Turbo Sliders Feature Requests
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It would be pretty cool if sound could be attached to terrain.
Like when going across the bumpy curbs I just made: http://www.jollygoodgames.com/forum/vie ... php?t=1006
Or when driving on gravel, there could be sounds of tires on gravel and rocks hitting the undercarrage. Or on some other material, like a wood or metal bridge... and a whooshing sound when going under the bridge... triggered crowd noises. Crashing in to special objects. Sounds when making a pit stop. Imagination is the limit I guess.
There could be settings whether the sound should loop, if car speed should be linked to the pitch/volume of the sound, delay before it can be triggered again... and perhaps something else. Different sounds for when sliding and going straight?
Although I realise it's not the most important feature, only garnish, I figure why not if it's easy enough to code.
Like when going across the bumpy curbs I just made: http://www.jollygoodgames.com/forum/vie ... php?t=1006
Or when driving on gravel, there could be sounds of tires on gravel and rocks hitting the undercarrage. Or on some other material, like a wood or metal bridge... and a whooshing sound when going under the bridge... triggered crowd noises. Crashing in to special objects. Sounds when making a pit stop. Imagination is the limit I guess.
There could be settings whether the sound should loop, if car speed should be linked to the pitch/volume of the sound, delay before it can be triggered again... and perhaps something else. Different sounds for when sliding and going straight?
Although I realise it's not the most important feature, only garnish, I figure why not if it's easy enough to code.
Also, in most cases I'd rather see damage to be relative to distance, not time as now.
So... time, distance and speed modifiers
...would make the energyloss feature pretty useful.
Like when I drive trough a patch of sharp rocks. If I go fast I should get a lot of damage, if I drive slowly I should get less. And if I stop, I shouldn't recieve any more damage until I start moving again.
So... time, distance and speed modifiers
...would make the energyloss feature pretty useful.
Like when I drive trough a patch of sharp rocks. If I go fast I should get a lot of damage, if I drive slowly I should get less. And if I stop, I shouldn't recieve any more damage until I start moving again.
and you are basing that statement on what exactly?wazaari wrote:Unfortunatly neverJan wrote:I agree. I haven't experienced a new version of TS in my "career" yet so it would be very nice.Etmil wrote:The feature I'd like to see most would be version 1.1 [if now, we have 1.09.. I think.]Does anyone have any information when a new version could be released?
Last time I asked Ande he said "the main issue is that I would like to get an SDL version that works with Vista etc."
Which would mean that it will take a while, he also mentioned no big new features are planned though. (besides the full vista compatibility)
Ehh why not? Ande never said he is done with TS so we have no reason to think he is.
Ande does have a child now right? Happened sometime last year i think. I know from recent family experience that when a baby comes along most other things slloooowww down a lot. I would not be surprised if Ande has chosen more family time over TS time.
It would be nice to know Ande's future plans for TS, would be great if he posted here. Can we expect only minor changes from now on? Or someday will he start again adding new features for gameplay?
Maybe soon we should flood his mail inbox.
hehe
Ande does have a child now right? Happened sometime last year i think. I know from recent family experience that when a baby comes along most other things slloooowww down a lot. I would not be surprised if Ande has chosen more family time over TS time.
It would be nice to know Ande's future plans for TS, would be great if he posted here. Can we expect only minor changes from now on? Or someday will he start again adding new features for gameplay?
Maybe soon we should flood his mail inbox.

Ahhh, got it! Now you're suggesting to kill his family! That's a very good suggestion, lemme contact Mr. Provenzano.Mouse wrote:Ande does have a child now right? Happened sometime last year i think. I know from recent family experience that when a baby comes along most other things slloooowww down a lot. I would not be surprised if Ande has chosen more family time over TS time.![]()
Anyway, I don't think this game needs big new features (e.g. new mods, etc). As I said somewhere, it would be nice just having a 1.0.9 (even without new features - also the same version). We need some news.
I agree, no new big features. But there are some new features that could be great. Custom grid is still on the top of my list. Not a big feature, but it would be great to start in a single-file grid, then no more messy starts (I'm thinking of league racing, not every day fun racing..). Seems it could be easy to add, it is already done in battle mode, just move it to race mode.dede wrote:Anyway, I don't think this game needs big new features (e.g. new mods, etc). As I said somewhere, it would be nice just having a 1.0.9 (even without new features - also the same version). We need some news.
As you said, we need some news!

I wonder how it would effect the online play. More players yes, but more idiots too maybe. I suppose it would fill servers more, but the /ban command may be used quite often.wazaari wrote:Best news would be free game for all.
I hope Ande will make a post soon. Last one was some weeks ago in a vista topic.. before that i cannot remember his last post.

As Xzeal pointed out, Ande said in IRC that he wants to wait for stable SDL -library for Vista before making new version and so on. Aso something like: "There is no point making new version with non-working SDL in Vista because it may break other things."
I didn't ask about new features but as Ande always says: "Maybe"
I didn't ask about new features but as Ande always says: "Maybe"
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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This would be a nice feature to implement for next version, which does not require a lot of programming.
Pro Mode 1
Pro Mode 2
Pro Mode 1 - As it is now.
Pro Mode 2 - Lapped Cars have a slowdown on n seconds and n speed, when they obstruct way and are hit be a faster car.
This would be nice to implement, so that lapped drivers learn to give way.
Pro Mode 1
Pro Mode 2
Pro Mode 1 - As it is now.
Pro Mode 2 - Lapped Cars have a slowdown on n seconds and n speed, when they obstruct way and are hit be a faster car.
This would be nice to implement, so that lapped drivers learn to give way.
That could be taken 1 step more. Placing special checklines on the track, when passed, you get a speed penalty. The same way as F1 games. Make a shortcut = penalty.Jeffrey wrote:This would be a nice feature to implement for next version, which does not require a lot of programming.
Pro Mode 1
Pro Mode 2
Pro Mode 1 - As it is now.
Pro Mode 2 - Lapped Cars have a slowdown on n seconds and n speed, when they obstruct way and are hit be a faster car.
This would be nice to implement, so that lapped drivers learn to give way.

1) /tracks /addnrd <folder> <number> and /tracks /addrnd all <number>: the first one selects <number> tracks randomly from the selected folder, the second adds <number> tracks randomly from all folders. This feature is pretty important in order to make better macro's
2) Possibility to add more tracks in a line: /tracks /add "Minileap","Arena","Fewdoll" (no high priority)
3) Possibility to load all defaut values by calling a /default command in the autoserver mode (in order to clear previous cup's settings
4) Possibility to change between SpectatorsAllowed 1 and 0 directly in the autoserver mode (now restart is needed)
5) When a dedicated server is switched to "manual" mode, /continue shouldn't close it when cup is ended -> just restart it. So, add a new command like "/kill" in order to shutdown the server, and leave /continue to do what it does now + restart in any case at cup end. (this feature is pretty important because if you close the server by mistake, and server isn't yours, server is gone until the owner put it back..)
These features should be implemented as soon as possible, in order to have a better Community Server
2) Possibility to add more tracks in a line: /tracks /add "Minileap","Arena","Fewdoll" (no high priority)
3) Possibility to load all defaut values by calling a /default command in the autoserver mode (in order to clear previous cup's settings
4) Possibility to change between SpectatorsAllowed 1 and 0 directly in the autoserver mode (now restart is needed)
5) When a dedicated server is switched to "manual" mode, /continue shouldn't close it when cup is ended -> just restart it. So, add a new command like "/kill" in order to shutdown the server, and leave /continue to do what it does now + restart in any case at cup end. (this feature is pretty important because if you close the server by mistake, and server isn't yours, server is gone until the owner put it back..)
These features should be implemented as soon as possible, in order to have a better Community Server
Dede, and /kick and /mute for specs too!
I was thinking last night about that old bigger tracks idea. While it has been stated that 2000x2000 will be the max size, could it be possible to go beyond 2000 in the X or Y value (while compensating). For example: 3000x1000 .Not sure if this would be harder on PC hardware, because tracks would still have the same max pixel size, but possible to stretch.
I think it would be nice for F1 tracks, or even tracks for default cars (i think it would be funny to have one looooooooong S section.
I was thinking last night about that old bigger tracks idea. While it has been stated that 2000x2000 will be the max size, could it be possible to go beyond 2000 in the X or Y value (while compensating). For example: 3000x1000 .Not sure if this would be harder on PC hardware, because tracks would still have the same max pixel size, but possible to stretch.
I think it would be nice for F1 tracks, or even tracks for default cars (i think it would be funny to have one looooooooong S section.

Reverse trackdriving on/off: this could be implemented by rotating the startdirection (automatically) 180 degrees and renumbering the control points: for example, if we have 8 control points in a track, this should be turned around - 8 would be 1, 7 would be 2, 6 would be 3 etc. This is what the reverse 'on' function could do. And the whole race could be switched backwards using this simple method and no new tracks would be needed. What do you think?
for the pits can be solved by ghost mode for all when indby wrote:In the Pits:
An option to penalize a driver who hits a car that stands still in the pits, like temporarily disabling.
Lapping:
Showing a warning to a driver that is close to being lapped and which car to let pass, with an option to make the slow car ghost.
for the lapping a problem is when the lapped driver is near another lapped driver, if the lapping mode get ghost the lapped drivers a chaos come, they cant race against at normal but in ghost....weird situation can be made
Good idea! ...Only problem I can think of is if two cars stop on top of eachother.Jazzyclub wrote:for the pits can be solved by ghost mode for all when in
I was thinking the car would only appear ghost to those that are lapping, not the ones on the same lap... but I have no idea how hard that would be to code.Jazzyclub wrote:for the lapping a problem is when the lapped driver is near another lapped driver, if the lapping mode get ghost the lapped drivers a chaos come, they cant race against at normal but in ghost....weird situation can be made
Just some indication to show if a car is one lap ahead or one lap after you would be nice. It can be quite hard to keep track if you should let someone pass or not, only using tab.



