Turbo Sliders 2.0.0 Beta

Discussion related to Turbo Sliders and beta version feedback.

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dede
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Post by dede » Mon Sep 15, 2008 5:02 pm

Mouse wrote:The only problem I can think of, is cheating lap records. You can shoot someone from behind and they will get a big speed boost.... Is it possible to disable lap record setting when missiles are on in races? Or maybe it's needed to make special tracks (missile race track type)?
Just detect the missile collision as a normal car collision.

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Post by dby » Mon Sep 15, 2008 6:04 pm

Hmm, this got me thinking...

Is it possible to use a negative energyloss value for terrain? Could be fun for missile races (and other things) as "healing area", like pit but you won't have to stop.

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dede
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Post by dede » Mon Sep 15, 2008 6:18 pm

dby wrote:Is it possible to use a negative energyloss value for terrain? Could be fun for missile races (and other things) as "healing area", like pit but you won't have to stop.
lol :D

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Post by Jazzyclub » Mon Sep 15, 2008 6:34 pm

Mouse wrote:
dede wrote:
Ande wrote:What is the general concensus about this, should I enable this or is there a risk that suddenly, every server has them enabled?

Enabling them might actually be easier than you think :).
That could work with /forcemissiles 2, obviously not as default :P
If it's easy, possibility to add bots in all kind of mods (e.g. xbumpz).

Anyway, for both features, it's quite important that it won't break compatibility again :P
I'm just thinking about it because I was trying to make a racing mode out of battle mode (infiltration mode, all players on one team race to the other side of the map). But since Ande has returned, I figured I would ask if it was possible. :)

I think it would be like any other new mode, you will see it a LOT for a week or so, and then it would fizzle down and become a regular in community server rotation with bumpz and battle.

The only problem I can think of, is cheating lap records. You can shoot someone from behind and they will get a big speed boost.... Is it possible to disable lap record setting when missiles are on in races? Or maybe it's needed to make special tracks (missile race track type)?
a better way to solve this problem wasto turn the direction with a range of 20 degrees...in this way, when you are hitted you need to refix your direction to stay on the road...

another thing to do better the missiles in racing is the possible to see the rifle, in this way "maybe" you can move from it and save your position

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PRO MOD

Post by Jeffrey » Mon Sep 15, 2008 8:45 pm

Thanks DBY, i will check that out and reply to you soon.

Ande i know that no more features for this release, but just came the last feature in mind and would like just to mention it which would really be very useful to our championship.

It is about the PRO MODE.

It would be great that have another option, that when a backmarker (lapped driver) is hit by an onvertaking driver, he has an n time slowdown penalty.

I mean he does not stop and the rase is finshed, but the car slows for n numbers of seconds. Where n can be set.

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Post by Mouse » Tue Sep 16, 2008 2:12 am

My report on bots in 2.0:

They seem to be fine so far, nothing different i can notice. There is only one problem when using a track with custom starting spots.. Sometime, there will be a single bot who will not move (the others will start, and drive away fine) and after a moment will reverse and then drive away (as if it's stuck on something). Not a major bug.. but it's annoying. Any idea why this happens? It does not very often, seems random.
Image

Jeffrey
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Post by Jeffrey » Tue Sep 16, 2008 9:49 am

This is what i meant DBY:

Image


If a driver takes route 1 touches finish line before driver who takes route 2.

Although rotate command is used to make the cars on grid rotate, the control point does not rotate.

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Post by Jarno » Tue Sep 16, 2008 10:52 am

It is just one point that you have to consider when creating a track. Good trackmaker can make starting line so that it is in best position.
Spinnering on limits...

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Post by dby » Tue Sep 16, 2008 1:12 pm

Jeffrey wrote:Although rotate command is used to make the cars on grid rotate, the control point does not rotate.
Aha ok, I didn't know that... never noticed. Well, that's a problem. Not very much in this track though... good thing this is the only one in which I use such an "extreme" angle.
Jarno wrote:It is just one point that you have to consider when creating a track. Good trackmaker can make starting line so that it is in best position.
Well, while that is true... it's a bit boring in the long run. Would be a nice feature to be able to rotate control points and level tiles. While not of highest priority, I'm sure tracks would become more varied... and easier to design.

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Post by Jazzyclub » Tue Sep 16, 2008 5:51 pm

quoting, we need a starting grid roteable like the new starting positions...so boring to make tracks with only 4 directions because the starting grid cant rotate, ok it can rotate but its only a virtual rotation

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Post by Guest » Wed Sep 17, 2008 11:49 pm

bug!: iv'e been playing on ts online and everyone seems to say why is he saying that? and its this "X581" and its a bug i guess

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Post by Badeend » Thu Sep 18, 2008 12:14 am

Scorpio wrote:bug!: iv'e been playing on ts online and everyone seems to say why is he saying that? and its this "X581" and its a bug i guess
Yep, saw it too when someone joined the server. Must have gone something wrong while disabling X codes in the chat.

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Post by kovalainen » Thu Sep 18, 2008 12:31 am

aww you should have left them as they were it was the ultimate spamming source!

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Post by Keppana » Thu Sep 18, 2008 11:48 am

Badeend wrote:
Scorpio wrote:bug!: iv'e been playing on ts online and everyone seems to say why is he saying that? and its this "X581" and its a bug i guess
Yep, saw it too when someone joined the server. Must have gone something wrong while disabling X codes in the chat.
We want X codes back! Pallojen määrä? Rajoittamaton!

another bug: ALT+TAB for switching screen doesn't work if there is not any open window on background.

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Post by Chevron » Thu Sep 18, 2008 2:01 pm

Just to mention, I'm having the same performance issues Jarno and bad eend are having. :?
Burning curtains since 2004

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Post by dby » Thu Sep 18, 2008 3:29 pm

Finally got got some time over to download and try RC3.

DirectX, full screen is still the best setting on my computer. I'm crossing my fingers for OpenGL support.

Also a small bug:
When I turn DirectX off, the shadows under the cars disappear after a moment at start, only to show again when the car is jumping.

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Post by xzeal » Sat Sep 20, 2008 9:43 am

I ran across an interesting piece of news:

http://linux.slashdot.org/linux/08/09/19/1520213.shtml

I take it this helps Ande do the OpenGL thingy better and finish it faster?

Or did Ande already know this and that's why he went for OpenGL?

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Post by Hengari » Sat Sep 20, 2008 11:41 am

xzeal wrote:I ran across an interesting piece of news:

http://linux.slashdot.org/linux/08/09/19/1520213.shtml

I take it this helps Ande do the OpenGL thingy better and finish it faster?

Or did Ande already know this and that's why he went for OpenGL?
Yeah, I also read that and first though the same thing but the thing isn't about OpenGL being free or not and it now becoming with MIT or X11 License as the article suggests.

Ande said:
Ande wrote:Another issue is that I am currently using glSDL which is GPL licensed, so unless I get a special permission, I can't use it in the final version.

So the issue is about glSDL being GPL licensed.
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Ande
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Post by Ande » Sat Sep 20, 2008 7:51 pm

Yes, glSDL is not the same thing as OpenGL. But to give you some news, I am now coding my own OpenGL support for the game. glSDL would not have been enough anyway since it does not support texture->texture blits fast enough. I don't know how long it will still take but I hope that there will be a test version in 1-2 weeks.

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Post by Jazzyclub » Sun Sep 21, 2008 12:58 am

ok, missile now is visible and the speed of it can be set in game.ini...

now there are 2 question...

1) missiles are available in race too in final version??
2) its not better to set the speed of missile with command like??:
/missilespeed XXX <--- ive see the game set as the minimun default value at 200
/missileacceleration XXX <-- for me useless, a persistant speed can be enough


about the gravity, by setting it a car go in this direction without moving? because if the gravity attract the players we can make single lap track like winter moutain or rafting races :D

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Re: PRO MOD

Post by Ek Poepol » Mon Sep 22, 2008 6:31 pm

Jeffrey wrote:Thanks DBY, i will check that out and reply to you soon.

Ande i know that no more features for this release, but just came the last feature in mind and would like just to mention it which would really be very useful to our championship.

It is about the PRO MODE.

It would be great that have another option, that when a backmarker (lapped driver) is hit by an onvertaking driver, he has an n time slowdown penalty.

I mean he does not stop and the rase is finshed, but the car slows for n numbers of seconds. Where n can be set.
Earlier this year I sigested something similar. The only difference I wanted the guy to do a drive thru penalty that is mandatory. If he doesn't do it in x laps he is disqualifeid.

Note: This would be cooooool

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Post by pawelek » Wed Sep 24, 2008 12:38 pm

I have little problem with sound. When i'm running the game, my other sounds (foobar, winamp etc.) getting loudly and makes small echo.

I have Sound Blaster Live! 5.1 EMU10k1 with original CD drivers and Windows XP SP3.

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dede
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Post by dede » Wed Sep 24, 2008 1:22 pm

pawelek wrote:I have little problem with sound. When i'm running the game, my other sounds (foobar, winamp etc.) getting loudly and makes small echo.

I have Sound Blaster Live! 5.1 EMU10k1 with original CD drivers and Windows XP SP3.
That's because CPU load is very high (check it with F10 when playing). You can reduce it by turning DirectX on and/or using old SDL.dll

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Post by Etmil » Wed Sep 24, 2008 2:59 pm

No performance issues or anything like that for me, yet there's a problem with fuel that was also present in 1.08 (at least for me, I noticed it quite often). In fuel cups, when you type /startfuel 80 [for example] and then start the race, what you have is 79% [1% less]. To get 80% at the start, you need to set it to 81% BEFORE. This is not, of course, a major issue, but should be fixed because it might be important when you're trying to calculate the exact amount needed and then.. you could run out just 2-3 before the finish. So, this should be fixed.

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Post by Tijny » Wed Sep 24, 2008 3:28 pm

I guess that's just because of the fact that 1ms into the game, it decreases from 80% to 79.99..% and the decimal part is truncated. So in practice you DO start with 80%, it's just rounded down and displayed as 79%. But yeah, I guess that could be fixed. :)

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