TS 1.0.8 Beta Released

Discussion related to Turbo Sliders and beta version feedback.

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fasteddie399
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Post by fasteddie399 » Fri Mar 24, 2006 12:12 pm

road_oktane wrote:- /mute spectator
- /mute player
- /set startfuel XX
- /set forcemissiles 2 (on normal racing)
- /order 3 (by fastest lap)
I TOTALLY agree with road!! :wink:

Especially the last two :P :P

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Post by Mouse » Fri Mar 24, 2006 3:10 pm

I agree with roads last 3, especially the /startfuel one, then it will really add strategy to the races!!!! What do you think Ande?
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Ande
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Post by Ande » Fri Mar 24, 2006 5:30 pm

Good ideas, yes. I am not sure what would be the best way to adjust the start fuel. Using a server command would seem too technical for most players and making a GUI for it requires more work. But I try to think if there was an easy solution...

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Post by Jeffrey » Sun Mar 26, 2006 12:18 pm

Ande wrote:

Is the current system of seeing the percentage for 1,5 seconds when some limit is passed ok?
Ande i think everything you make is good.. but as you said many people with many ideas.

So i personally think to make everthing ON or OFF, either command based from sliders.ini or menu based in the future.

What i mean is this.. the perecnatge of fuel level near car can be set to on or off. So those who like it make it enabled, and those who dislike it make it disabled. I personally dont like information near car. I quicly hit the tab key and see the fuel level, then hit tab key to remove again.


About making a HUD with that information i showed in previous attached picture whould help a lot. My members in my club are really after this. In fcat that image i posted was their idea . Agian this should be an option that could be turned on or off according to the taste of the user. And its nice to work like the tab option, that it moves from left to right. This is very good to have cause you can see your information clearly sily, not like the underneath black bar, too small crowded information. But agian this balck bar can be removed by pressing space. Thats the good thing about it. The HUD is not difficult to implement cause you already have the variables, just output them top left corner.

You mentioned that the position be misleading. Keep it as it is that it updates itself on start.finish line as it is no problem.

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Post by Ande » Sun Mar 26, 2006 9:07 pm

The beta was updated to include some new features and fixes. It is
probable that no new features are to be added to 1.0.8 but you may
keep telling suggestions. Found bugs will of course be fixed if
possible.

The changes were:

- New team battle mode (/set teambattle 2). In this mode, a team can also
win by infiltrating the enemy base.

- Two new starting orders: Race Stats (latest race positions) and
Best Lap (latest race best laps, this can be used to have a
qualifying session).

- Possible to adjust the initial amount of fuel. Server must first enable
this with "/set CanChangeStartFuel 1" and after that, players can change
the amount of fuel with "/startfuel <percentage>".

- Floating missile bug fixed.

- Some samples now have higher priority than others. For example, audience
sample is not blocked by cars hitting each other.

- Joypad button does not work as esc after race any more.

- ShrinkSoccer does not have effect in battles any more.

- New Special HUD mode test. Enable this by editing sliders.ini and
adding/changing the HudMode variable (default: 1). With 0 and 2,
no pop-up percentages are shown beside the car. With 2 and 3,
there is a new HUD mode (use TAB) which shows the basic information
(lap, pos, fuel, energy) of the first local car on the screen.
(This feature is only in the Windows version, and people who
have downloaded the beta before reading this message may not have
it yet.)

The URLs have been updated in the first message of the thread but here they are again:

EDIT:
REMOVED, use the updated versions instead.
Last edited by Ande on Sun Apr 09, 2006 7:57 am, edited 1 time in total.

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Post by Flexman » Mon Mar 27, 2006 11:39 am

About Punaball: How about making own goals displayed? If someone shoots an own goal then it displays the wrong goalgetter.

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Post by Xaykev » Mon Mar 27, 2006 12:19 pm

Another great release, Ande! Thank you :)

Maybe it would be cool if you could put different settings to different tracks?

Like i.e. if you have a short track and a long track in the same championship you could put different number of laps in those races.

And if you want a laptime qualifier for the races you put 2 of the same tracks after eachother, 1 for the qualifier and 1 for the race itself, and it would be cool if you could set no points if you win the qualifier and set the normal points awarded for the main race like 10, 8,7,6 etc.

I know you can do this now, but it would be easier and less stress if you could set different settings to different tracks only 1 time and before the actual championship starts.

And would it also be possible to make the qualifier end with timelimits and not after x number of laps? Like i.e. the qualifier will last for 10 mins.
Isn't it a timelimit in Punaball?


Take care :)

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Post by fasteddie399 » Mon Mar 27, 2006 12:58 pm

Yes, definitely some great new features!! Mouse, BluT, myself, Finster, and others tested them extensively last night! :P

They all seemed to work properly (i.e. no bugs found) as far as I could tell... one thing I did want to mention is the "/restart" command. When used, the game attempts to begin the next race by loading the track and setting the grid, then immediately ending the race, all before finally actually restarting the server. I don't know if this was intended or not, but it makes for a fast and confusing series of events before restarting the server. :lol:

One more idea: Changing the /fuel settings to allow for car speed to DECREASE as the fuel load diminishes. This would basically simulate tire wear. Perhaps simply changing the /fuel command to accept a negative number for the MaxFuelSlowDown would do the trick?

Oh, almost forgot: When damage is enabled, but fuel is not, there is no way to repair damage! This is fine in some instances (battle mode, xbumpz, etc.), but not good in race mode. :lol:

Keep up the GREAT work Ande!!!!!! You're keeping us all on the edge of our computer chairs!

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Post by Ande » Mon Mar 27, 2006 1:11 pm

About own goals, currently the goal scorer is the one who has touched the ball last time in the scoring team. The idea is that it would not be own goal if you make a "kick" and someone touches it (trying to block it) but it still goes to goal. But I know that sometimes it would be better to see "own goal" but it is hard to define when.

About different settings to different tracks, one thing that might help is making your own macros in macros.ini. This way, you coud make your own qualifying macro and race macros and by using them you could easily switch between different modes. But of course, it would be good if the game supported them better and had time limit for races but I don't think I will have time to implement anything like that soon, at least to 1.0.8.

The reason why /restart works as it does is technical, it just seemed to be the only way to tell the clints that the server is restarting. I know it seems a bit stupid but there just wasn't a better solution that would have supported backward-compitibility.

If damage can't be repaired without fuel on, it is definitely a bug. I need to check that and fix to 1.0.8 final.

Tyre wear was a possible feature to 1.0.8 but there were too many things already. Maybe (no promises! :)) later.

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THANKS ANDE

Post by Jeffrey » Mon Mar 27, 2006 2:07 pm

The Malta Community says "Thank you for hud system"

This is great, so now everyone chooses what he likes.

Now this is another suggestion:

So now its like this if you go for Hudmode: 2

: 1st you have nothing
press tab you have all information near car.
press tab you have the list of all drivers sorted by position
press tab you have the new hud

my suggestion is this have another tab press and have the new hud + list of drivers sorted by position together. cause both are imp during a race.


ANOTHER BUG TO SOLVE:

I think this was already mentioned before. this happened to use last thursday during a championship race.

Cars get stuck to metal barriers and its quite impossible to free yourself.

Is there any chance of fixing this problem.

THANKS ANDE FOR HEARING OUR SUGGESTION

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Re: THANKS ANDE

Post by fasteddie399 » Mon Mar 27, 2006 2:42 pm

Jeffrey wrote:Cars get stuck to metal barriers and its quite impossible to free yourself.

Is there any chance of fixing this problem.
One way is to change the pat file of the car being used. I've noticed that cars whose pat files are more rectangular in shape than round in shape tend to get stuck to walls much more easily.

Hey I thought of another TAB-stats suggestion: On the listing of driver's position, it would be nice to be able to switch between the way it is now (times/laps ahead/behind relative to yourself) and a new way: times/laps ahead/behind relative to leader.

Especially now that there are fuel stops, it gets very confusing to keep track of who is really where on the rankings. I think if it were listed relative to the current leader, it would be much easier to read quickly (less studying and comprehension required).

In case there is any confusion about what I mean, maybe this will help:

Currently:

1. otherdriverA +2 Laps
2. otherdriverB +1 Lap
3. otherdriverC +11.354
4. otherdriverD +3.122
5. ME
6. otherdriverE -1 Lap

My Suggestion:

1. otherdriverA
2. otherdriverB -1 Lap
3. otherdriverC -2 Laps
4. otherdriverD -2 Laps
5. ME -2 Laps
6. otherdriverE -3 Laps

Just a thought... :wink:

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Post by Hengari » Mon Mar 27, 2006 9:40 pm

Ande wrote: - New Special HUD mode test. Enable this by editing sliders.ini and
adding/changing the HudMode variable (default: 1). With 0 and 2,
no pop-up percentages are shown beside the car. With 2 and 3,
there is a new HUD mode (use TAB) which shows the basic information
(lap, pos, fuel, energy) of the first local car on the screen.
(This feature is only in the Windows version, and people who
have downloaded the beta before reading this message may not have
it yet.)
Damn, do I have to boot to windows to test this :) Where's the linux-version of the HUD?

Anyway, I like the game as it is.
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Post by road_oktane » Mon Mar 27, 2006 11:09 pm

Again: nice work Ande!


One suggestion i think could be on the final 1.08:

I've notice certain mods of xbowl requires the forcemissiles option turned on.
Would be nice to allow the trackmaker to choose if missiles are necessary or not to his track, by add a line on .trk file:

Forcemissiles
End

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Post by Ande » Tue Mar 28, 2006 5:55 am

The new HUD will be available in final Linux version :). But I still need to consider whether it should be one of the default TAB stat modes. I would not like there to be too many modes but I guess one more wouldn't hurt.

And about forcemissile turned on. If it is ok that missiles do damage, that can be done simply by making a normal battle track with a kill terrain. But if no missile damage is wanted, then there should be another option, yes. But I can't promise that to 1.0.8 any more. Perhaps there should be a more general system that would allow different parameters for all kinds of tracks...

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Post by Jazzyclub » Tue Mar 28, 2006 6:14 pm

ande you have added few nice feat, but my idea od car theme?

Image

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Post by Jeffrey » Tue Mar 28, 2006 6:17 pm

The new HUD will be available in final Linux version . But I still need to consider whether it should be one of the default TAB stat modes
I suggest that the hud sytem is optional, can be turned on or off. The Tab stat modes remain as they were before. In this way I personally can use tab stat to show bottom left the positions of all drivers and then turn on the hud system. In this way i have all the information i want at the same time. In this way its customisable for everyone. Your turn on/off what you like.

A member of TSM told me to make these suggestions in his name:

1. Can make a race not by lap number but by time. For example you set 10 mins and after 10 mins the race finsihes. This is good for qualification before a race, cause you set 10 mins time and order by best lap time. A wow you got it right!

2. Include lap time in hud sytem.

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Post by Xaykev » Tue Mar 28, 2006 11:22 pm

A member of TSM told me to make these suggestions in his name:

1. Can make a race not by lap number but by time. For example you set 10 mins and after 10 mins the race finsihes. This is good for qualification before a race, cause you set 10 mins time and order by best lap time. A wow you got it right!

Yes, I agree....look what I wrote earlier :wink:

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Post by zanttu » Wed Mar 29, 2006 12:07 pm

Great HUD-mode! 8)

But the laps are shown "wrong". When u start the race u are driving lap 0/x but I would like more if it could be 1/x and the last lap would then be for example 10/10. But that's just a matter of taste.

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Post by Ande » Wed Mar 29, 2006 12:59 pm

Maybe if it was "Laps" instead of "Lap" it would better tell it is the completed laps, not the number of current lap. Time limit would be nice but I'm afraid it won't be in 1.0.8 yet. You can always simulate it by using a stopwatch and pressing Esc but of course, it would be nicer to have it automatic.

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Post by Jazzyclub » Wed Mar 29, 2006 3:25 pm

ande, what do you think about adding a new type of track "in the editor" to make a destruction derby cup? example..
if you edit the type of the track you can choice from:
1) racing track (we can use fuel and damage feat) (someone say me damage work only when a track have a pitstop area)
2) punaball track (all know how it work)
3) battle track with missiles (we can use damage and missiles)
4) battle track (we can use damage and grass like a killer terrain)

but if someone want host a cup only with damage? in this way we can host a destruction derby cup.
the cup can be in this way (by adding too some new feat):
run a normal racing cup with only damage and no pitstop to restore your energy and when you kill someone your energy restore by 50%, example:
your energy before killing is 30, by killing someone you take 50% of 30 and adding to your energy becoming 30+(30/2)=45

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Post by Hengari » Wed Mar 29, 2006 3:31 pm

Jazzyclub wrote: but if someone want host a cup only with damage? in this way we can host a destruction derby cup.
Just place the pitstop so that it can't be used.
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Post by Ande » Wed Mar 29, 2006 3:46 pm

First about your car color idea. It is a good idea but unfortunately, it is too much work to be included in 1.0.8 now. Destruction derby rules sound fun, too. Maybe it could be implemented using the current battle mode. If I understood correctly, all that would be needed is a variable for getting energy for wrecking enemies. Would that percentage of current energy be a better addition value than adding an absolute value (or relative to the maximum amount of energy)?

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Post by Jazzyclub » Wed Mar 29, 2006 4:00 pm

relative amount, can try to explain:

unknow players was wrecked by jazzyclub

my energy before this action is 50, by wrecking unknow my energy take a restore of 50% of my previuos energy (it is 50? just make 50/2=25 and adding 25 to 50 becoming 75.

if you have a fuckin number like 37 just make it pair 36 or 38 divide for 2 and adding it to 37.

OMG its all clear? lol

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Post by Jazzyclub » Wed Mar 29, 2006 4:08 pm

other thing, for me the game going in a nice direction the only thing then i hate is the absence of interfaces, all settings need to be set by command line and for me this is a boring and frustrating way.

all say: TS is great because it is easy to use, ok But then because all the settings should be done with command line?

repeat TS is nice how it is now, but need a little time to make some setting windows!!!

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Post by Ande » Wed Mar 29, 2006 4:12 pm

Yes I know what adding 50 % to a number means, that was not the question :). I was just asking why that is a better system than adding an absolute value or a value that is realtive to the maximum amount of energy? If I have 1 % of energy left and manage to wreck someone, I would assume I would get more energy than 0.5 % more.

And yes, I have not added good menu settings for many new features. The reason is that most of those features have been more or less expert/pro features, not something that beginners might want to tamper with. The idea is that anyone can start playing easily but for experienced players, there are extra features. Settings page would soon grow all too big imho. Or then I am just very lazy :).

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