TS 1.0.8 Beta Released

Discussion related to Turbo Sliders and beta version feedback.

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Ande
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Post by Ande » Sun Apr 09, 2006 9:36 am

Jazzyclub wrote:
Ande wrote: - Possible to add track specific autoserver macros
how it work? just write for example:
Begin track_Ja_silverstone
End
and it work?
This is from default macros.ini:

# Track_xxx is run by autoserver after Cup, PunaBallCup and BattleCup if the
# if the next track is xxx. For example, to make an autoserver say
# "Arena!" when Arena is the next track, uncomment the following three
# lines:
#Begin Track_Arena
#/say Arena!
#End
# Note that if you change laps etc. in track specific macros, the
# settings will be in the following races, too, unless you define
# the default settings for example in the Cup macro.

Unfortunately, the track name must not contain spaces for now. And the macro is run only if the server is an automatic server.

Tijny
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Post by Tijny » Sun Apr 09, 2006 9:44 am

Ande wrote:The old "reboot Windows" trick may help, too :).
Thanks, I rebooted my system and now it works fine. :)

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Flexman
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Post by Flexman » Sun Apr 09, 2006 10:46 am

Ande wrote:I don't know how it would be possible for a server to notice when a wall hit was caused by lag and when by normal driving error.
If it is a slight lag I guess it's not possible. But if the car is going completely mad I think it should be possible to detect this lag beacuse then a car makes moves you never can do yourself.

I can't imagine that it is impossible to detect big lags like these. In this case it might be more useful that the car continues what it currently does (e.g. driving straigt, continue the current curve etc.) and damage is disabled until this lag is gone. This will at least avoid that players lose 3 cm before the finishing line because of a big lag.

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Ande
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Post by Ande » Sun Apr 09, 2006 11:08 am

Flexman wrote: I can't imagine that it is impossible to detect big lags like these. In this case it might be more useful that the car continues what it currently does (e.g. driving straigt, continue the current curve etc.)
Actually, this is how things now work. Client sends every change in controls (for example left on, acceleration off etc.) and server thinks the controls remain the same until next change is done. But different kinds of network problems can cause various effects. For example, if the "stop turning left" message never reaches the server, the car continues to turn forever. (This is actually what sometimes happens if network connection is totally lost.) If a server does not hear from a client for a while, there is no way of knowing whether the connection is lost or if the client is just not making any changes. But it might be possible to detect some network probelms, yes, but it is very hard to define how things should work then :(.

With high-ping games, collisions cause lots of problems since someone has to make the final decision on where the collision happened and with high ping, it is not technically possible to make everyone agree on this at the same time. This is why it is technically quite impossible to make inter-continental games (for example, between Europe and Brazil with current ping times) to work, no matter how much network code is optimized. This is not to say that there wouldn't be things that could be made better in the network code, just that I'm afraid it can never be perfect.

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Jazzyclub
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Post by Jazzyclub » Sun Apr 09, 2006 3:54 pm

Ande wrote: Here are the changes compared to the latest beta:

- 7 tracks by Punatiainen included
why you do that? he have payed you? because is useless :?

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Ande
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Post by Ande » Sun Apr 09, 2006 4:21 pm

I think it is good that there are more tracks for new players who try and buy the game :). Of course, many old players have most of those tracks already, but they are not very big so it doesn't really matter if they are in two places.

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sueoya

Post by Jeffrey » Sun Apr 09, 2006 4:37 pm

Ande again about the Hud System. So the Hud will still remain part of the tab switches but can be turned on or off.

What i meant is that the hud is not part of the tab system and can be turned on or off.

In this way players can turn on the hud and in the SAME TIME display the list of positions using the tab system.

Have two different type of information on screen. Cause i think its good to see the hud and at the same time have who is first, second, third etc

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Ande
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Post by Ande » Sun Apr 09, 2006 5:22 pm

Yes I understand your point. But I can't change 1.0.8 code any more so we have to cope with the current version for a while :).

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Post by Ande » Sun Apr 09, 2006 5:28 pm

The installers were just updated. The only change was that the pattern file reference in tracks/pu_tracks/pu_Sepung.trk was fixed from pu_sepung-pat.png to pu_Sepung-pat.png. The defected version can cause problems in Linux games (possibly also in Windows clients if a game is hosted by a Linux machine).

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