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Messages - dstien

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Team Zone / Re: Slowdrive
« on: January 18, 2016, 02:49:04 PM »
Continue with the same formation?

Don't change a winning team. ;D

Stunts LOL Classics / Re: 4th Race (Longway + Gonaives + Pasto + Samsum)
« on: August 02, 2015, 12:04:51 AM »


Thanks for the reminder. Here's my last-minute panic-submission.


Stunts LOL Classics / Re: The Stunts LOL Classics champion
« on: March 25, 2015, 11:09:00 PM »
dstien // FastSlowdrive // Norway

Stunts Code Extraction / Re: bypassing load.exe
« on: March 17, 2015, 11:58:52 PM »
Hi, I'm divip, a Hungarian coder living in Budapest.

Welcome, divip! Nice to finally hear from the mythical Haskell Stunts project. :)

We decided that besides developing the modern Bullet physics, the authentic original physics should also be kept. This is what I am working on now.

Good choice. I too tried to combine Stunts' assets with a modern rendering engine and Bullet once. It turned out to be remarkably boring after just a few minutes. The dirty physics engine is definitely needed. ;D

We chose a different path to revive the original physics.
First, we use the uncompressed game.exe as a starting point.

Then we emulate every single 8086 instructions and the needed DOS functions with a Haskell program.
The Haskell emulator is at the moment 3338 LOC, located in 8 files in this directory:
Currently it is a bit slow (takes 26 seconds to reach the main menu), but it seems to do the right job.

Next, we are going automatically transform the machine code into a program library.
This is not trivial at all, but we have some initial results already.

llm was working on a similar approach with Fake86 in C, but time is unfortunately not a renewable resource. Really looking forward to hear more about your progress on this project. In addition to being awesome, the outcome will be useful for restunts as well.

Chat - Misc / Re: Avatar Fight
« on: March 10, 2015, 03:09:27 PM »
CTG is an internet troll and the psychology of internet trolls is reasonably well established. Happy people don't troll. Trolls use people's reactions to build up a false identity to cover for their real issues with themselves. If you starve them of reactions, they will need to look elsewhere for a magic identity mirror (or actually deal with their issues).

What separates CTG from your run-of-the-mill troll that feasts on hate is that he appears to genuinely love Stunts. He spends a significant portion of his spare time managing competitions, racing at a high level and creating original content. Why he constantly tries to manipulate the only community in the world that shares this passion with him is a mystery to me.

Competition 2015 / Re: ZCT163 - Full House
« on: February 19, 2015, 12:23:37 PM »
Btw this is the 100th Stunts race of dstien, most of them completed in ZakStunts. Congratulations!
Haha, thanks. Time flies.

Stunts Chat / Re: Stunts pages
« on: February 18, 2015, 02:01:35 PM »
This is not original either, but I have extracted the contents of the ADF images.

Just bought boxed 1.2 on Ebay. Also noticed this set of unboxed BB on 5¼", but I'll rather wait for another box. They pop up now and then, but they're usually gone by the time I've seen the mail for the automated search.

The file structure seems quite similar to PC versions, but it seems more stuff is integrated. I wonder if we could port the physics engine part to PC. Probably not.

Anything is possible, besides finding time to do it. Clvn made some impressive progress on restunts before Christmas, so a port of BB1.1 will be ready any decade now.

Stunts Chat / Re: Stunts pages
« on: February 18, 2015, 01:15:30 PM »
I have a boxed Amiga copy with Mindscape v1.2 version. I believe 1.2 was never issued for PC, but it contains several fixed bugs and an overall very different driving experience - any chance you can use it for something if I dump the data somehow?

Amiga software is usually distributed as ADF files, raw disk images. I've looked at the MS1.2 version floating around on the net, but the unused areas between the sector boundaries were blank. I have no idea if these images were made from the original disks, or if the files had been copied to blank disks first. Finding new Stunts artifacts is probably just wishful thinking on my behalf. :)

Edit: The version I have looked at is pre-cracked, so it's probably not from the original disks.

Stunts Chat / Re: Stunts pages
« on: February 18, 2015, 10:38:54 AM »
Marco's excellent Youtube channel reviewing Stunts. I love the trouble with the car security system :) Check the replay part, very strange, I did not know about this bug.

Cool, he has an original 4D Sports Driving disk set. It could be interesting/boring to take a look at the raw data. There have been some incidents where portions of a build machine's RAM have leaked to unused sectors of the master floppies.

Site Announcements / Re: New replay upload
« on: January 26, 2015, 09:18:05 AM »
Excellent work! 8)

Competition 2015 / Re: Team championship 2015
« on: January 22, 2015, 10:26:45 AM »
Slowdrive wants a second pipsqueak! Come on, youngsters, shoegazers, noisers, dreampopers, rockers and post-rockers!

Dstien and Paradisio (=Mingva) are still available for Slowdrive.

My motivation for being in a team is primarily aesthetics; to avoid gaps in the team column on the scoreboard. Average Joe sort of died when the whole bunch jumped ship. I guess I could live up to the Slowdrive name.

Site Announcements / Re: New replay upload
« on: January 14, 2015, 01:53:57 AM »
other interesting statistics

Like in the old RPLInfo? I mean the number of different keypresses (accelerate, brake, shifting, etc.).

No magic needed for that, it's already available in the RPL file. Was thinking more about driving metrics.

I haven't fixed the "incomplete replay" issue, and I'm not sure I can — see other thread.

Could a "repldump-as-a-service" be of interest? Submit a replay + car tuning and get back exact finish time/DNF + penalty time and possibly other interesting statistics. The downsides are that restunts only targets BB1.1 for now, and this would maybe convolute your code, especially if the latency is so high that results would have to be delivered asynchronously.

That might be pretty cool. Unfortunately there is the issue of PG laps with screwy endings (the ones you need to rewind and fast-forward a few times until they play correctly).

Ah, I have a vague memory of seeing something like that. Do you remember any specific replays? Would like the figure out what's causing this.

Could a "repldump-as-a-service" be of interest?

It would be extremely cool, but I think we can do with basic checks for the replay upload. After all, there have been no check for years ;)

If it's not broken, break it. ;D

I hacked together a flaky prototype by sandboxing DOSBox:
Code: [Select]
$ curl -F replay=@FINSHESC.RPL
    "finished":       "yes",
    "totalTime":      "1:59.15",
    "drivingTime":    "1:59.15",
    "penaltyTime":    "0:00.00",
    "avgSpeedMph":    86.43,
    "avgSpeedKph":    139.10,
    "topSpeedMph":    157.50,
    "topSpeedKph":    253.47,
    "impactSpeedMph": 0.00,
    "impactSpeedKph": 0.00,
    "jumps":          5

 $ curl -F replay=@PENALTY.RPL
    "finished":       "yes",
    "totalTime":      "4:27.80",
    "drivingTime":    "1:03.80",
    "penaltyTime":    "3:24.00",
    "avgSpeedMph":    60.98,
    "avgSpeedKph":    98.14,
    "topSpeedMph":    117.91,
    "topSpeedKph":    189.75,
    "impactSpeedMph": 0.00,
    "impactSpeedKph": 0.00,
    "jumps":          0

$ curl -F replay=@CRASHED.RPL
    "finished":       "crashed",
    "totalTime":      "DNF",
    "drivingTime":    "0:15.95",
    "penaltyTime":    "0:00.00",
    "avgSpeedMph":    80.63,
    "avgSpeedKph":    129.77,
    "topSpeedMph":    128.80,
    "topSpeedKph":    207.29,
    "impactSpeedMph": 128.52,
    "impactSpeedKph": 206.84,
    "jumps":          1

$ curl -F replay=@ABORTED.RPL
    "finished":       "aborted",
    "totalTime":      "DNF",
    "drivingTime":    "0:15.15",
    "penaltyTime":    "0:00.00",
    "avgSpeedMph":    72.46,
    "avgSpeedKph":    116.61,
    "topSpeedMph":    111.35,
    "topSpeedKph":    179.20,
    "impactSpeedMph": 0.00,
    "impactSpeedKph": 0.00,
    "jumps":          1

$ curl -F replay=@z128/01duplode.RPL
    "finished":       "yes",
    "totalTime":      "1:44.00",
    "drivingTime":    "1:44.00",
    "penaltyTime":    "0:00.00",
    "avgSpeedMph":    167.16,
    "avgSpeedKph":    269.02,
    "topSpeedMph":    245.00,
    "topSpeedKph":    394.29,
    "impactSpeedMph": 0.00,
    "impactSpeedKph": 0.00,
    "jumps":          27

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