Turbo Sliders Feature Requests

Talk about your ideas, rants, raves, technical issues, and problems.

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Mouse
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Post by Mouse » Thu Jul 12, 2007 9:01 pm

Mah, just make a good pit terrain and we don't need ghost for pit stops (ghost sucks, in all ways!). Anyone who bumps in the pit [on purpose] can be kicked from the cup.

And what about making other checklines for BW driving (maybe i misunderstand)? Most tracks can just use the normal checklines, if one passes them backwards = disabled.

Der's my thoughts. :P
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Post by Guest » Thu Jul 12, 2007 9:59 pm

I have been thinking about ideas for the next version of TS... and we could add features like TIRE WEAR, and DAMAGE EFFECTS to the cars or as sepperate modes.

TIRE WEAR - As you slide your tires on the track along the corners or anywhere that your tires will eventually get worn out... Thus making your car slide easier, and eventually to much tire wear will pop your tires.

DAMAGE EFFECTS - When you hit a wall or anything thats solid your car should look like it's damaged, then when you see the dammage your car will slow down a little bit (due to arodynamics) too much dammage could cause engine failure, and slower speeds until you reached the pits.

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Mouse
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Post by Mouse » Fri Jul 13, 2007 12:13 am

Inferno wrote:I have been thinking about ideas for the next version of TS... and we could add features like TIRE WEAR, and DAMAGE EFFECTS to the cars or as sepperate modes.

TIRE WEAR - As you slide your tires on the track along the corners or anywhere that your tires will eventually get worn out... Thus making your car slide easier, and eventually to much tire wear will pop your tires.

DAMAGE EFFECTS - When you hit a wall or anything thats solid your car should look like it's damaged, then when you see the dammage your car will slow down a little bit (due to arodynamics) too much dammage could cause engine failure, and slower speeds until you reached the pits.
lol? There are already damage effects in TS... you didn't know that? :o

Tire wear has been talked about too (check some older posts for discussions).
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Etmil
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Post by Etmil » Fri Jul 13, 2007 8:15 am

Mouse wrote:And what about making other checklines for BW driving (maybe i misunderstand)? Most tracks can just use the normal checklines, if one passes them backwards = disabled.
I meant that the whole point would be that the race IS actually backwards and everybody races this way, so instead of those ORDINARY start directions we would be going vice versa, the same amount of laps, the same track, only driving it 'backwards'. This would definitely change the atmosphere of the race etc, as different lines are taken. Would be fun. Maybe it can be modded?

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Post by dby » Fri Jul 13, 2007 11:56 am

A direct link pointing to track packs etc in the server info, so people easily can download large files before joining.

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Post by Guest » Fri Jul 13, 2007 12:06 pm

Mouse wrote:
Inferno wrote:I have been thinking about ideas for the next version of TS... and we could add features like TIRE WEAR, and DAMAGE EFFECTS to the cars or as sepperate modes.

TIRE WEAR - As you slide your tires on the track along the corners or anywhere that your tires will eventually get worn out... Thus making your car slide easier, and eventually to much tire wear will pop your tires.

DAMAGE EFFECTS - When you hit a wall or anything thats solid your car should look like it's damaged, then when you see the dammage your car will slow down a little bit (due to arodynamics) too much dammage could cause engine failure, and slower speeds until you reached the pits.
lol? There are already damage effects in TS... you didn't know that? :o

Tire wear has been talked about too (check some older posts for discussions).
I knew there were damage effects, but i'm not talking about that scale next to your car that has a %__ sign, i'm talking about when you hit a wall you see a scratch or dent on your car.

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Post by Guest » Fri Jul 13, 2007 2:33 pm

if u hit a pole head on your car stops running. a feature idea to me would be,,

pace lap and starting your car

a pace lap is b4 u start the first lap you start in the pits or in the start grid and go around once slowly then u go as soon as the leader touches the finish line, at the start of race, if not using pace lap, start your car in the grid and go as soon as lights go off

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Mouse
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Post by Mouse » Fri Jul 13, 2007 5:22 pm

The visual damage would be hard to do i think, without making new data for each car. Too it would be hard to see on our little cars.

About the pace lap idea, very complicated... it would NEVER work in an open server, some bonehead would always do something wrong.

I only like the idea of a controlled (game limits car speed), flying start. Could be nice for league racing, especially on ovals.
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dede
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Post by dede » Fri Jul 13, 2007 8:01 pm

Mouse wrote:The visual damage would be hard to do i think
Not really hard, I guess, but just very unuseful.

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Post by Guest » Fri Jul 13, 2007 9:15 pm

Mouse wrote:The visual damage would be hard to do i think, without making new data for each car. Too it would be hard to see on our little cars.

About the pace lap idea, very complicated... it would NEVER work in an open server, some bonehead would always do something wrong.

I only like the idea of a controlled (game limits car speed), flying start. Could be nice for league racing, especially on ovals.
I guess it would be pretty hard to see it on the car unless you hit somthing very sharp to cut the car in half :lol:

but whoever asked for tire wear I agree

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Post by dby » Tue Jul 17, 2007 3:57 pm

Two suggestions to make tile sets more user friendly.

Tile offset. This would be useful for making sure that the shadow in a TileGroup is always down/right. See my spectator tile groups: http://www.jollygoodgames.com/forum/vie ... 0813#10813

Different images for different rotation range. Instead of having several NoRotTile tiles of the the same house for example... 0-44 image1, 45-89 image2, 90-134 image3 etc.

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Post by Guest » Wed Jul 18, 2007 5:05 pm

how about a rain race and rain tires or dry tires or drift tires

headlights for the night mod

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Mouse
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Post by Mouse » Wed Jul 18, 2007 5:40 pm

Scorpio wrote:how about a rain race and rain tires or dry tires or drift tires

headlights for the night mod
For official features in TS? I hope not! Only for a mod by some player(s).
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Post by Guest » Wed Jul 18, 2007 6:04 pm

why not mouse? it would be fun to have a wet street to drift around slide ect

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Mouse
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Post by Mouse » Wed Jul 18, 2007 10:31 pm

Scorpio wrote:why not mouse? it would be fun to have a wet street to drift around slide ect
Not as a main feature in TS, as a mod sure (i have tested with wet racing before). I actually have a wet racing track. :)
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Post by Jeffrey » Thu Jul 19, 2007 9:54 am

Wet Racing would be nice to have.

Imagine a rain effect falling on the track + rain and thunder effect.

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Post by Guest » Thu Jul 19, 2007 11:44 am

Raining and Thunder... that sounds pretty cool and maybe a little flash of lightning 8)

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Post by Jazzyclub » Thu Jul 19, 2007 6:31 pm

Jeffrey wrote:Wet Racing would be nice to have.

Imagine a rain effect falling on the track + rain and thunder effect.
that is possible just make an option like /atmospheric 0 off- 1 variable(wet-rain)
for the effect i cant say anything, especially for rain effect, for flashlight i think its easy

IN: variable atmosphere its exciting
OUT: making rain effect become a lot hard for CPU-VGA, for me a reason can be FPS slow down a lot

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Post by Guest » Thu Jul 19, 2007 7:34 pm

I also think there should be a buddie list where it shows if your friends are online and it'll have what server there on... you click thier name and then it takes you to the server that their in.

Another thought is in battling or Punaball there can be team chat where you can talk to your team without the other team knowing what your doing.

Oh and how about a Capture the Flag mode :)

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The Dude
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Increased handling of spectators.

Post by The Dude » Wed Aug 29, 2007 9:06 pm

This time I want to suggest two things.

Suggestion 1
I'd like a better support for spectators, similar things has been suggested before.
These are some basic things needed: A limit in sliders.ini "num_spectators = xx", working /who command for spectators, kick/ban spectators.

More advanced functions: Like "/addadmin" is for admins you could have a similar command for spectators so cup organizers could manage a server without racing in it. This command in combination with a "anonymous_spectators = 0" setting would be great.

Suggestion 2
A 64-bit version for linux.
Now I am using a modified dynamic library linker to get Turbo Sliders to work on my Linux 64-bit system.

My first suggestion feel more important but if the latter is easy to compile, why not release a 64-bit version too.

Thanks.

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Re: Increased handling of spectators.

Post by Hengari » Thu Aug 30, 2007 8:13 am

The Dude wrote: Suggestion 2
A 64-bit version for linux.
Now I am using a modified dynamic library linker to get Turbo Sliders to work on my Linux 64-bit system.
Hehe, I think that compiling a 64-bit version is just about that Ande doesn't have a 64-bit Linux.

I have written about TS in Linux http://verteksi.net/sliderpoint/ts-in-linux which address those library problems.

Playing TS in 64-bit Linux is easy. You just get the right packages and Rock on. As I recall some time ago I made a package for Dragonstar containing the needed libraries: http://verteksi.net/turbosliders/tmp/ts_emullibs.zip. TS looks for the libraries from it's installation directory so you just have to get the right libraries on that directory.

It would be nice to have a 64-bit TS to play with but you can't get everything. I have waited years for that to happen and now I'm back on 32-bit world and life is just easier :)
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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The Dude
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Fixed font support

Post by The Dude » Thu Oct 18, 2007 12:28 am

Suggestion 3
How about implementing fixed font support. Could work like /say command and only be used by admins.

That could be very useful when you want to output information in a table form to increase readability.

PS.
About my previous post. TheDude TS Server is now on a Linux machine.

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Post by Jeffrey » Fri Oct 19, 2007 10:37 am

What happened to Ande? Does he intend to continue the Turbo Sliders Project? Will any of these suggestions be developed.

Hope So.

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Mouse
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Post by Mouse » Fri Oct 19, 2007 9:01 pm

Jeffrey wrote:What happened to Ande? Does he intend to continue the Turbo Sliders Project? Will any of these suggestions be developed.

Hope So.
His last post here was in early May... before that he posted is December 2006.....

I always keep hopes alive, but would not be surprised if 1.0.8 is the final version. :?
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Post by mikko » Sun Nov 04, 2007 8:01 pm

For many players, and in particular for those who are interested in truthful lap records, tracks with bump possibilities are quite annoying. Recent advances in forestry serve as an example. In that sense, it could be useful if collisions to track objects could be treated in a similar fashion with collisions to other cars, which is, to add c to the end of the laptime. That change could also help people to honour the original meaning of the trackmaker, instead of trying to find tricks in the tracks.

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