but if you ask me, id prefer normal road terrain behaviour and looks anyway
Trying to create autoserver for Rally
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offtopic:
@wolkinger
Sorry for this "off topic" question but i see u use gimp and i use it too.
So here's my question how to do a car with red color in gimp (for to be able to change the color in the game)
I work on a png but it seems i can't have my red value show up in the game.
Thyx for the help and sorry for the off topic:p
I have read there's something with interlaced mode but how to achieve this in gimp?
@wolkinger
Sorry for this "off topic" question but i see u use gimp and i use it too.
So here's my question how to do a car with red color in gimp (for to be able to change the color in the game)
I work on a png but it seems i can't have my red value show up in the game.
Thyx for the help and sorry for the off topic:p
I have read there's something with interlaced mode but how to achieve this in gimp?
Just do not leave empty (alpha) space between car and end of picture.KiWi wrote:offtopic:
@wolkinger
Sorry for this "off topic" question but i see u use gimp and i use it too.
So here's my question how to do a car with red color in gimp (for to be able to change the color in the game)
I work on a png but it seems i can't have my red value show up in the game.
Thyx for the help and sorry for the off topic:p
I have read there's something with interlaced mode but how to achieve this in gimp?
yep to dark + maybe i could look a bit better as well!power79 wrote:hmmm.. Do you think this gravel looks nice to drive? Im not that sure, maybe better to just keep it simple - Wokinger style - and not try anything fancy.
Another thing is drawing these tracks. Is it better too have smooth straights and corners or would it be interesting to have rough sides, specially on gravel. I mean I can make the shape just with pen/brush or smoother version with path tool.
At least Mike could give his opinion now that hes most active driver on server after Lanz has been absent for some reason.
well i still think your server is one of the best we have atm! only problem is that i don't have much time nowadays! also im no fan of driving alone! usually i drove a rally with szy, thats why i had the idea to drive on a certain time! maybe some more people would join then!
Yeah, I stick to the normal ones. Was just trying to come up with something more special but would need some drawing skills for that.Lanz wrote: yep to dark + maybe i could look a bit better as well!![]()
well i still think your server is one of the best we have atm! only problem is that i don't have much time nowadays! also im no fan of driving alone! usually i drove a rally with szy, thats why i had the idea to drive on a certain time! maybe some more people would join then!
I am not available in July or most of August but I guess we could have some rally nights this month? I am trying to find time for track making too and also have other stuff outside of TSszymek66 wrote:Well, we can try to make some official ts rally competitions (sth similar to RMPTS) if there are some people interested. Organisation wouldn't be big problem
I could host my server so that we wait people to join before start. And we can change rallies too. Last time it didn't work out quite so well with Mike but I would be better prepared next time. I don't have any tools to fix things in real time if something goes wrong so I can't organisize any official stuff. So it would be of course better if Szymek can come up with something official and with new stages/rallies.
I try to finish one stage tonight and put it together with some of Wokinger's gravel stages so we could practice for tomorrow's final RMPTS rally. Is anyone available at that time? Well, I practice alone if no one appears...
That would be ok. My server is meant for just fun record chasing anyway, so we do that this month and you organize some nice Rally series for us in autumn.szymek66 wrote: Of course I can organise it officialy and help with preparing new rallies. But if you want to start this series in June, I'm nearly sure I will find no time for track making.
If it's impossible to find solution which can make everybody happy, we just should wait till September/November.
Here is my rally stage of tonight. It's nothing special. Extract to its own folder. I do use Wokinger's tiles/terrains but I made my own .til and .ter files in case I come up with some new tiles later.
http://www.kolumbus.fi/arilai79/P79_Rally.zip
http://www.kolumbus.fi/arilai79/P79_Rally.zip
Code: Select all
1. Wokinger 6:58.490 10
2. Wokinger 7:00.494 +2.004 6
3. power79 7:01.327 +2.837 4
4. Lanz 7:06.416 +7.926 3
5. lanz 7:06.625 +8.135 2
6. Szymek66 7:17.545 +19.055 1Makes my nice rankings all messy.
lolpower79 wrote:Nice to see that some of you are driving bit more actively, but seriously: How many profiles do you have? And with same name, what is that about? Or is other Wokinger fake or something, times at least are quite similar.Code: Select all
1. Wokinger 6:58.490 10 2. Wokinger 7:00.494 +2.004 6 3. power79 7:01.327 +2.837 4 4. Lanz 7:06.416 +7.926 3 5. lanz 7:06.625 +8.135 2 6. Szymek66 7:17.545 +19.055 1
Makes my nice rankings all messy.
I have 2 profile's. One red and one white-blue
I made AI lines for the current server rally (Rally Poland Part I). Stages are here: http://student.agh.edu.pl/~wokinger/RMPTS/RMPTS_RP.rar. Remember to extract them to SL_Rally_Tiles folder.
Some problems occur because of Wokinger's gravity hack style starting system. AI works usually only from couple first starting positions and even from them sometimes messes up at start. If I would know how AI records are implemented technically maybe I could make it work better. But now the aifill is set to 2. Also apparently you can't set startpos for AI players. I don't think i am making any more AI lines if I can't get start to work 100%. But fun experiment anyway. AI driver's times won't get saved to database but you can compete a whole session against it. Not much challenge though unless you are worse driver than me + usually AI screws up at least one start/stage in rally.
Another new feature on server is that if at least 3 players finishes stage then winner is rewarded with special point(s). Also if rally is finished at least with 3 players then top-3 is rewarded with medals (gold-silver-bronze). I haven't yet implemented a way to show these statistics (not that much screen space after all other listings) but points/medals information should be saved in database. And thinking how rare it is to get 3 players to server at same time, those points could become rare collectors items.
And this is how 1500x and 2000x tracks (with zoom 1.0) looks at my screen:

vs.

pretty annoying.
Some problems occur because of Wokinger's gravity hack style starting system. AI works usually only from couple first starting positions and even from them sometimes messes up at start. If I would know how AI records are implemented technically maybe I could make it work better. But now the aifill is set to 2. Also apparently you can't set startpos for AI players. I don't think i am making any more AI lines if I can't get start to work 100%. But fun experiment anyway. AI driver's times won't get saved to database but you can compete a whole session against it. Not much challenge though unless you are worse driver than me + usually AI screws up at least one start/stage in rally.
Another new feature on server is that if at least 3 players finishes stage then winner is rewarded with special point(s). Also if rally is finished at least with 3 players then top-3 is rewarded with medals (gold-silver-bronze). I haven't yet implemented a way to show these statistics (not that much screen space after all other listings) but points/medals information should be saved in database. And thinking how rare it is to get 3 players to server at same time, those points could become rare collectors items.
And this is how 1500x and 2000x tracks (with zoom 1.0) looks at my screen:

vs.

pretty annoying.
I spent some time debugging that StartPos problem. I think I finally found the reason.
In RaceStats.log, StartPos for the first player is actually the index of the player who started in the first pos (so if it is 3, the third player listed in RaceStats.log was the one who started in pos 1). StartPos for the second player is the index of the player who started second etc.
This will be fixed if I manage to one day make a new version of the game...
In RaceStats.log, StartPos for the first player is actually the index of the player who started in the first pos (so if it is 3, the third player listed in RaceStats.log was the one who started in pos 1). StartPos for the second player is the index of the player who started second etc.
This will be fixed if I manage to one day make a new version of the game...
dede wrote:No, wtf! Last time we said that he disappeared for 5 years exactlypower79 wrote:Now just complete the other 538 requests we have for the game and we'll leave you alone for the next 5 years...maybe.
Btw, I 'll say here that Ande already fixed this bug (tested by power79). I didn't want to bother you all with a private messages to inform you about it.
I have added new rally for my server. I use TS Beta version now as server because I wanted to try different starting system and it works better with beta version. So now it is ghost rally and everyone start from same position. There is small start delay to ensure equal start for everyone. If ghosts distract you then just set them invisible as you can do with the Beta version. But mostly you probably drive there alone anyway as it was before.
Stages are not anything great but they use couple of my self made tiles for visual variety.
I think I prefer this starting system at least for server rallies. Competitions might still be better with the old system?
Get package here (I have disabled server download as it is quite big file) and copy content to it's own folder:
http://www.kolumbus.fi/arilai79/P79_Rally2.zip
Server will be up quite randomly, depending of popularity and my computer's availability.
And another thing:
I made a program that generates rally stages automatically using Wokinger's great SL_Rally_Tiles tileset. Algorithm is quite slow and tracks are not so great but it can be improved. For now I just wanted to finish and publish it for testing.
Snow and sand surfaces are not available because it seems that their corner tiles don't match gravel ones which is the surface I based the algorithm.
Just unzip files and copy them to turbosliders main folder (same folder with editor.exe) and my program can even create hash values for stages using TS track editor. So they are created ready for driving. With exception of bigger than 2000px tracks which cannot be handled by the editor without mod.
Remember to also have Wokinger's "SL_Rally_Tiles" folder installed. With that exact name.
Im hoping that with improvements this program could help make rally competitions much easier to organize. You could just let the program create bunch of stages and then select the best ones. And even if the stages need a bit(lot) of editing it should still be less work than making tracks manually from the start.
I think I try to focus next to creating better algorithm for track "shapes" and control points but all comments and bug reports are very welcome.
Rally Track Generator:
http://www.kolumbus.fi/arilai79/RTGen.zip
Get Wokinger's rally tileset here:
http://student.agh.edu.pl/~wokinger/RMP ... _Tiles.rar
Stages are not anything great but they use couple of my self made tiles for visual variety.
I think I prefer this starting system at least for server rallies. Competitions might still be better with the old system?
Get package here (I have disabled server download as it is quite big file) and copy content to it's own folder:
http://www.kolumbus.fi/arilai79/P79_Rally2.zip
Server will be up quite randomly, depending of popularity and my computer's availability.
And another thing:
I made a program that generates rally stages automatically using Wokinger's great SL_Rally_Tiles tileset. Algorithm is quite slow and tracks are not so great but it can be improved. For now I just wanted to finish and publish it for testing.
Snow and sand surfaces are not available because it seems that their corner tiles don't match gravel ones which is the surface I based the algorithm.
Just unzip files and copy them to turbosliders main folder (same folder with editor.exe) and my program can even create hash values for stages using TS track editor. So they are created ready for driving. With exception of bigger than 2000px tracks which cannot be handled by the editor without mod.
Remember to also have Wokinger's "SL_Rally_Tiles" folder installed. With that exact name.
Im hoping that with improvements this program could help make rally competitions much easier to organize. You could just let the program create bunch of stages and then select the best ones. And even if the stages need a bit(lot) of editing it should still be less work than making tracks manually from the start.
I think I try to focus next to creating better algorithm for track "shapes" and control points but all comments and bug reports are very welcome.
Rally Track Generator:
http://www.kolumbus.fi/arilai79/RTGen.zip
Get Wokinger's rally tileset here:
http://student.agh.edu.pl/~wokinger/RMP ... _Tiles.rar
Major update for my Rally Track Generator:
http://www.kolumbus.fi/arilai79/RTGen.zip
- Now tracks have decent ending
- Snow tracks available
- 500x500 track size option added
- Two algorithms for track shape
Just unzip files and copy them to turbosliders main folder (same folder with editor.exe).
Remember to also have Wokinger's "SL_Rally_Tiles" track folder installed. With that exact name. http://student.agh.edu.pl/~wokinger/RMP ... _Tiles.rar
Unfortunately both algorithms are very slow. Do not try to make too many tracks at one sitting. Depending on your computer speed it might take several minutes for one track. Slow algorithm tends to make more long straights and slower one seems to give more curves. It is also possible that track fails completely but that is quite rare I think.
Program still requires some tweeking, specially Im not that happy with control points (snow tracks might have some problems with them, let me know if so).
Would be nice if you guys have some time to test this.
http://www.kolumbus.fi/arilai79/RTGen.zip
- Now tracks have decent ending
- Snow tracks available
- 500x500 track size option added
- Two algorithms for track shape
Just unzip files and copy them to turbosliders main folder (same folder with editor.exe).
Remember to also have Wokinger's "SL_Rally_Tiles" track folder installed. With that exact name. http://student.agh.edu.pl/~wokinger/RMP ... _Tiles.rar
Unfortunately both algorithms are very slow. Do not try to make too many tracks at one sitting. Depending on your computer speed it might take several minutes for one track. Slow algorithm tends to make more long straights and slower one seems to give more curves. It is also possible that track fails completely but that is quite rare I think.
Program still requires some tweeking, specially Im not that happy with control points (snow tracks might have some problems with them, let me know if so).
Would be nice if you guys have some time to test this.





