Turbo Sliders future
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Personally i think that the present sound is quite ok. What maybe can be added, and does not require a lot of programming is a sound file during pits, like changing of tyres etc..
It would be nice that the sound is not heard by everyone, but only from those cars who are close to its, cause otherwise it would be very disturbing.
It would be nice that the sound is not heard by everyone, but only from those cars who are close to its, cause otherwise it would be very disturbing.
i think its something like this:dby wrote:Aww, that's a shame. Well, I guess the workaround is to use a bunch of NoRotTiles.Ande wrote:Unfortunately, it is an absolute direction due to technical limitations.

step 1: you go in direction of ramp with gravity
step 2: turn on it a little
step 3: the gravity move you in direction of initial collision with it
To this day, I'm still unsure of what is said when a fast lap is set. It sounds to me as "flawless this lap."xzeal wrote:When the game yells "Lap Record" the only thing I hear is "Leprechaun". It's so cuteJeffrey wrote:Personally i think that the present sound is quite ok..
By the way, manual gear shifting? Guys... come on....
I'm just very happy to see one thing on the top of my wish list crossed out (custom start positions).
Hey Ande, this is not a request by me (not a direct one... i guess

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Rendy Andrian
- Community User Level: 2

- Posts: 230
- Joined: Sun Nov 25, 2007 4:10 am
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When I was testing gravity, I thought of a new possible mod: downhill skiing or downhill car (without engines) mod
. So I added yet another small feature that has been asked several times before: it is now possible to make a single lap track which means that the finish line is always in the last control line and no real laps are driven. I also made it possible to make a total modification support bigger tracks (2000x2000 -> 4000x4000). Loading a maximum size track takes an insane amount of time and memory since the game was really not meant to have that big tracks but anyway, it is possible now for mods. In the future, it may be possible to add other wilder ideas in total mods without having to contaminate the original TS. But now I hope to have a set of features that will make 2.0. I try not to implement any new features and I will just concentrate on documenting, testing and bug fixing.
2.0.0:
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- Track restrictions removed from the demo version
- Game engine improvements: smoother network game and more accurate lap times
- New track record format and directory, old players and records not valid any more. Old player data can be imported but a new id is generated.
- Support for total conversion mods (read README-totalmod.txt)
- New server script options (/source and /cmd, read README-autoserver.txt)
- Track loading always done using a fixed scale. No need to test tracks with different resolutions any more. To disable this feature, set UseFixedLoadScale to 0 in sliders.ini (not recommended).
- Start positions can be freely adjusted
- You can make Single Lap Tracks meaning the last control line specifies the finish line and only one lap is driven
- New view modes in editor: Terrains and Full View
- Random start mode added, added command /startmode [0|1]
- Added command /demoplayersallowed [0|1]
- A track can be selected multiple times in tracks menu by holding Shift.
- It is possible to kick spectators by IP and define how many spectators are allowed with /spectatorsAllowed, /who also lists spectators
- Fixed sticky Alt after Alt+Tab
- Tracks can have gravity (to enable for example space ship races or battles)
- Automatic support for more resolutions, including widescreen ones
- Cars of disconnected players are stopped
- Added command line parameter -capture <n> which saves the first n seconds of recordings as bmp files in directory capture
- Command /continue always restarts the server in Cup End mode
- Fixed editor sometimes showing a new tile in a slightly inaccurate position
- Updated libraries, using DirectX is now optional and not default
2.0.0:
--------
- Track restrictions removed from the demo version
- Game engine improvements: smoother network game and more accurate lap times
- New track record format and directory, old players and records not valid any more. Old player data can be imported but a new id is generated.
- Support for total conversion mods (read README-totalmod.txt)
- New server script options (/source and /cmd, read README-autoserver.txt)
- Track loading always done using a fixed scale. No need to test tracks with different resolutions any more. To disable this feature, set UseFixedLoadScale to 0 in sliders.ini (not recommended).
- Start positions can be freely adjusted
- You can make Single Lap Tracks meaning the last control line specifies the finish line and only one lap is driven
- New view modes in editor: Terrains and Full View
- Random start mode added, added command /startmode [0|1]
- Added command /demoplayersallowed [0|1]
- A track can be selected multiple times in tracks menu by holding Shift.
- It is possible to kick spectators by IP and define how many spectators are allowed with /spectatorsAllowed, /who also lists spectators
- Fixed sticky Alt after Alt+Tab
- Tracks can have gravity (to enable for example space ship races or battles)
- Automatic support for more resolutions, including widescreen ones
- Cars of disconnected players are stopped
- Added command line parameter -capture <n> which saves the first n seconds of recordings as bmp files in directory capture
- Command /continue always restarts the server in Cup End mode
- Fixed editor sometimes showing a new tile in a slightly inaccurate position
- Updated libraries, using DirectX is now optional and not default
- kovalainen
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- Contact:
Why?Xarthok wrote:A couple more things:
1) What about mouse support?
Just organize your tracks in different folders. Although the game could show the tracks by different criteria like track maker, mod, date.Xarthok wrote:4) Better navigation between downloaded tracks? Often impossible to find what you need if you don't know exact name...
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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Every day, something new and great!
4000x4000 is going to make Jeffrey a very happy man. And I'm sure many others can enjoy it too.
I was not even thinking right when i said that drag racing will be possible (post i made a few days ago) because I forgot about the checklines not allowing it. Well, NOW, I can say that drag racing is possible. Real rally too.
Thanks, Ande.
4000x4000 is going to make Jeffrey a very happy man. And I'm sure many others can enjoy it too.
I was not even thinking right when i said that drag racing will be possible (post i made a few days ago) because I forgot about the checklines not allowing it. Well, NOW, I can say that drag racing is possible. Real rally too.
Thanks, Ande.

I would enjoy that feature, actually. Not important, but it;s simple and could be nice for the future.dede wrote:That's just crazy. Who cares about that, we have billion features that should be implemented before of that.Jeffrey wrote:and not a big problem for you... just a new sound for when the cars are in pits.
A small thing but surely will add a lot to the racing atmosphere.
Ande, not sure if you saw these 2 questions, I'm very curious about the answers.
1 - Will bots work with 2.0? I mean, with all new track design features.
2 - Ever possible to have more that 20 cars? Really, I only care about this because I love crazy offline races with bots..... It would be damn funny to see a mass-amount of bot cars. Online with more that 20 people I don't really want...
I guess... I'm a bot lover.

My point is: there are loads of "small" features that have to be implemented, and some could improve the online gameplay. Those should have the priority, don't you think so? The one you proposed should be implemented in version 7.2!Mouse wrote:I would enjoy that feature, actually. Not important, but it;s simple and could be nice for the future.
Anyway, about the player limit, it would be nice to actually know if it's possible to increase it. I know it's crazy to have 50 players in a TS normal race. But it would be lovely to allow more players to take part at ghost tournaments. Obviously this should be implemented (if it's possible) together with the possibility to regulate ghosts transparency (so that players can disable it).
Yeah, I'm in agreement that other features are needed first, I'm just backing Jeff as it's a nice idea.dede wrote:My point is: there are loads of "small" features that have to be implemented, and some could improve the online gameplay. Those should have the priority, don't you think so? The one you proposed should be implemented in version 7.2!Mouse wrote:I would enjoy that feature, actually. Not important, but it;s simple and could be nice for the future.
Anyway, about the player limit, it would be nice to actually know if it's possible to increase it. I know it's crazy to have 50 players in a TS normal race. But it would be lovely to allow more players to take part at ghost tournaments. Obviously this should be implemented (if it's possible) together with the possibility to regulate ghosts transparency (so that players can disable it).
50 bots... oh man...

I agree that it might be time to update existing sounds and add new ones. It won't happen for the next version, though.
It is not very easy to add maximum player number from 20. Maybe it could in the future be made possible in total modifications, the same way as track maximum size changes.
Bots should continue to work as before. I have not updated AI lines or default tracks and they still seem to work, even though there were slight changes in the car update code. I even tested doing bots for a track that had gravity and they handled it quite well. Someone might notice differences but I can't, let me know if you do. Now that I think of it, it may require some tricks to be able to record AI lines for single lap tracks.
All old tracks work as before. Single lap mode is a new track type and you have to explicitly set the track to be of that type before control lines have a new meaning.
It is not very easy to add maximum player number from 20. Maybe it could in the future be made possible in total modifications, the same way as track maximum size changes.
Bots should continue to work as before. I have not updated AI lines or default tracks and they still seem to work, even though there were slight changes in the car update code. I even tested doing bots for a track that had gravity and they handled it quite well. Someone might notice differences but I can't, let me know if you do. Now that I think of it, it may require some tricks to be able to record AI lines for single lap tracks.
All old tracks work as before. Single lap mode is a new track type and you have to explicitly set the track to be of that type before control lines have a new meaning.
im with jeff & mouse with the pitstop sound (the atmosphere is 1 of the major priority to make great tracks and races) and always about atmosphere, i dont ask to add this in next version but is possible to do something in trackfile like:
--------------
include ec...
controlpoint ec...
lightmap ec...
atmosphere night/rain/snow/sun/sunset ec....
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its only a curiosity if it can be done, i think can be done with a system like lightmap and a RGB scheme (and if directx can do more of opengl, make too visual effects like rain drops/snow drop/flash when raining ecc...)
all of these atmosphere can be inside of the trk file or MAYBE a new option like:
/weather 0|1 activate atmosphere on trk file or activate atmosphere by game engine
/weatherrandom 0|1 (if it is done by game engine) to make a random weather for each track played to not become boring
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include ec...
controlpoint ec...
lightmap ec...
atmosphere night/rain/snow/sun/sunset ec....
--------------
its only a curiosity if it can be done, i think can be done with a system like lightmap and a RGB scheme (and if directx can do more of opengl, make too visual effects like rain drops/snow drop/flash when raining ecc...)
all of these atmosphere can be inside of the trk file or MAYBE a new option like:
/weather 0|1 activate atmosphere on trk file or activate atmosphere by game engine
/weatherrandom 0|1 (if it is done by game engine) to make a random weather for each track played to not become boring




