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Messages - Overdrijf

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Hungarian Chat / Re: Hungarian censorship
« on: October 17, 2018, 09:37:52 AM »
Since the topic has recently been dug up anyway, I figured I'll share this here.

A Dutch late night comedy-news show did a piece on roughly this topic recently. Youtube has no English captions available, but it does have Hungarian subtitles. So for those Hungarians that might be interested...

General Chat - ZSC / Re: Old concept cars
« on: September 28, 2018, 11:55:09 PM »
One of my own favorites is the DAF Siluro. It's just a completely standard DAF 55 under the hood, a shopping cart with a stepless automatic transmission (but quite the fun rally car nonetheless because of its light weight), but from the right angle it looks like a very stylish sleek fast pipsqueak.

Site Announcements / Re: Cars and rules for 2019
« on: September 25, 2018, 07:17:03 PM »
But if cars circulate faster, fast cars (Indy, MP4, IMSA) would become too strong: the only reason they are not an option is because they have large negative bonuses. Bring them closer, and they would always be faster.

O no, the point is not to bring the bonuses closer together, the idea was to make them change more slowly. The Indy over the last three years has had coefficients between -48 and +3, so it generally sits at around -20 or so. If the coefficient changes get smaller you'd still expect it to sit around -20, it just goes up and down less. Because it's the same for all cars, the Indy gets used when its bonus gets around -10 to -5, rather than -5 to 3. So far it's all just change for the change, it works out exactly the same as the current system. But the point of the whole idea is that there will be more weeks when the Indy is relatively near that top of its coefficient curve. Under the current system two months prior to winning the Indy has 6 points bonus less than in the month it won, that's a difference of roughly 12 seconds over a whole race. 12 seconds is a lot, the Indy was not going to be competitive that month. But if the bonus for not getting used was just one percent then 2 months prior to the race in which the Indy won it already had only 2% less bonus, a difference of 4 seconds. That might have made it at least potentially competitive. And it's the same for every other car, including the slow ones.

O course, I don't know if more potentially competitive cars would actually lead to more cars being used per race, or mostly to a longer period at the beginning of the month where everybody tries out a bunch of cars before all settling on the same one anyway. That would be anticlimactic. But it's an idea to consider...

Site Announcements / Re: Cars and rules for 2019
« on: September 25, 2018, 09:01:01 AM »
One thing you could try to get more cars viable per track is lower the car coefficients gain and loss. Not used is +1.5%, or +1%. This also lowers the drop from being used, keeping cars closer to the bonus where they are useful.

A side effect of this, which could be seen as both a positive and a negative, is that cars will tend to get used more on tracks where they are relatively fast. If the Rambo Lambo is 20% below it's ideal bonus when a track with ice turns comes up it may not get used, if it sits 10% below its ideal bonus it may be worth a shot.

Car creation with Stressed / Re: Shape ideas
« on: September 16, 2018, 03:17:48 PM »
It appears to work completely normal. Even the car0 shape can be edited normally. In fact I now figure that I could probably save the file if I deleted the car0 shape. That would put an end to further experimentation and to using it as a reference for a rebuild, so I'm hesitant to try that just yet.

Although typing that just gave me a weird idea. Does a shape use more vertices if it's two sided? Because I made all of them (not the wheels or lines) 2 sided since that appeared to make the shapes a little less buggy. I did the same for car1 though, which was just fine, so it's probably nothing...

EDIT: I may or may not just be an idiot. A second attempt at the same shape (Anim8or works great, thanks), did run into the save bug and saved just fine after removing some stuff, so maybe I just forgot about some things and didn't remove enough on the previous attempt. My apologies to Dstien for badmouthing his program. It confuses me by counting no further than 257. I figure if there was one too many and I removed one it must now be okay.

Car creation with Stressed / Re: Shape ideas
« on: September 15, 2018, 07:46:17 AM »
Blender gave some weird effects for me, but I'll hapily try Anim8tor.

As far as recreating it goes: I still have the bad file open. If there is anything you can think off you'd like me to try out on it I'd be happy to. I just can't send it to you, for obvious reasons.

Car creation with Stressed / Re: Shape ideas
« on: September 14, 2018, 03:55:58 PM »
Question: When I try to save my 3D shape I get an error that the number of vertices (257) exceeds the maximum of 256, so I can't save. The thing is: I already removed a bunch of vertices and polygons since I first got that message and even tried removing the shapes that originally seemed to have triggered it. Anybody know how to beat it, other than restarting from a previously saved file?

(EDIT: It even refuses to be exported. I really did something bad to that car. And despite not being able to save it did corrupt my save. Reported file size does not match actual file size or header. (File is near empty in a hex editor.) Good thing I at least have a backup of car1. Stressed really is a brilliant little program and I keep finding out about features I should have been using all along, but it still has a bug or two as well.)

To bend this into an actual useful question: for quickly scaling up car1 to car0 I know you're supposed to export, scale the object in a general 3D editing program and import again. I did it the slow way ones today, I'm ready for a change. I've tried a few programs and they all fail to work so far in one way or another. Does somebody know a program, preferably free, which will do the job? (This is like, the only 3D work I ever do, I'm more of a 2D shopper.) If paintjobs and wheels are not intact that's fine, because that's going to happen anyway, but it shouldn't create extra polygons, and it should allow me to keep the same point as 0.

General Chat - ZSC / Re: Reopening Race For Kicks
« on: September 12, 2018, 03:23:08 PM »
As seen on the Zakstunts messages: The race is live.

General Chat - ZSC / Re: Reopening Race For Kicks
« on: September 05, 2018, 11:14:51 AM »
I've got a nearly completed kart track.

General Chat - ZSC / Re: Funny nicknames on Zakstunts' list
« on: September 03, 2018, 11:33:38 AM »
My vote still goes to Ben Snel. Can't be found in the list of pipsqueaks because the first few seasons have been lost, but is present in the list of team members.

Ben is a common first name in Dutch like it is in English, and Snel is a pretty common last name. Ben is also the first person singular of to be, so "am", and snel means fast. So it says "(I) am fast" while also just being a normal name.

General Chat - ZSC / Re: Reopening Race For Kicks
« on: September 02, 2018, 02:36:53 PM »
My two cents: since this will be running alongside the mainstay of the stunts competitions Zakstunts I think it's fine to do things differently. Doing one car per track with tracks specifically designed for that car is a cool variation.

As I said elsewhere: I am available to do one or more tracks. I'm always happy to build a track for my 250cc superkart, but if anyone else has some really cool idea they want to do with it I can do the track for another car. My favorite from the original cars is the Jaguar, if the season is going to be custom car based any of them is cool really. Especially since this competition is about fast cars, can't go wrong with those. Xylocaine for instance is just plain cool.

By the way, I've dropped a few hints over the years that I was working on a kind of turbo van. That one will not be joining the competition. I drove it for a few meters since I came back and I realized why it was never as fun to work on as the kart: it's quite boring to drive. The game doesn't have a lot of options to bring across the feeling of driving something big and heavy without compromising on it being a good vehicle. I might be hatching another idea for a future project, but it's kind of complex...

(Or maybe I'll change my mind again or have some sort of brilliant idea that fixes everything. Anyway: don't expect it anytime soon. I'll happily share what I had so far with any boring vehicle enthusiasts out there.)

O, I'm actually kind of curious what CTG would come up with for the kart. I just saw you asked me in that later post and replied. Just in general: I'm willing to design a track. And of course I'm willing to do it for the kart. That last one I did wasn't owoot friendly, but only one section...

If you do decide to "hire" me: when do you want it and are there any other requirements, like length?

I've been working on another kart track myself. I could send it to you for inspiration?

Stunts Related Programs / Re: Stunts as a browser game
« on: August 29, 2018, 05:21:27 PM »
Great! I wonder if the online games are slower than "native" ones.
My computer is not the newest, and it's a bit laggy compared to running it in DosBox. Is a bit like Dosbox with the wrong settings, maybe there's some configuration somewhere that would help :)

You could try Ctrl+F12 a few times to up the simulation speed? Or were you already comparing them in that modus?

EDIT: Related to this, I noticed Dosbox is available for Android these days. Does anyone have any experience with that? Could Stunts on a phone work?

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