Oh, i meant tiles, not objects...sorryThis has not changed in years but there is a limit of 10000
Turbo Sliders 2.0.0 Beta
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I have done that "super bridge" but haven't had the time to release it. It just uses the default bridge-tiles with terrain tweaking which wasn't so nasty. You can also jump over the original bridges with my unreleased "super jumps"Ande wrote:By the way, it would be possible to make super bridges that go over other bridges (using different height) but I don't think anyone has done that yet, it would require some nasty terrain tweaking.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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You could send me the output.txt after crash. After that I'd suggest checking that you have latest drivers for your video card and if not, upgrade and try again. If you installed on top of an existing installation, you could make a clean installation or if that does not help either, use command line option -opengl 0 to disable OpenGL and see if that helps.dby wrote:Release candidate 4 crashes before it even starts. Just after it changes resolution and goes to full screen mode. Rc3 worked fine.
AMD Duron 1.8 GHz
512MB RAM
ALL-IN-WONDER Radeon 7500
Any more info you'd like Ande? Something from the error report?
So here is my TEST for version 4.
RESOLUTION : 1280 by 800 on my LAPTOP (20 BOTS)
TEST 1 USING: OPENGL = FPS 50, LOAD 5 to 10%, BUT THE CAR HAS FREEZE EVERY NOW AND THEN, PLUS THE BRIDGES USING TRANSPARENCY HAVE BECOME BLACK.
TEST 2 USING: SDL = FPS 50, LOAD 35 TO 80, BUT NO CAR FREEZE AND BRIDGES BACK TO NORMAL.
TEST 3 USING: DIRECT DRAW= FPS 50, LOAD 20 TO 40, NO CAR FREEZE AND BRIDGES OK.
OPENGL IS NOT GOOD AS CAR STOPS FOR A SPLIT SECOND EVERY NOW AND THEN AND THE TRANSPARENT OF BRIDGES CAME BLACK AND NOT TRANSPARENT.
THE BEST TEST WAS: DIRECT DRAW. DO NOT KNOW WHAT IS THE EXACT DIFFERENCE BETWEEN DIRECT X AND DIRECT DRAW. BUT IN PREVIOUS VERSION RC3 DIRECT X WAS THE BEST SETTING AND IN THIS VERSION RC4 DIRECT DRAW WAS THE BEST SETTING.
I WILL TEST ON MY NORMAL PC AS WELL.
RESOLUTION : 1280 by 800 on my LAPTOP (20 BOTS)
TEST 1 USING: OPENGL = FPS 50, LOAD 5 to 10%, BUT THE CAR HAS FREEZE EVERY NOW AND THEN, PLUS THE BRIDGES USING TRANSPARENCY HAVE BECOME BLACK.
TEST 2 USING: SDL = FPS 50, LOAD 35 TO 80, BUT NO CAR FREEZE AND BRIDGES BACK TO NORMAL.
TEST 3 USING: DIRECT DRAW= FPS 50, LOAD 20 TO 40, NO CAR FREEZE AND BRIDGES OK.
OPENGL IS NOT GOOD AS CAR STOPS FOR A SPLIT SECOND EVERY NOW AND THEN AND THE TRANSPARENT OF BRIDGES CAME BLACK AND NOT TRANSPARENT.
THE BEST TEST WAS: DIRECT DRAW. DO NOT KNOW WHAT IS THE EXACT DIFFERENCE BETWEEN DIRECT X AND DIRECT DRAW. BUT IN PREVIOUS VERSION RC3 DIRECT X WAS THE BEST SETTING AND IN THIS VERSION RC4 DIRECT DRAW WAS THE BEST SETTING.
I WILL TEST ON MY NORMAL PC AS WELL.
I hope it has a working SHIFT-button which isn't stuck down!Jeffrey wrote:I WILL TEST ON MY NORMAL PC AS WELL.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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1024x768 full screen, minileap 19 bots
OpenGL: fps 50, load 25-30%
Direct Draw: fps 25, load 100%
SDL: fps 30, load 100%
I can even use OpenGL 1600x1200 resolution at 25-45% load, fantastic!
I also noticed that "alpha channel" on level tiles is black, non-transparent when using OpenGL. And the skidmarks are gone too.
And when I entered a server once I watched an ongoing fuel race, I tabbed to see laps and fuel next to the cars... whenever a car was driving under the bottom field the yellow fuel indicator next to it is visible through it and draws a trail, on the black parts at least... I didn't get a good look at it before the race was over, and I haven't made any more tests, sry.
OpenGL: fps 50, load 25-30%
Direct Draw: fps 25, load 100%
SDL: fps 30, load 100%
I can even use OpenGL 1600x1200 resolution at 25-45% load, fantastic!
I also noticed that "alpha channel" on level tiles is black, non-transparent when using OpenGL. And the skidmarks are gone too.
And when I entered a server once I watched an ongoing fuel race, I tabbed to see laps and fuel next to the cars... whenever a car was driving under the bottom field the yellow fuel indicator next to it is visible through it and draws a trail, on the black parts at least... I didn't get a good look at it before the race was over, and I haven't made any more tests, sry.
Right, skidmarks are gone. Didn't notice it before.dby wrote:And the skidmarks are gone too.
That's true also, both fuel and damage indicators are going over the bottom black bar.dby wrote:And when I entered a server once I watched an ongoing fuel race, I tabbed to see laps and fuel next to the cars... whenever a car was driving under the bottom field the yellow fuel indicator next to it is visible through it and draws a trail, on the black parts at least...
DirectDraw is exactly the same thing that was called DirectX in previous versions. I just changed the name so that people don't think its the newest DirectX as it in fact is some ancient DirectDraw version SDL happens to use.
Jeffrey, if you haven't done it already, I would suggest you to upgrade your video drivers to see if that helps. Could you also give more specs of your machine, OS, video card, memory, processor etc. I would also want to see your output.txt.
If skidmarks are not visible, it means that OpenGL driver in that machine does not support required extensions to draw to hardware textures (Framebuffer Object and glBlendFuncSeparate). If you check output.txt, it should tell that FBO was not initialized. Upgrading video drivers might help. I have not been able to test things in such computers so it may very well cause other weird issues, too.
Fuel and damage bars being drawn to stats panel is a bug and will be fixed, thanks for noticing it.
Jeffrey, if you haven't done it already, I would suggest you to upgrade your video drivers to see if that helps. Could you also give more specs of your machine, OS, video card, memory, processor etc. I would also want to see your output.txt.
If skidmarks are not visible, it means that OpenGL driver in that machine does not support required extensions to draw to hardware textures (Framebuffer Object and glBlendFuncSeparate). If you check output.txt, it should tell that FBO was not initialized. Upgrading video drivers might help. I have not been able to test things in such computers so it may very well cause other weird issues, too.
Fuel and damage bars being drawn to stats panel is a bug and will be fixed, thanks for noticing it.
1b) dont work how you say...everytime i try to edit the color, i need to recreate the profiledede wrote:You can convert old nicknames with extra characters.Jazzyclub wrote:1a) the field of nickname have a limited number of characters...Wrong. It's possible to edit the color in players.da2. Color code hasn't anything to do with hash calculation. Maybe you edited the hash itself (or the player ID).Jazzyclub wrote:1b) if you edit your color in .da2 and save, you need to create again your profile (hash problem) i think to solve this problem its better to use RGB value during the profile creationThat's the new starting mode. If it's enabled, race starts after a random waiting. They turn on at the same time so that you can know if it's normal start or random start.Jazzyclub wrote:2) i dont remember the settings but in online cup the countdown lights are stopped on 3 lights and pause then "like a surprise" the race startShadows become invisible if the game is too slow (don't remember anymore the technical description Ande game me..). Check FPS and CPU load. If it's too high compared to TS 1.0.8, enable DirectX and/or use old SDL.dll.Jazzyclub wrote:4) i cant see anymore the shadow under the carsThis might be because they weren't positioned in a accurate way. Check the features list (unique resolution/zoom when track creating/loading.. or smth like that.Jazzyclub wrote:5) in 1.08 the bridges putted in diagonal have no problem, but in 2.0 they have black gap inside (we all know the bridge tile is an assemble of many parts)
Hello Ande. Now i tested on my gaming computer and can say that OpenGL worked very good.
Using a mod_test track of 4000 by XXXX, resolution of 1680 by 1050 on a 22inch monitor and 20 bots.
I had a constant 50 fps and a constant 0% to 5% Load.
THE ONLY PROBLEM still remains bridges. Transparent parts of bridges are not coming transparent as before but solid black.
When i tested previous versions, Direct X worked better than this DirectDraw. Dont know. Prefer to have the DirectX we have in previous version that this DirectDraw....
Using a mod_test track of 4000 by XXXX, resolution of 1680 by 1050 on a 22inch monitor and 20 bots.
I had a constant 50 fps and a constant 0% to 5% Load.
THE ONLY PROBLEM still remains bridges. Transparent parts of bridges are not coming transparent as before but solid black.
When i tested previous versions, Direct X worked better than this DirectDraw. Dont know. Prefer to have the DirectX we have in previous version that this DirectDraw....
Jeffrey wrote:When i tested previous versions, Direct X worked better than this DirectDraw. Dont know. Prefer to have the DirectX we have in previous version that this DirectDraw....
Ande wrote:DirectDraw is exactly the same thing that was called DirectX in previous versions. I just changed the name so that people don't think its the newest DirectX as it in fact is some ancient DirectDraw version SDL happens to use.
Maybe because you're blind, and you can't see that's not the color.Jazzyclub wrote:1b) dont work how you say...everytime i try to edit the color, i need to recreate the profile
FORMAT:
<playername>
<playerID> 1 56 250 0 1 4 220 220 220 250 0 0 <hash1> <hash2>
If you edit either playername, playerid or hashes, you loose the player. Editing those numbers works.
But your keyboard's Shift-key is still b0rked. Fix it, plz.Jeffrey wrote:BRIDGE PROBLEM SOLVED.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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Hengari don't know what you are saying. I have no shift keys broken.
I'm happy with OPENGL - giving 50/55 fps and 0% to 5% load, using a resolution of 1680 by 1050, testing on a big track with bridges.
I was talking about bridges which are in diagonal shape and have parts of it which are open. Transparency with bridges of this type works great on OpenGL.
PS. Just a question to Ande. Is it possible that HUD Information text can be set to a bigger font?
I'm happy with OPENGL - giving 50/55 fps and 0% to 5% load, using a resolution of 1680 by 1050, testing on a big track with bridges.
I was talking about bridges which are in diagonal shape and have parts of it which are open. Transparency with bridges of this type works great on OpenGL.
PS. Just a question to Ande. Is it possible that HUD Information text can be set to a bigger font?
Some news about recent development. As mentioned before, the game uses fixed 50 FPS which causes more or less jerky movement since monitors typically use different refresh rates these days. I have implemented "Smooth FPS" feature which uses whatever maximum refresh rate the monitor has if updates are fast enough. This currently works pretty well with my computer, at least in local game. The problem is that it is uncertain how much new problems (if any) it causes with network games and slower machines that can't reach that higher FPS. There may also be new problems with different video cards. Anyway, I hope to be able to release yet another test version in coming days. As a sidenote, I *finally* fixed bug of bridges getting black at certain places because of invalid skidmarks. I don't know why it took this long
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About loads with OpenGL. With OpenGL, most graphics stuff should be handled by the 3D card, not processor. So there is no easy way to define load. Game loop goes so that processor updates the game and tells the video card to update the screen. It then waits until screen is updated. This waiting period is now considered zero load even though video card does its stuff during that time. In the next version, most of the time can go to waiting for vertical retrace which may or may not use processor.
About loads with OpenGL. With OpenGL, most graphics stuff should be handled by the 3D card, not processor. So there is no easy way to define load. Game loop goes so that processor updates the game and tells the video card to update the screen. It then waits until screen is updated. This waiting period is now considered zero load even though video card does its stuff during that time. In the next version, most of the time can go to waiting for vertical retrace which may or may not use processor.
about FPS:
add it in options ENABLE/DISABLE in this way who have strong pc enable the smooth FPS and viceversa (disable is default)
about opengl:
now all the shadow and trasparent part work fine again and the cpu load its very low
about fuel indicator:
i reach a new feat in game with fuel on, to make it more visible every X% you show the fuel but you cant set it...for me its good to make somethig like points in options menu where you can set the percentage of what you want alert like:
fuel percentage alert: 80 50 30 20 10 5
about player position:
its not better to update the TABBED player position everytime a checkline is touched? how it is now the TABBED player position is updated every finished lap and in fuel races is a little chaotic because you can see in real time who is lapped and who not...
add it in options ENABLE/DISABLE in this way who have strong pc enable the smooth FPS and viceversa (disable is default)
about opengl:
now all the shadow and trasparent part work fine again and the cpu load its very low
about fuel indicator:
i reach a new feat in game with fuel on, to make it more visible every X% you show the fuel but you cant set it...for me its good to make somethig like points in options menu where you can set the percentage of what you want alert like:
fuel percentage alert: 80 50 30 20 10 5
about player position:
its not better to update the TABBED player position everytime a checkline is touched? how it is now the TABBED player position is updated every finished lap and in fuel races is a little chaotic because you can see in real time who is lapped and who not...
Try to release a Linux version alsoAnde wrote:Anyway, I hope to be able to release yet another test version in coming days.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
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