kill terrain

Here you can post track-related information.

Moderator: Forum Moderators

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

kill terrain

Post by kovalainen » Fri Apr 27, 2007 1:54 pm

how do you change the kill terrain for a x bumpz track? :? :? :? :?

Tijny
Community User Level: 5
Community User Level: 5
Posts: 1514
Joined: Sat Nov 06, 2004 7:59 pm

Post by Tijny » Fri Apr 27, 2007 2:09 pm

from README-battle.txt:
In Bumpz battles, grass is automatically set to be the fatal
terrain which causes a car to get wrecked. If you want to change
that to some other terrain, you need to manually edit the trk
file and change the KillTerrain value. After the change you still
need to reload and save the track to make the hash value correct.
By manually editing the track, you can add KillTerrain to other
types of tracks, too. The line must be after the Include line.
KillTerrain sets "energyloss" property of a terrain to 100000.
You can also manually define a terrain with a non-zero energyloss
to get other kinds of energy loss effects. Note that energyloss and
KillTerrain only have an effect in race tracks with pits if ForceDamage
has been set to 1 or 2. If damage should be on in race tracks without
pits, ForceDamage must be 2.

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 Apr 27, 2007 4:01 pm

It is nice to see that it is possible to make terrains cause damage (for leagues preventing short cutting).

Has anyone made a race track with damage terrains yet? I have messed around a bit but cannot figure out how to set an energyloss level.

Anyone know how to do this?
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 » Fri Apr 27, 2007 6:32 pm

Mouse wrote:It is nice to see that it is possible to make terrains cause damage (for leagues preventing short cutting).
Indeed, man, that's exactly what I thought when I read the quote by Tijny.
One of the suckiest things in TS is that driving too risky means crashing, and when you crash, other players crash into you. This is the main reason because I like playing with ghost (if I crash, I damage only myself).
But hey, why not making tracks without crashing-possibility? That could be fun! Grass-cutting would mean losing "energy" (damaging the car -> like in reality).
Maybe I'll try something like that in my very next tracks ;)

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 Apr 27, 2007 10:42 pm

This could also make for some funny rough racing. If you are pushed into the grass, you are out! Funny for some many player short races. :P

I am trying to figure out how to get terrains to apply damage to the car, without killing you....
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 » Sat Apr 28, 2007 12:09 am

I had some try tonight and I made it (most probably not in the best possible way -> please correct me!).

In the trk file I added:

Code: Select all

Terrain 	Grass
  id		1
  isWall	0
  viscosity	2.0
  acceleration	0.5
  braking	0.5
  grip		0.5
  steering	0.5
  red		55
  green		85
  blue		30
  energyloss    10
End
after the tiles-including. My idea was kinda setting the "energyloss" of Grass terrain to 10, but since terrains are defined in /data/ folder, I tried with "overwriting" terrain settings just by adding those lines to the track code, and it seems working! I'll probably make some track without obstacles and with this "energyloss", so that races will be more fun and without crashes ;)
But yeah, it's still kinda bad having contacts (car damages a lot for contacts). We'll see ;)

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

Post by Mouse » Sat Apr 28, 2007 1:53 am

Thanks very much, Dede.

I'm off to do some tests! :P
Image

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

Post by Mouse » Sat Apr 28, 2007 2:38 am

After some tests of my own, i have figured out how this works:

There is not need to write "KillTerrain ID#" in the trk, it will simply drop damage to 0.

All i did was write "energyloss 10" in the terrain file (in the terrain i wanted)(same as you have done, Dede).

I was able to sit on that terrain for a few seconds while it slowly dropped to 90%.

Basically, you will set the terrain energylosss as you would maxcarhiteffect or maxwallhiteffect. Something around 1000 sounds right.

I cannot wait to see this added to some cups / leagues! It can ensure fairplay without hurting gameplay so much. :D
Image

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 » Sat Apr 28, 2007 7:33 am

Okay, that seems like a very intriguing new invention you two did! Can you also please explain dumbasses like me how to do it?:D Step-by-step?

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 » Sat Apr 28, 2007 12:37 pm

dede wrote:I had some try tonight and I made it (most probably not in the best possible way -> please correct me!).

In the trk file I added:
Ahahahah, I also did some experimentations inspired from this topic last night and they are exactly same as yours :D

I did a short track with damage-terrain but it needs some adjustments to find the balance between damage and no obstacles. Kinda nice for antislider and slower cars but with sliders in a tight track with sliding and pushing...
dede wrote:But yeah, it's still kinda bad having contacts (car damages a lot for contacts). We'll see
As Mouse said, just set the "maxcarhiteffect" to 0 or lower value, so then the contacts aren't so much a problem but the terrain still works (maybe).

The most challenging thing with modifying TS and tiles is understanding the documentation since it's not very clear and there are no examples. Otherwise it's just adding parameters like "energyloss" with some values :)
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint

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 » Sat Apr 28, 2007 5:23 pm

Hengari wrote:As Mouse said, just set the "maxcarhiteffect" to 0 or lower value, so then the contacts aren't so much a problem but the terrain still works (maybe).
Eheh, yes, my bad..
But yeah, cutting some corners with slider, for example, will make you loose about 3% and make u gain about 3 seconds.. so, yes, you just can't remove all obstacles. A better idea would be adding different damage-terrains (e.g: grass -> very low damaging / put it near the tarmac in curves; sand -> medium damaging; etc.. SEE THE IMAGE)

Image

green = low damaging
yellow = medium damaging
red = high damaging

(p.s. I'm so great painting!)

In this way you can punish who cuts too much with a higher energyloss level.
Mouse wrote:All i did was write "energyloss 10" in the terrain file (in the terrain i wanted)(same as you have done, Dede).
Hmm, I don't think it works like that: if you modify the terrain file in your /data/ folder, you will have it working for you, but it will create problems with other players (because they will have the normal setting). So you kinda have to implement the terrain file-mod in the track directly, just like I did. In that way it should work for everyone. Just re-define the terrain in the trk file, with the settings you like.

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 » Sat Apr 28, 2007 5:48 pm

dede wrote: Hmm, I don't think it works like that: if you modify the terrain file in your /data/ folder, you will have it working for you, but it will create problems with other players (because they will have the normal setting). So you kinda have to implement the terrain file-mod in the track directly, just like I did. In that way it should work for everyone. Just re-define the terrain in the trk file, with the settings you like.
make some example from my night mod, to make what you wanna do, you need create a new set of files and putting them in DATA folder..in this way who have downloaded the mod, not need to download all the files but only the track files


PS: like most of other games who use MOD, who have mod can play easly and viceversa...

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

Post by Mouse » Sat Apr 28, 2007 7:37 pm

I made my own terrain file for one of my created tracks. I did not edit the default one. :wink:
Image

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 » Sat Apr 28, 2007 9:30 pm

Jazzyclub wrote:...to make what you wanna do, you need create a new set of files and putting them in DATA folder..in this way who have downloaded the mod, not need to download all the files but only the track files
Awww, that's very bad idea. If a player doesn't have the "mod" then he can't play at all because if the tiles/needed files are on the data -folder, the game doesn't download them.

I understand that it would be usefull to have the big 1-3MB "mod -tiles" in the data folder and just transfer the track files for the track which uses those mod -tiles. That just isn't working because most players don't download tracks from trackmakers sites and this way get those files. Most players just join servers and want to play.

What Dede wrote, that you do the new damage terrain just like defining a pit terrain for the track in the yourc00ltrack.trk -file. You can override the default terrain definitions in your track -file.

PS. Jazzyclub: You can have multiple include -lines in your track -file and use the default tiles2.til and add just those tile-definitions that you have overriden to the track file. I just don't understand why you have that mytiles.til always on your tracks. Just one more useless file to download.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint

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 » Sun Apr 29, 2007 12:37 am

Hengari wrote:
Jazzyclub wrote:...to make what you wanna do, you need create a new set of files and putting them in DATA folder..in this way who have downloaded the mod, not need to download all the files but only the track files
Awww, that's very bad idea. If a player doesn't have the "mod" then he can't play at all because if the tiles/needed files are on the data -folder, the game doesn't download them.
Eheh, I expected this reply by hengari, and that's exactly what I thought when I read Jazzy's post. Yes, players don't like downloading tracks and mods outside the game. And it's so boring waiting for transfers when big tracks come (I'd ban from racing server every track made with non-default tiles -> no way to download them in less than 30 seconds). Big tracks and mods can be played in organized tournaments (though probably I've never seen any like 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 » Sun Apr 29, 2007 1:45 am

GPORs don't believe in server transfer :P We always download our tracks from a website, which is best for most of Jazzy's tracks. :)
Image

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 » Sun Apr 29, 2007 2:33 am

Hengari wrote:
Jazzyclub wrote:...to make what you wanna do, you need create a new set of files and putting them in DATA folder..in this way who have downloaded the mod, not need to download all the files but only the track files
Awww, that's very bad idea. If a player doesn't have the "mod" then he can't play at all because if the tiles/needed files are on the data -folder, the game doesn't download them.

I understand that it would be usefull to have the big 1-3MB "mod -tiles" in the data folder and just transfer the track files for the track which uses those mod -tiles. That just isn't working because most players don't download tracks from trackmakers sites and this way get those files. Most players just join servers and want to play.

What Dede wrote, that you do the new damage terrain just like defining a pit terrain for the track in the yourc00ltrack.trk -file. You can override the default terrain definitions in your track -file.

PS. Jazzyclub: You can have multiple include -lines in your track -file and use the default tiles2.til and add just those tile-definitions that you have overriden to the track file. I just don't understand why you have that mytiles.til always on your tracks. Just one more useless file to download.
only if you edit the .ter file, but if you make a new bounce of tiles-terrains that make a lot of files-bytes, putting the files in data folder is the best choice...an example is if you like to make tracks with my night mod...

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

Post by dby » Wed May 16, 2007 5:27 pm

dede wrote:
Mouse wrote:It is nice to see that it is possible to make terrains cause damage (for leagues preventing short cutting).
Indeed, man, that's exactly what I thought when I read the quote by Tijny.
One of the suckiest things in TS is that driving too risky means crashing, and when you crash, other players crash into you. This is the main reason because I like playing with ghost (if I crash, I damage only myself).
But hey, why not making tracks without crashing-possibility? That could be fun! Grass-cutting would mean losing "energy" (damaging the car -> like in reality).
Maybe I'll try something like that in my very next tracks ;)
I've experimented a bit with jump terrain before, on the rally tracks, just to come up with an alternative to crashing when a bit off road. I thought this could be used in combination with damage to make some interesting effect...

...like bumpy curbs. If you cut the corner too tight across the curbs you might lose control and cause some damage to the tires/suspention.

Image

I've added some bumpy curbs to fasteddies fuel-modded version of banaring, as a test:

Image

EDIT: I've also added forestry and sandslid in the pack: http://hem.spray.se/dby/ts/bumpy.zip

Try it out and let me know what you think. I'm not sure if the values are good, or if something could be improved:

Terrain EdgeBumps
id 80
isWall 0
viscosity 0.8
acceleration 0.8
braking 0.8
grip 1.0
steering 1.2
skidMark 1
tyreMark 0
jump 0.01
energyloss 15
End
Last edited by dby on Thu May 17, 2007 11:22 pm, edited 1 time in total.

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

Post by dby » Thu May 17, 2007 12:31 pm

I found a drawback... energyloss doesn't seem to be linked to car speed at all. So the car recieve more damage when driving slowly across the curbs. Would be nice to have a car speed modifier to set. Also sliding/not sliding could modify the damage.

User avatar
Anddru
Community User Level: 2
Community User Level: 2
Posts: 144
Joined: Fri Aug 04, 2006 10:58 am
Contact:

Post by Anddru » Wed Jun 27, 2007 4:57 pm

Someone who can tell me if there have been made such a track? :)
In my new website you can find my tracks and cars!
http://druerne.org/ts

Hope you will enjoy!

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

Post by Mouse » Wed Jun 27, 2007 5:44 pm

Anddru wrote:Someone who can tell me if there have been made such a track? :)
It's hard to find an accurate setting for energyloss... so i think there has been no tracks distributed yet.
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 » Wed Jun 27, 2007 6:21 pm

I made one track and we tested it. It worked quite ok.

Punatiainen
Community User Level: 1
Community User Level: 1
Posts: 97
Joined: Fri Nov 19, 2004 3:49 pm
Contact:

Post by Punatiainen » Wed Jun 27, 2007 7:02 pm

dby wrote: I found a drawback... energyloss doesn't seem to be linked to car speed at all
If ForceDamage has been set to 1 or 2, then it does affect to car speed (depending on MaxSlowdown and SlowdownStartLimit -settings).

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

Post by Mouse » Wed Jun 27, 2007 8:07 pm

Punatiainen wrote:
dby wrote: I found a drawback... energyloss doesn't seem to be linked to car speed at all
If ForceDamage has been set to 1 or 2, then it does affect to car speed (depending on MaxSlowdown and SlowdownStartLimit -settings).
I think he means damage is not effected by how fast you drive over the enrgyloss terrain.
Image

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

Post by dby » Thu Jun 28, 2007 7:06 pm

Yes Mouse you're right. I meant that Energyloss acts more like, say lava/fire... you'd want to get out of that really quick.

But an area of sharp rock is totally different. If you drive into it fast you'll be in trouble, but if you go through it slow and careful your car might get through unharmed.

So some parameter where I can set a damage * speed modifier would be really useful. Maybe also some limit, below speed X = no damage.

Hey Ande? The summer is best spent in a dark room in front of the computer, right? ;)

Post Reply