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Messages - Overdrijf

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1
Chat - Misc / Re: Darts
« on: April 06, 2019, 01:48:57 PM »
Good mod, finally a good reason to aim for double 18.

2
General Chat - ZSC / Re: Licensing tracks and replays
« on: April 02, 2019, 10:28:11 PM »
4. Adapting JTK's phrasing: I hereby declare all tracks, cars and mods ever designed by me free for download, copying, usage (especially racing), copying, modification and distribution, unless explicitly specified otherwise *.

Okay, I'll just explicitly say this one goes for me as well, although in my case the fine print is:

*: Per the terms of the readme file in the DTM pack, you can race, share and modify these vehicles if you include that readme file, or another note stating that Overdrijf is awesome. No other Stunts related creations of mine to date have any such conditions attached, and I'll include a specific note with any future ones that do.

3
Competition 2019 / Re: Guest tracks 2019
« on: March 29, 2019, 02:31:58 PM »
That's the article with the link tax. It's meant to secure income for people who's work gets shared a lot, but instead it'll just prevent their work from getting shared. It's going to be a headache for scientific papers, newspaper sites, social platforms and even forums, but I have to agree with Cas that I don't see how it would stop us from uploading any type of track or mod, especially as the game we're making it for was confirmed to now be effectively freeware.

4
Live Races / Re: Sunrise / Sundown (2019-03-17)
« on: March 17, 2019, 10:46:32 PM »
I didn't count lap times for SD4000 on Sunrise, but I'll wait for the full analysis to see if it still adds something.

It was a good race!

5
Live Races / Re: Sunrise / Sundown (2019-03-17)
« on: March 17, 2019, 10:01:10 PM »
Dreadnaut Sundown:
1 1:23.10
2 2:36.85
3 3:50.70
4 5:05.00
5 6:17.90
6 7:33.45

6
Live Races / Re: Sunrise / Sundown (2019-03-17)
« on: March 17, 2019, 09:48:45 PM »
dsdsdssdaasdsda

7
Live Races / Re: Sunrise / Sundown (2019-03-17)
« on: March 17, 2019, 09:18:39 PM »
ghfjfhhtgt

8
Stunts Chat / Re: Stunts on mobile
« on: March 16, 2019, 03:01:46 PM »
That was my motivation to finally get to trying this out, yes. ;)

(Though even that way I'd probably still not be available at the right time, even if the emulator worked flawlessly and I'd get all the files in the right places on a sharp clock. But I like a good excuse to try something every now and then.)

9
Stunts Chat / Stunts on mobile
« on: March 16, 2019, 01:04:10 PM »
That's right, you heard it here first: you can now get a traffic ticket for driving while you drive.

I've been meaning to try this for some time since I noticed Dosbox exists for Android. (Only testing Android. Don't have acces to a suitable Apple device.) There isn't a single official port, but there are several companies with their own port, most with a free and a payed version. There also appears to be at least one other emulator, which I ignored on the grounds that I don't want to be learning a new typing based program on my phone. I downloaded several of the free versions of Dosbox, gDosBox, IDosBox and Freebox, and after trying them a little bit went ahead with Freebox (by Fishstix) because they immediately showed me a good joystick that could work for Stunts. So here are my results:

The good:
-The game runs!
-Every feature can be accessed.
-The ingame joystick support recognizes the emulated joystick.
-Manual transmission works with the joystick (the two buttons are essentially space and enter)
-The aspect ratio is kept reasonable, seemingly going for a 640x480 feel rather than stretching to phone size.
-The sound works.
-You can add custom tracks, cars etc.
-Replays can be saved, and you can call on a keyboard for naming them while the game is on joystick mode. (The back button of the phone opens the replay menu.)

The bad:
-DosBox eats a lot of power. Eventually the program ran sort of smooth enough with the internal settings on low (except the simulation speed) and an emulation speed of 6000 calcs/second with a frame skip of 4. On the PC the general rule of thumb is you use at least 7000/second, preferably 20.000, and frameskip isn't really used. As a result the game isn't quite smooth enough for serious racing. But I could probably get the hang of it enough to get some reasonable mobile experience out of it.
-This Dosbox port automatically loads your downloads folder as its disk, meaning over time stray downloads will build up between the dozens of files Stunts uses to run. (You can probably run the game from a subdirectory or something, but I haven't gotten that far yet.)
-Stunts wants to calibrate your joystick when you switch to that setting (keyboard and mouse is the default on startup, but it works well enough to get to the menu), try to do this correctly, or you'll be stuck only making corners in one direction.
-I'm suddenly really bad at this. O god where is that car going?! Although honestly I'm not as bad at it as I'd thought I'd be. I can totally find the straight line on the straight. Most of the time.

So, yeah, it was a fun experiment. I own at best a mid range phone with a 1.5GHz CPU and 2GB of RAM. (Where are the days you could run Stunts on 1/10th of that?) so for a device two generations or so ahead this could actually work well. ;D

10
Live Races / Re: Live Races 2019
« on: March 15, 2019, 06:51:52 PM »
Skid. It's raining a lot so I have to go kayaking this weekend. Yes, that's like a law or something. It looks like the others have a preference for the Sunday. In that case I'm not making it back in time. I might just be able to visit the chat from my phone to cheer you guys on. Thanks for choosing the Sunday so I could join, I was really looking forward to it, but this is rare enough that I shouldn't let the opportunity slip. (That's of course true for a Stunts live race as well, but that makes it a full day vs an hour and a half.)

I'll try harder to make it next time.  :-\

11
Live Races / Re: Live Races 2019
« on: March 15, 2019, 07:21:50 AM »
Sounds good!

Next live race is then on Sunday 17th, 17:00 Buenos Aires / 18:00 Brasilia / 20:00 London / 21:00 Rome and Budapest. We'll meet on the forum chat at that time.

Minor note: when I google it Brasilia appears to be in the -3 bracket with Buenos Aires, that would make it 17:00 Brasilia as well. I'm guessing last time there was some daylight savings time going on.

12
Live Races / Re: Live Races 2019
« on: March 14, 2019, 10:57:36 AM »
 So Sunday 20:00 GMT? Dreadnaut started this thread, would you do the honors of designing the track?

EDIT: In case we feel like a round 2, would that be on the same track, or shall I volunteer to make a backup?

13
Live Races / Re: Live Races 2019
« on: March 07, 2019, 10:19:50 PM »
I have a bit of a regular thing on Saturday evening, but I think I can make that go away. I'd also be able to do Friday or Sunday.

14
General Chat - ZSC / Re: Uniquely identifying tracks and replays
« on: March 03, 2019, 11:02:08 PM »
Now to the question I've had for a long time

I've always assumed that, in ZakStunts, once you've posted a replay, it's not correct to post another that's based on the one you've already posted. That is, I can do all the RH I want, but once the replay is out, I have to start from scratch for the next one. Yet, I have to admit, I've never read that rule anywhere, so I don't know if my assumption is correct. So... is it?  And does ZakStunts check for this at all?  As I've never done that, I haven't tested it.

I don't think so. It never occurred to me to interpret the rules that way. I've done plenty of "I don't have much time, I'll just redo the last part" improvements.

In fact, I've learned a time hiding trick from CTG: if your replay is much faster than the current record, create several versions of it by slowing down before the finish line. You post the slowest one and keep the faster one(s) as a backup. It seemed like a logical extension of replay handling. (If a bit of a trolly gimmick, but fun to use every now and then.)

15
Stunts Related Programs / Re: Car cards!
« on: February 27, 2019, 11:01:41 PM »
I did some test shopping, this could end up looking kind of cool.

See this as mostly a layout and visual content test. For example: I completely forgot again that I was now in favor of car length when it was time to write some example stats.

Card sized version:

Click here for full detail version, somewhat larger.

I thought it might be nice to have a picture of the real life car on there somewhere, not sure how I feel about that now, it kind of clashes with the style of everything else. I also added the ingame acceleration graph. I added number of gears and type of power gear as symbols. For regular, bug-free and anti-power gear cars the symbol is relatively subdued. The symbol should get bigger if the car has power gear, maybe a star shape with a larger letter (or two) in it, and maybe glow or something. I went with a way to be able to base both bar length and bar color on the stats. The lowest stats are blue, the highest stats pretty reddish. Anything that goes over the best or highest original stat becomes even redder and when high enough runs off the card. As you can see I didn't fill in everything yet, I figured this gave a pretty good idea of my concept for this. (I do notice that the black doesn't stand out enough when not super zoomed in. Maybe a different text color? White or something? Black with a white outline is unreadable on a screen but might work in print?) The color of the borders on this one is based on the color of (the primary paint job of) the car. I didn't have a great idea for the filling in of the main text field, but the lone piece of banked road I used in the action picture looked pretty good there, so I left it in for this test version. There might be a good idea connected to it somehow. Speaking of the picture: I composited it of a Stressed shot of the car and that of a banked road. I manually added detail to the banked road because I couldn't take a large enough screenshot. I also touched up the car a bit in those places where the model is a little rough, some white background was shining through the cracks between a few panels, for instance. The main image of the car does not get bigger than this unless A) I lower the quality or B) I use a bigger screen to make the Stressed screenshots or C) I use a different program for taking the pictures. I went with "bridge size" cards, which are the most common kind at least in Europe and the easiest to get printed if someone were ever to take this all the way. It also seemed quite a good format for something that would have a list of stats on it. "Poker size" is a little wider, tarot size is quite a bit bigger overall. For the font I used what I had open from my last project (Arial Nova Bold). I liked how it looked, and I figured someone else would be a bigger font geek than me and know the perfect Stunts font.

Those are I think most of my thoughts on this for now.




Edit several weeks later: I now think that the stats should be about things like power gear, magic carpets, phazing through objects, stuff like that. If we just do things like top speed they're regular car cards, not Stunts cards. It's going to be a bit of a challenge to find proper ways to quantify these things.

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