Turbo Sliders future

Discussion related to Turbo Sliders and beta version feedback.

Moderator: Forum Moderators

Jeffrey
Community User Level: 3
Community User Level: 3
Posts: 432
Joined: Sun Jan 08, 2006 12:57 pm
Contact:

Post by Jeffrey » Tue Sep 02, 2008 11:19 am

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.

xzeal
Community User Level: 3
Community User Level: 3
Posts: 445
Joined: Sat Oct 30, 2004 10:32 am

Post by xzeal » Tue Sep 02, 2008 12:12 pm

Jeffrey wrote:Personally i think that the present sound is quite ok.
When the game yells "Lap Record" the only thing I hear is "Leprechaun". It's so cute :).

Well I usually play with sound off and some Japanese 70-80s rock on the background actually.

User avatar
dede
Community User Level: 5
Community User Level: 5
Posts: 3314
Joined: Mon Apr 10, 2006 10:29 am
Contact:

Post by dede » Tue Sep 02, 2008 12:55 pm

Jeffrey wrote:What maybe can be added, and does not require a lot of programming is a sound file during pits, like changing of tyres etc.
:shock:

Jeffrey
Community User Level: 3
Community User Level: 3
Posts: 432
Joined: Sun Jan 08, 2006 12:57 pm
Contact:

Post by Jeffrey » Tue Sep 02, 2008 1:49 pm

xzeal you hear it like "Leprechaun" cause you love japanese music! LOL

just kidding.


All improvements for the game are welcome.

dby
Community User Level: 2
Community User Level: 2
Posts: 224
Joined: Mon Mar 28, 2005 9:02 pm
Contact:

Post by dby » Tue Sep 02, 2008 2:13 pm

Ande wrote:Unfortunately, it is an absolute direction due to technical limitations.
Aww, that's a shame. Well, I guess the workaround is to use a bunch of NoRotTiles.

User avatar
Jazzyclub
Community User Level: 3
Community User Level: 3
Posts: 586
Joined: Sun Nov 14, 2004 2:11 am
Contact:

Post by Jazzyclub » Tue Sep 02, 2008 5:45 pm

dby wrote:
Ande wrote:Unfortunately, it is an absolute direction due to technical limitations.
Aww, that's a shame. Well, I guess the workaround is to use a bunch of NoRotTiles.
i think its something like this:
Image

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

User avatar
Mouse
Community User Level: 5
Community User Level: 5
Posts: 1358
Joined: Fri May 20, 2005 1:56 am

Post by Mouse » Tue Sep 02, 2008 10:33 pm

xzeal wrote:
Jeffrey wrote:Personally i think that the present sound is quite ok.
When the game yells "Lap Record" the only thing I hear is "Leprechaun". It's so cute :).
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." :lol:

By the way, manual gear shifting? Guys... come on.... :| You need to hear only your car, unless you want to watch a meter (good luck with that).

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 :P ) but have you ever looked into the possibility of drafting? Could be nice for anti racing.. and of course it will revolutionize oval racing.
Image

Rendy Andrian
Community User Level: 2
Community User Level: 2
Posts: 230
Joined: Sun Nov 25, 2007 4:10 am
Contact:

Post by Rendy Andrian » Wed Sep 03, 2008 3:03 am

Jazzyclub wrote:i think its something like this:
Image

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
WOW...
RACING SINCE 2007
OFFICIAL SITE - BLOG - TWITTER

User avatar
Etmil
Community User Level: 3
Community User Level: 3
Posts: 433
Joined: Sun Aug 20, 2006 8:27 pm
Contact:

Post by Etmil » Wed Sep 03, 2008 6:15 pm

xzeal wrote:When the game yells "Lap Record" the only thing I hear is "Leprechaun". It's so cute :)
Lmao! :D :mrgreen:

User avatar
Ande
Game Developer
Game Developer
Posts: 487
Joined: Thu Oct 14, 2004 9:43 pm

Post by Ande » Wed Sep 03, 2008 8:50 pm

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:
--------
- 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

dby
Community User Level: 2
Community User Level: 2
Posts: 224
Joined: Mon Mar 28, 2005 9:02 pm
Contact:

Post by dby » Wed Sep 03, 2008 9:38 pm

Nice bunch of features :!:

I can hardly even drive 2000x2000 on my crap computer, but I look forward to some 500x4000 rally/skiing/bobsled/whatever-tracks.

User avatar
Xarthok
Posts: 11
Joined: Sat Jun 07, 2008 10:17 pm
Contact:

Post by Xarthok » Thu Sep 04, 2008 12:51 am

A couple more things:
1) What about mouse support?
2) Faster navigation in in-game records between players, cars etc?
3) Nickname protection?
4) Better navigation between downloaded tracks? Often impossible to find what you need if you don't know exact name...
Come and try out over 6000 great free flash games at:
Image

User avatar
kovalainen
Community User Level: 2
Community User Level: 2
Posts: 141
Joined: Tue Sep 05, 2006 3:28 pm
Contact:

Post by kovalainen » Thu Sep 04, 2008 1:46 am

Xarthok wrote:A couple more things:
1) What about mouse support?
or in addition to the keys menu some way of being able to changing the navigation within turbosliders (default: up, down, left, right)

User avatar
Hengari
Community User Level: 3
Community User Level: 3
Posts: 462
Joined: Thu Nov 18, 2004 5:14 pm
Contact:

Post by Hengari » Thu Sep 04, 2008 4:31 am

Xarthok wrote:A couple more things:
1) What about mouse support?
Why?
Xarthok wrote:4) Better navigation between downloaded tracks? Often impossible to find what you need if you don't know exact name...
Just organize your tracks in different folders. Although the game could show the tracks by different criteria like track maker, mod, date.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint

Chukie
Community User Level: 1
Community User Level: 1
Posts: 55
Joined: Sat May 14, 2005 10:22 am

Post by Chukie » Thu Sep 04, 2008 8:53 pm

Righty-o... Forget the rest, I just wanna be back in the game and Mac OS version would help me out immensely.

Ande... Exactly how long do you estimate you'd require a (borrowed) mac in order to scratch up an OS version? :P
"We play more games before 9am than most people play all day."

User avatar
Mouse
Community User Level: 5
Community User Level: 5
Posts: 1358
Joined: Fri May 20, 2005 1:56 am

Post by Mouse » Thu Sep 04, 2008 9:08 pm

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. :)
Image

Jeffrey
Community User Level: 3
Community User Level: 3
Posts: 432
Joined: Sun Jan 08, 2006 12:57 pm
Contact:

Post by Jeffrey » Thu Sep 04, 2008 9:14 pm

Yes Yes... 4000 by 4000... ah great...

Ande maybe if not difficult to implement.. 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.

User avatar
dede
Community User Level: 5
Community User Level: 5
Posts: 3314
Joined: Mon Apr 10, 2006 10:29 am
Contact:

Post by dede » Thu Sep 04, 2008 9:22 pm

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.
That's just crazy. Who cares about that, we have billion features that should be implemented before of that.

User avatar
Mouse
Community User Level: 5
Community User Level: 5
Posts: 1358
Joined: Fri May 20, 2005 1:56 am

Post by Mouse » Thu Sep 04, 2008 11:02 pm

dede wrote:
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.
That's just crazy. Who cares about that, we have billion features that should be implemented before of that.
I would enjoy that feature, actually. Not important, but it;s simple and could be nice for the future.

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. :lol:
Image

User avatar
dede
Community User Level: 5
Community User Level: 5
Posts: 3314
Joined: Mon Apr 10, 2006 10:29 am
Contact:

Post by dede » Thu Sep 04, 2008 11:27 pm

Mouse wrote:I would enjoy that feature, actually. Not important, but it;s simple and could be nice for the future.
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! :D

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).

User avatar
Mouse
Community User Level: 5
Community User Level: 5
Posts: 1358
Joined: Fri May 20, 2005 1:56 am

Post by Mouse » Fri Sep 05, 2008 12:42 am

dede wrote:
Mouse wrote:I would enjoy that feature, actually. Not important, but it;s simple and could be nice for the future.
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! :D

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. :wink:

50 bots... oh man... :shock:
Image

User avatar
mandeagle
Community User Level: 1
Community User Level: 1
Posts: 58
Joined: Sat Nov 27, 2004 2:05 am

Post by mandeagle » Fri Sep 05, 2008 1:41 am

Just a question but...

will tracks of 1.08 work in 2.0?

if yes, do we need to edit them because of the "last control point" or the game will recognize the track and use the line 1 as the last and first?

User avatar
Ande
Game Developer
Game Developer
Posts: 487
Joined: Thu Oct 14, 2004 9:43 pm

Post by Ande » Fri Sep 05, 2008 7:12 am

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.

User avatar
Jazzyclub
Community User Level: 3
Community User Level: 3
Posts: 586
Joined: Sun Nov 14, 2004 2:11 am
Contact:

Post by Jazzyclub » Fri Sep 05, 2008 9:13 am

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....
--------------

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

User avatar
dede
Community User Level: 5
Community User Level: 5
Posts: 3314
Joined: Mon Apr 10, 2006 10:29 am
Contact:

Post by dede » Fri Sep 05, 2008 10:46 am

Mouse wrote:50 bots... oh man... :shock:
Bots? I said players, real players.

Post Reply