional solution too (for the guys who are using big resolutions and have extra space on the screen).

Turok
Posts: 5
Joined: Sun Feb 24, 2013 8:15 pm

Post by Turok » Sat May 25, 2013 1:49 pm

I think it would be good to create a nick registration system in TS, in this way each player will only have one or at most two nicks (one for racing and another one for punaball, for example). Many people change his name continuosly and I think that it is a bit confusing.
I also think we can implement a clan feature in the game. Everyone can create a clan and they all would appear in the game, at the same time, every player without clan can send a request to join to the clan he wants. I know this would be a bit difficult to put in the game, but it could be pretty interesting for improving the game.

KiWi
Community User Level: 1
Community User Level: 1
Posts: 60
Joined: Sat Apr 27, 2013 4:27 am

Post by KiWi » Sat May 25, 2013 4:17 pm

KiWi wrote:By the way why this topic does the dev don't give up on a new TS ?
up :p

power79
Community User Level: 3
Community User Level: 3
Posts: 465
Joined: Sun Dec 16, 2012 11:10 pm

Post by power79 » Fri May 31, 2013 12:53 am

dede wrote: My plan is to get something ready before the summer. Yeah, my plan. We are talking, I'll give you updates when things will be defined better.
I think we deserve at least a status update at this point. Has there been any word from Ande lately?

And now that I have tried the track editor I have to say it needs at least better way of selecting/deleting tiles. And also fixing that bug where tile definitions are deleted from track file when saving in editor. And if Im right there can only be one include line/file? If so that could be improved as well.

Maybe also movable objects and possibility to add sound file to terrains?

User avatar
Whiplash
Community User Level: 5
Community User Level: 5
Posts: 2325
Joined: Sun Apr 19, 2009 4:57 pm

Post by Whiplash » Fri May 31, 2013 12:08 pm

power 79, maybe you missed Ande's post that I wrote up there. I sent him the list of things he need to do and he answered:
Ande wrote:Thanks! All is fine but I just have been very very busy with everything else :).

I try to find time to go through all that later at some point.
That's all I know for now too.

Btw, I decided to mention here one more important thing about car settings.

Braking effects idle time
This is one of the most important things to do about racing in my opinion. It would be great if braking tiremarks and smoke could be delayed for some cars.
Now, whenever we press brake, car produces tiremarks and smoke on the track immediately.
That looks ok with default cars, but it's totally unnatural with F1 car.
That's why it would be great if we could make those braking effects (tiremarks, smoke and braking sound)
delayed for certain time.
That could be done by one new line in car settings - BrakingEffectsIdleTime >n<
On default cars that line would be BrakingEffectsIdleTime 0,
but on F1 cars we could set BrakingEffectsIdleTime 1.2 or 0.6 for example (that number means time value in seconds of course).

The other thing that should be considered here is tires wearing. Tires settings should be able to
be configured to also identify moments when those braking effects are arriving. We could
decide that tires percentage amount is going down faster while that is happening.
It would be like we do overbraking and our tires becoming more damaged in those moments (just like in real races).
Just imagine how cool F1 (and other similar) races will be if that is implemented. We would always have to think how hard we brake in curves in order to avoid overbraking and save our tires better. Sure, we could decide what value of BrackingEffectsIdleTime is the best for F1 car by testing.

User avatar
Afinfas
Community User Level: 3
Community User Level: 3
Posts: 340
Joined: Fri Apr 02, 2010 12:59 am

Post by Afinfas » Fri May 31, 2013 1:52 pm

I agree with everything said here!! The braking delay effects of smoke and skidmarks is a great idea that i didnt thought before! :) It would be great if it could be implemented!

Yeah...would be great to have something till the end of summer. At least is what i kind of count with, not to set expectation too high! :oops:
"Dont forget to be happy!"

User avatar
Whiplash
Community User Level: 5
Community User Level: 5
Posts: 2325
Joined: Sun Apr 19, 2009 4:57 pm

Post by Whiplash » Sat Jun 01, 2013 12:40 am

O.K., HERE is the updated version of community wish list.

Added:
Easy way to set all players to start from first position (COMMANDS) page 11.
Braking effects idle time (ADD-ONS AND NEW POSSIBILITIES) page 16.
Bigger number of tires (ADD-ONS AND NEW POSSIBILITIES) page 16.
Accurate deleting system in track editor (ADD-ONS AND NEW POSSIBILITIES) page 18.
Tile definitions deleted when track tiles are saved (ADD-ONS AND NEW POSSIBILITIES) page 18.
Convert all times on the screen to be mm:ss:ttt (NOTIFICATIONS AND OTHER INFO) page 14.
New settings for New Record info (NOTIFICATIONS AND OTHER INFO) page 14.

See if you have any complains before I transport it to Ande - that lazy developer. :twisted:

power79
Community User Level: 3
Community User Level: 3
Posts: 465
Joined: Sun Dec 16, 2012 11:10 pm

Post by power79 » Sat Jun 01, 2013 1:16 am

:shock:

I hope Ande doesn't try to implement all those things before releasing new version, or we would be waiting it until year 2020.

:lol:

User avatar
Whiplash
Community User Level: 5
Community User Level: 5
Posts: 2325
Joined: Sun Apr 19, 2009 4:57 pm

Post by Whiplash » Sat Jun 01, 2013 8:31 am

power79 wrote::shock:

I hope Ande doesn't try to implement all those things before releasing new version, or we would be waiting it until year 2020.

:lol:
I don't care how he'll do it. I just want that version!!! :)
I would be even satisfied if he finish it someday in 2014. if all of the mentioned things would be implemented.
Btw, I don't think he would make mistake if he don't release beta version. Because game will lose nothing; it will just offer new possibilities. So, no reason to worry about.
The only reason why some beta version cold be welcomed - is the bug reporting. But I doubt he can create them a lot. Maybe his code isn't clean, but the game certainly is. :)

User avatar
Afinfas
Community User Level: 3
Community User Level: 3
Posts: 340
Joined: Fri Apr 02, 2010 12:59 am

Post by Afinfas » Sat Jun 01, 2013 9:43 am

I agree with everything....except with deadline! New version should be already out!!! :lol:
"Dont forget to be happy!"

power79
Community User Level: 3
Community User Level: 3
Posts: 465
Joined: Sun Dec 16, 2012 11:10 pm

Post by power79 » Wed Jun 05, 2013 11:32 am

http://xtreame-team.game.ba/TSdownloads/To%20Ande.doc wrote: AI lines for single lap tracks
The game doesn’t allow us to play against AI players on single lap tracks now. There should be a way to create driving lines for those tracks too.
Well, I found out that this is actually possible already. This is how it works:

1) You create 2nd version of your rally track but make it normal racetrack and make some road that connects start and finish. Save this track with different name

2) Make normal AI-lines with that 2nd version

3) Open AI-file that was created. Change track name and hash to your original rally track ones and save. Remember also rename file to match rally track name.

Maybe I create some AI-lines and put AI drivers on my autoserver. So Lanz doesn't have any excuse not to drive just because he's alone :wink:

Another thing that bothers me. I hope someone could explain.
- If i create tracks with 1000x or 1500x size it shows them in normal size when racing. But if I make like 1900x or 2000x track then tile and car sizes get smaller on my screen with same zoom. But if I drive those tracks with F1SL mod then sizes seems to be normal with 2000x tracks. How to I get it to work correctly with default game?

Post Reply