Turbo Sliders 2.0.0 Beta

Discussion related to Turbo Sliders and beta version feedback.

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Scud
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Post by Scud » Wed Oct 01, 2008 12:50 pm

This has not changed in years but there is a limit of 10000
Oh, i meant tiles, not objects...sorry ;) Theres no way that i have used even near to 10000 tiles on that track but now i can only add new tile if i erase one first.
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Post by Janne » Wed Oct 01, 2008 12:54 pm

Scud wrote:
This has not changed in years but there is a limit of 10000
Theres no way that i have used even near to 10000 tiles on that track
Are you sure? I just checked that my biggest track (.trk file = 154 kB) has over 8000 tiles.

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Post by Scud » Wed Oct 01, 2008 1:07 pm

Are you sure? I just checked that my biggest track (.trk file = 154 kB) has over 8000 tiles.
Actually i were wrong...Looks i have done some serious clicking, there is about 10000 tiles :lol: Sorry for wrong alarm. Gotta
erase some tiles so i can finish this track.
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Hengari
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Post by Hengari » Wed Oct 01, 2008 4:12 pm

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 :).
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" :D
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Post by dby » Wed Oct 01, 2008 5:14 pm

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?

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Ande
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Post by Ande » Wed Oct 01, 2008 5:26 pm

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?
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.

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Post by xzeal » Wed Oct 01, 2008 6:09 pm

Well After installing rc4 (didn't even look at settings) My load has dropped from 15-20 (sometimes even 35%) to... 0! Made me wonder if the load display is not working :).

Btw anticipating the linux version :).

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Post by dby » Wed Oct 01, 2008 6:51 pm

Ande wrote:I'd suggest checking that you have latest drivers for your video card and if not, upgrade and try again.
Yes sir! That did the trick. Seems to be running smoothly now.

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Post by Jeffrey » Wed Oct 01, 2008 7:22 pm

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.

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Post by Hengari » Wed Oct 01, 2008 7:40 pm

Jeffrey wrote:I WILL TEST ON MY NORMAL PC AS WELL.
I hope it has a working SHIFT-button which isn't stuck down!
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Post by Tijny » Wed Oct 01, 2008 7:55 pm

Hengari wrote:
Jeffrey wrote:I WILL TEST ON MY NORMAL PC AS WELL.
I hope it has a working SHIFT-button which isn't stuck down!
amen

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Post by dby » Thu Oct 02, 2008 1:30 am

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.

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Post by Jeffrey » Thu Oct 02, 2008 5:52 am

THE LAPTOP IS BRAND NEW.

But not a gaming machine. This evening i will test on my PC.

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Post by dede » Thu Oct 02, 2008 6:38 am

dby wrote:And the skidmarks are gone too.
Right, skidmarks are gone. Didn't notice it before.
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...
That's true also, both fuel and damage indicators are going over the bottom black bar.

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Post by Ande » Thu Oct 02, 2008 6:44 am

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.

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Post by Jazzyclub » Fri Oct 03, 2008 6:56 pm

dede wrote:
Jazzyclub wrote:1a) the field of nickname have a limited number of characters...
You can convert old nicknames with extra characters.
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 creation
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: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 start
That'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:4) i cant see anymore the shadow under the cars
Shadows 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: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)
This 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.
1b) dont work how you say...everytime i try to edit the color, i need to recreate the profile

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Post by Jeffrey » Fri Oct 03, 2008 7:04 pm

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....

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Post by dede » Fri Oct 03, 2008 8:01 pm

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.
Jazzyclub wrote:1b) dont work how you say...everytime i try to edit the color, i need to recreate the profile
Maybe because you're blind, and you can't see that's not the color.

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.

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Post by Jeffrey » Fri Oct 03, 2008 9:19 pm

Anyways... as far as i am concerned direct x in rc3 was smoother than direct play in rc4.

BRIDGE PROBLEM SOLVED.

NO NEED TO MAKE TRANSPARENTS PART BLACK, BUT JUST LEAVE THEM TRANSPARENT.

GREAT

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Post by Hengari » Sat Oct 04, 2008 6:41 am

Jeffrey wrote:BRIDGE PROBLEM SOLVED.
But your keyboard's Shift-key is still b0rked. Fix it, plz.
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Post by Jeffrey » Sat Oct 04, 2008 9:06 am

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?

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Post by Mouse » Sun Oct 05, 2008 3:38 am

Jeffrey wrote:Hengari don't know what you are saying. I have no shift keys broken.
Don't post in ALL CAPS. :wink:
Image

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Post by Ande » Mon Oct 06, 2008 10:42 am

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 :).

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.

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Post by Jazzyclub » Mon Oct 06, 2008 2:53 pm

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...

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Post by Hengari » Mon Oct 06, 2008 5:09 pm

Ande wrote:Anyway, I hope to be able to release yet another test version in coming days.
Try to release a Linux version also :)
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