TS 1.0.8 Beta Released

Discussion related to Turbo Sliders and beta version feedback.

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Jazzyclub
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Post by Jazzyclub » Wed Mar 29, 2006 4:30 pm

Ande wrote:If I have 1 % of energy left and manage to wreck someone, I would assume I would get more energy than 0.5 % more.
LOL that is true ahaahahh, so another line like /EnergyWreckBonus xx

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Post by fasteddie399 » Wed Mar 29, 2006 8:11 pm

Ande wrote:And yes, I have not added good menu settings for many new features. The reason is that most of those features have been more or less expert/pro features, not something that beginners might want to tamper with. The idea is that anyone can start playing easily but for experienced players, there are extra features.
Makes perfect sense to me. :wink:

If I were brand new to the game and saw that many settings, I'd probably be a bit overwhelmed too.

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Post by Jeffrey » Wed Mar 29, 2006 9:59 pm

Good to see you again Jazzy..

Yes ande.. we are using the stopwatch right now. but it would be nice that in the future it stops automatically. Keep this in mind for the future.

Something else i would like to suggest maybe again for future versions if this requires a bit of programming.

To set pitstops diagonally, not just vertically or horizontally.

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This might be a bug...

Post by Finster » Thu Mar 30, 2006 1:28 am

I have the 1.0.8Xb version and I've experienced something new which I think may be a bug. On certain tracks (but not all) it seems that I will have to let go of the "accel" key and press it again or my car will slowdown as if I am not touching any key at all. I don't remember ever having this problem before.

Has anyone else experienced this? Oh and NO linux cracks from anyone (especially Fasteddie!). :D

I'm going to get the b2 version and do some more testing.

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Post by Ande » Thu Mar 30, 2006 6:21 am

Jeffrey wrote: To set pitstops diagonally, not just vertically or horizontally.
Actually, this should be possible already in 1.0.8. The feature has not been tested much and if anyone tries it, I would like to hear feedback. It is explained in the last update in README-fuel.txt but basically what you can do is to define a pit terrain (Pit 1 in the terrain definition) and make your own tile using it. Then you can make any kinds of pits. If I remember correctly, you need to add a normal pit, too, to make the game understand there is a pit in the track (but it can be very small if it is not really needed).

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Re: This might be a bug...

Post by Ande » Thu Mar 30, 2006 6:24 am

Finster wrote:On certain tracks (but not all) it seems that I will have to let go of the "accel" key and press it again or my car will slowdown as if I am not touching any key at all. I don't remember ever having this problem before.
I would like to hear about this but one possibility is that it is a keyboard bug. Some keyboards are bad, especially if there are several keys pressed at the same time. On one laptop, if I release a key and press it again very fast, the keyboard never tells that the key was pressed again. That causes similar problems with TS.

(Of course, it is possible that it is a bug in SDL or TS, too, but I have never experienced it with any other computer.)

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Re: This might be a bug...

Post by fasteddie399 » Thu Mar 30, 2006 12:07 pm

the penguin wrote:Oh and NO linux cracks from anyone (especially Fasteddie)
:shock:

I don't know what you're talking about! I would NEVER make any wise-cracks about such an established, proven, and bug-free operating system. I am appalled that you would even suggest the notion.

Hmph.

:D

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Post by Jazzyclub » Thu Mar 30, 2006 3:01 pm

Jeffrey wrote:WHAT I NEED IS BIGGER TRACK SIZE IN EDITOR AND WHILE PLAYING

NOT JUST 2000 by 2000.... but a maximum of 5000 by 5000
this is possible by using an existing command line
Ande wrote:Players with earlier game versions can join but if there are missiles, they are kicked before the game (if autokick is on)
if autokick is on who have an earlier version not have problem to load a bigger track :)

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Post by Mike Nike » Thu Mar 30, 2006 3:23 pm

@Finster
If i push my right shift key, it does not react here and there ;) ...but maaaaybe your problem is/was, that you was (accidently) talking, holding the acceleration key down, gone back into the non-talking status (= playing status)...and then you was not accelerating anymore.

I hope this is the bug you had, since else it sounds not good. :S

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Post by Jeffrey » Thu Mar 30, 2006 7:25 pm

From fuel txt file : UPDATE in version 1.0.8: It is possible to mark a terrain to be a pit
terrain by adding line "pit 1" to its definition. This changes the track
hash value, though, and players with version 1.0.7 do not recognize the
pit so using this is not recommended unless really needed.

Ande can you explain this to me please?


Ande about a bigger track size in editor. If you can do it and does not need big modifications please think about it. I need a max of 5000 by 5000 for the project i have in mind.

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Post by fasteddie399 » Thu Mar 30, 2006 7:34 pm

Jeffrey wrote:From fuel txt file : UPDATE in version 1.0.8: It is possible to mark a terrain to be a pit
terrain by adding line "pit 1" to its definition. This changes the track
hash value, though, and players with version 1.0.7 do not recognize the
pit so using this is not recommended unless really needed.
OOOOOOOO!!!

This is SO the answer we've been looking for to allow for non-rectangular pit areas! I didn't even notice that this was a new feature until Jeffrey posted the quote from the docs!

Jeffrey, basically this means that when doing custom TileDefinitions in your track files, you can add "pit 1" to the end of the tile definition line, like this: "Tile xxx <x1> <y1> <x2> <y2> <x3> <y3> <x4> <y4> pit 1"

Ande, correct me if I'm wrong about that, since I have yet to actually try it... that's just the impression I got from the docs. :P

EDIT: Nevermind - I finally read the terrains.ter file and it all makes sense now. :wink:
Last edited by fasteddie399 on Thu Mar 30, 2006 8:11 pm, edited 1 time in total.

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Post by Ande » Thu Mar 30, 2006 7:55 pm

That pit thing means that you can make your own terrain which is a pit terrain, meaning that you can make pits of arbitraty shape. You just add "pit 1" to the terrain definition. (The track must also have a normal pit to be recognized as a pit track in fuel races.) This all requires you to know how to make your own terrains and tiles, though, so it is not very easy. You can try to read README-mod.txt, data/terrains.ter and data/tiles2.til to get more information.

The problem with increasing the track size is that it would break downward-compatibility. Changing the size from 2000x2000 to 5000x5000 would also make the memory requirement 6-fold and it might cause many kinds of problems. There are also other places where it has been assumed that the tracks are not bigger so unfortunately, that change is a bit too risky to do for now.

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Post by Xaykev » Sat Apr 01, 2006 8:26 am

One more thing, lets's say you have 50 % fuel left and your car has big damage and you want to go to the pit to repair, but you does not want more fuel (you have enough fuel and more fuel will only slow the car down).

If you could push one button to stop the car from getting more fuel, wouldn't that be a good idea?

What you think?

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Post by Ande » Sat Apr 01, 2006 8:57 am

Xaykev wrote: If you could push one button to stop the car from getting more fuel, wouldn't that be a good idea?
I don't know if it is a good or bad idea but implementing that took about 30 seconds so I did it (even though I threatened not to make any new features) :). So in 1.0.8 final, if you hold fire button (right shift by default) while in pit, you won't get more fuel.

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Post by Xaykev » Sat Apr 01, 2006 11:11 am

Thanks, Ande!

In most cases you want to have more fuel too, but in same rare situations I think this feature will be nice.... :)

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Grid Start Tile

Post by Jeffrey » Sat Apr 01, 2006 1:13 pm

Another suggestion now that Ande has implemented to start the grid sorted by best lap for qualifying session.

I already mentioned the time, to stop the race lets say after 10 mins.

but my point is this having the cars more spaced in grid. In our championship we are 12 drivers on track and the start is a bit messy. I mean cars are too much close each other and so very easy to bump.

By suggestion is to have another grid start/finish tile where the cars are horizonatlly and vertically more spaced from each other. This way getting a pole is very worth it.

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Post by Ande » Sat Apr 01, 2006 1:21 pm

That starting position sparseness could perhaps be a track related parameter. But it is too much work for 1.0.8 but maybe later...

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Post by Jeffrey » Sat Apr 01, 2006 3:53 pm

be a track related parameter
yes. it would be very nice to have. if i got your point it would be a settins/parameter so you can start the starting positions how you like it, depending on the track you have.

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Post by Xaykev » Sat Apr 01, 2006 6:59 pm

Good idea, Jeffrey!

With more space between the starting grid positions the starting line-up will be more important.

And it will also be less crashes in the early part of the races.

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The HUD SYSTEM

Post by Jeffrey » Sun Apr 02, 2006 12:09 am

Two points on the HUD System

1. I suggest that the HUD system is not part of the tab system. But have in sliders.ini (for now) hud system 0 or 1. In this way users can turn on/off hud according to their likes. In can be turned on with any option on the tab switch. So you can have hud + position list if you like at the same time.


2. In hud system have also lap time + instead of fuel percantage have fuel bar. Percentage level gives a good indication how much fuel is left, but the bar gives a better indication of how much petrol is left plus how much petrol is consumed each lap. it gives a better picture if to risk for another lap or not. Hope you got my idea

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Post by Jazzyclub » Sun Apr 02, 2006 7:33 pm

...and a damage terrain? something like grass in xbumps but when you run over it your energy lost XX units per secs.

another thing, is possible to simulate the gear for the car sound? i think now you take the sound font and from original "something like 22.000hz" you give to it 1hz to start it in hold sensation.

a way can be possible like:
1° gear 1hz to 22k hz for the 30% of units
2° gear 5k hz to 22k hz for 25% of units
3° gear 10k to 22k hz for 20% of units
4° gear 15k hz to 22k hz for 15% of units
5° gear 18k hz to 22k hz for 10% of units

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Post by Ande » Sun Apr 02, 2006 7:42 pm

Actually, there is "energyloss <val>" property. It means that when damage is on and a car is on top of that terrain, the car loses energy 50 x <val> units per second.

About gear sounds, I have tried it and didn't like it :).

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Post by Jeffrey » Sun Apr 02, 2006 9:34 pm

I have a couple of gear shifting sounds. Playing with them in some sound editor would make the sound file loop allright. Already have some good sound files.

Ande what about my 2 ideas i posted above?

1. The Hud on or off (not part of tab system)
2. and Bar instead of percentage

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Post by Mouse » Sun Apr 02, 2006 10:03 pm

I really dont like a bar instead of a percentage!! It will make it impossible to calculate when to pit dureing races. How can you tell how much % of fuel is taken per lap? Really, i hope the % stays.
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Post by Flexman » Mon Apr 03, 2006 7:48 pm

If you take a look in this forum it's always few guys requesting and requesting new features. Make it bigger make it better make it faster make it more. Make it more realistic, make more tiles, better graphics for a track etc etc. Maybe the next version will come with a Le Mans mode where you can drive in the night and exactly 24 hours.

Talking with some former and current players I noticed that I am not the only one who thinks that these guys are taking the game into a wrong direction. This game was ment as a simple 2d racing game with crowded roads, many overtaking manneuvres, odd looking cars and a lot of fun. And it is a racing game. No Capture the Flag, no Shoot'em'Up, no (insert your idea here), and no tracks with megabytes of size.

I just want to write this here because I think JGG and Ande might get a wrong picture of what people want with this game if they only read the voices of the ones who are very hyperactive in this forum here. But I think these guys really should think about switching to some other game. Maybe a Formula 1 simulation or something like that.

But this is Turbosliders. It's small, it's not a simulation, it's racing, it's simple graphics and it's 2d. Many are happy with it as it is now. They even were with the old graphics.

So what's this all about? In short: The game is perfect as it is for most of us.

Players should
- talk less and drive more
- not make new extra tiles all the time
- not always trying to make better graphics until they are 3d in the end
- make one version of your track instead of hundered differend ones
- discuss first with friends about your ideas and then post a good one instead of spamming

Ande and JGG maybe should think about other things before adding another punch of features. For example:
- feature freezing the game until you made existing things and bugs perfect
- trying to get more players
- improve community features
- Exprienced players should be heared more. They will not come and spam in the forum but they know what the game has been before, and they can tell what it should and what is shouln't be...

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