Turbo Sliders 2.0.0 released!
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Turbo Sliders 2.0.0 released!
Turbo Sliders 2.0.0 is now officially released. Here are the download links:
For Windows:
Link 1: http://www.turbosliders.com/download.php?type=win
Link 2: http://www.jollygoodgames.com/download/turbosliders.exe
(edit by dede, some users have troubles with the first link)
For Linux:
http://www.turbosliders.com/download.php?type=lnx
Changes:
* Track restrictions removed from the demo version
* Game engine improvements: smoother network game and more accurate lap times
* Added OpenGL and smooth FPS support
* New track record format and directory, old players and records not valid any more. Old player data can be imported but a new id is generated.
* Support for total conversion mods (read README-totalmod.txt)
* New server script options (/source and /cmd, read README-autoserver.txt)
* Track loading always done using a fixed scale. No need to test tracks with different resolutions any more. To disable this feature, set UseFixedLoadScale to 0 in sliders.ini (not recommended).
* Start positions can be freely adjusted
* You can make Single Lap Tracks meaning the last control line specifies the finish line and only one lap is driven
* New view modes in editor: Terrains and Full View
* Random start mode added, added command /startmode [0|1]
* Added /startpos that can be used to force player start positions
* Added command /demoplayersallowed [0|1]
* A track can be selected multiple times in tracks menu by holding Shift.
* It is possible to kick spectators by IP and define how many spectators are allowed with /spectatorsAllowed, /who also lists spectators
* Fixed sticky Alt after Alt+Tab
* Tracks can have gravity (to enable for example space ship races or battles)
* Automatic support for more resolutions, including widescreen ones
* Cars of disconnected players are stopped
* Added command line parameter -capture <n> which saves the first n seconds of recordings as bmp files in directory capture
* Command /continue always restarts the server in Cup End mode
* Fixed editor sometimes showing a new tile in a slightly inaccurate position
* Updated libraries, using DirectDraw is now optional and not default
For Windows:
Link 1: http://www.turbosliders.com/download.php?type=win
Link 2: http://www.jollygoodgames.com/download/turbosliders.exe
(edit by dede, some users have troubles with the first link)
For Linux:
http://www.turbosliders.com/download.php?type=lnx
Changes:
* Track restrictions removed from the demo version
* Game engine improvements: smoother network game and more accurate lap times
* Added OpenGL and smooth FPS support
* New track record format and directory, old players and records not valid any more. Old player data can be imported but a new id is generated.
* Support for total conversion mods (read README-totalmod.txt)
* New server script options (/source and /cmd, read README-autoserver.txt)
* Track loading always done using a fixed scale. No need to test tracks with different resolutions any more. To disable this feature, set UseFixedLoadScale to 0 in sliders.ini (not recommended).
* Start positions can be freely adjusted
* You can make Single Lap Tracks meaning the last control line specifies the finish line and only one lap is driven
* New view modes in editor: Terrains and Full View
* Random start mode added, added command /startmode [0|1]
* Added /startpos that can be used to force player start positions
* Added command /demoplayersallowed [0|1]
* A track can be selected multiple times in tracks menu by holding Shift.
* It is possible to kick spectators by IP and define how many spectators are allowed with /spectatorsAllowed, /who also lists spectators
* Fixed sticky Alt after Alt+Tab
* Tracks can have gravity (to enable for example space ship races or battles)
* Automatic support for more resolutions, including widescreen ones
* Cars of disconnected players are stopped
* Added command line parameter -capture <n> which saves the first n seconds of recordings as bmp files in directory capture
* Command /continue always restarts the server in Cup End mode
* Fixed editor sometimes showing a new tile in a slightly inaccurate position
* Updated libraries, using DirectDraw is now optional and not default
For those who tried to download the linux version in past days (from http://www.turbosliders.com/download.php?type=lnx), it was pointing to a wrong file. Sorry for that, it has been fixed now.
Last edited by dede on Tue Jun 23, 2009 1:21 pm, edited 1 time in total.
How does the game 'know' whether my track is one where multiple laps can be driven (connected track) or one with just a start and a finish in different places? I mean, I could make a WRC style track, have the checkpoints properly laid out so the last one is where I want the race to finish, but how will the game know that my race is ended there and I won't be going for another lap? (because then, on a normal, 'connected track', the game might think that my.. for example 17th checkpoint is the last one and then make my car stop accerelating). Clarify, someone. Otherwise, a splendid idea, I'll definitely be looking into it, to create the first WRC style tracks.
Set track type to "Single Lap Track" in editor (this basically adds one line to the trk file and changes track hash) and now the last control line is the finish line.Etmil wrote:How does the game 'know' whether my track is one where multiple laps can be driven (connected track) or one with just a start and a finish in different places?
Game runs slow
Would like an answer for this>
openGL works wonders on both my P4 and also on my GAMER PC.
But why on my P4, using either SDL or DirectDraw the game runs very very slow (unplayable), when in TS 1.08 it was not the case.
openGL works wonders on both my P4 and also on my GAMER PC.
But why on my P4, using either SDL or DirectDraw the game runs very very slow (unplayable), when in TS 1.08 it was not the case.
Re: Game runs slow
Are you using the same resolution in 2.0 and 1.0? In 2.0, the default resolution is the same as Windows resolution, in 1.0 the default was 640x480.Jeffrey wrote: But why on my P4, using either SDL or DirectDraw the game runs very very slow (unplayable), when in TS 1.08 it was not the case.
DirectDraw should be about as fast as OpenGL if alpha blending is turned off. In SDL mode, all graphics are made in software - alpha blending is not a big issue but resolution has a higher impact.
This is the scenario:
Pentium 4 ---------------------------Pentium 4
v1.08 -------------------------------- v.2.0
DirectDraw --------------------------DirectDraw
1024 by 768-------------------------1024 by 768
Alpha Blending Yes-------------------Alpha Blending Yes
Result:
FPS 50% (color yellow)---------------FPS 30% (color red)
LOAD: 25%to 30 (color yellow)------LOAD 100% (color red)
playable: yes--------------------------playable: no
Pentium 4 ---------------------------Pentium 4
v1.08 -------------------------------- v.2.0
DirectDraw --------------------------DirectDraw
1024 by 768-------------------------1024 by 768
Alpha Blending Yes-------------------Alpha Blending Yes
Result:
FPS 50% (color yellow)---------------FPS 30% (color red)
LOAD: 25%to 30 (color yellow)------LOAD 100% (color red)
playable: yes--------------------------playable: no
You didn't bother to read what Ande just wrote, eh? Try the 2.0.0 without the alpha blending. And using direct draw in 1.0.8 and 2.0.0 are obviously not comparable.Jeffrey wrote:This is the scenario:
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint
sliderpoint
Yes i read it well hangari.
I've tried it using lower resolutions and alpha blending off, but still SDL and Direct Draw are unplayable.
I've tested it on my P4, and also on my brand new pc with geforce 8800.
I also confirmed with mouse and jazzy about this, and they too confirmed that SDL and DirectDraw are slow and unplayable.
I've tried it using lower resolutions and alpha blending off, but still SDL and Direct Draw are unplayable.
I've tested it on my P4, and also on my brand new pc with geforce 8800.
I also confirmed with mouse and jazzy about this, and they too confirmed that SDL and DirectDraw are slow and unplayable.
So why not trying to use the OpenGL?Jeffrey wrote:That SDL and DirectDraw are slow and unplayable.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint
sliderpoint
I try to explain things, it may be a bit complicated. But TS uses SDL for its main graphics library. It can be used with or without OpenGL. In 2.0, SDL version is 1.2.13 which allows two alternative non-OpenGL graphics implementations to be used, windib (called SDL in graphics settings) and DirectDraw. In older SDL versions which was included in 1.0.8, DirectDraw was always used. So as far as I know, running 1.0.8 should be about the same as running 2.0 with DirectDraw enabled. But your data would suggest that that really isn't the case. I really don't know why not. But I would still want to know if the situation gets any better with Alpha Blending disabled.
You could test what happens if you run 2.0 using the old SDL.dll. It may or may not help but downgrading DLLs generally isn't recommended.
But the best alternative would be to make OpenGL work in every machine. No one would have to mess with those other worse libraries. But right now I have no idea why it isn't working with certain ATI Radeon machines. I am planning to open a new thread about this to try to gather as much information as possible about the problem.
You could test what happens if you run 2.0 using the old SDL.dll. It may or may not help but downgrading DLLs generally isn't recommended.
But the best alternative would be to make OpenGL work in every machine. No one would have to mess with those other worse libraries. But right now I have no idea why it isn't working with certain ATI Radeon machines. I am planning to open a new thread about this to try to gather as much information as possible about the problem.
Hengari, i personally use OpenGL... and its a jewel. Works wonders.
I'm just asking this cause a friend of mine has an old pc (and not in a position to buy a new computer right now), and his pc/video card deos not support opengl.
He worked well with 1.08, so i adviced him to try SDL or DirectDRAW. But he still said its very slow. Then i tried SDL and DirectDRAW on my gamer pc having an 8800, and yes they are slow.
Ande even if alpha blending is disabled it is still slow.
But anyways OPENGL IS SUPER! ALL VRM MEMBERS LOVED IT!
I'm just asking this cause a friend of mine has an old pc (and not in a position to buy a new computer right now), and his pc/video card deos not support opengl.
He worked well with 1.08, so i adviced him to try SDL or DirectDRAW. But he still said its very slow. Then i tried SDL and DirectDRAW on my gamer pc having an 8800, and yes they are slow.
Ande even if alpha blending is disabled it is still slow.
But anyways OPENGL IS SUPER! ALL VRM MEMBERS LOVED IT!
- [v8]Sicofonia
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after playing the new version against all new noob driver, i think a new feat is needed
i recognize that some jerky player like to drive backward or stopping in pitlane to disturb who want a fair play...(that happen in server with pro mode off)
my request was: its possible to create an option like /promode to disable backward driver if they dont finish a lap in X seconds?? or just adding /promode 2
i recognize that some jerky player like to drive backward or stopping in pitlane to disturb who want a fair play...(that happen in server with pro mode off)
my request was: its possible to create an option like /promode to disable backward driver if they dont finish a lap in X seconds?? or just adding /promode 2
- kovalainen
- Community User Level: 2

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