Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Overdrijf

Pages: 1 [2] 3 4 ... 29
Live Races / Re: Sunrise / Sundown (2019-03-17)
« on: March 17, 2019, 09:48:45 PM »

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

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.)

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

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.  :-\

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.

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?

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.

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.)

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.

Stunts Related Programs / Re: Car cards!
« on: February 26, 2019, 02:14:10 PM »
This could be a cool idea.

A bit of a problem is which stats make sense. What what we use for instance to give a grip on handling?
We do have some numbers on the wiki that might be a good start. As an example the stat block from the kart:

Max horsepower (est.):   90HP
Transmission:   6-speed
0-60mph:   2.9s
0-100mph:   5.6s
Half mile:   16.70s
Flat track top speed:   154mph
Real top speed :   156mph

If every number is superimposed over some sort of bar graph where the maximum length of the bar is the best value available (or probably even better the best value available on an original car, so we don't have to redo stuff when someone releases a new cheat car), that would give both the relevant precise number and a feeling of how it compares to the rest of the stunts world. I'm not sure what the minimum length of the bar would be for things like 0-60 seconds. Maybe calibrate it such that the slowest original car sit around 10% of the bar filled, or higher if that looks better? And just roll with a linear relation from there on?

On top of that we could do things like (ingame) car length. Not sure if that adds a lot. (EDIT: Although it's a good indicator of magic carpet-ness and jump length, so I changed my mind, add car length.) A good stat for grip would definitely be nice. My own attempts to come up with something for the purpose of car development have failed, the relation between the corner grip stat and the car length is complex. If we do come up with a good number the addition of a second bar for terrain grip (sand road) would be an easy addition. We could ditch up to two of the acceleration stats to make room if needed.

Edit: After reading Cas' post again: brakes are a pretty simple internal number. Doesn't interact with mass or anything. I'm sure we can figure out a way to transform that into a real world number, maybe with some tests on brake road length at a certain speed for several values of the stat.

I'd also like to get the acceleration curve Stunts renders for every car in there, maybe as part of the picture somehow?

I'm also unsure of how the pictures should look. Plain side view like on Zakstunts? Diagonally from the top-front-left as an action pose, posed with Stressed for high resolution and good details? Or an actual ingame action shot, cool looking but low res?

I have no idea what these cards would ever be used for, but they might look cool. I'll see if I can do a WIP concept this week, to get a handle on how ugly it might look.

Live Races / Re: Live Races 2019
« on: February 14, 2019, 07:44:12 AM »
I'm interested. I suppose we would shoot for somewhere later in the European evening so it would still be reasonable in South America? (Depending on interest of course.)

Competition 2019 / Re: Cars and rules for 2019
« on: February 10, 2019, 10:36:53 PM »
I did some more excelling. I picked up where I left off: getting car bonuses closer to their "fair" value now that the amount of change per month has decreased. The same color coding as above: The pink and purple colors indicate a car above their normal values, orange and yellow below. Green is around normal, with light green just below the average and dark green just above it.

The last race had quite some contenders which should mean that purely by chance we're on a good path. If your track is coming up in the next few months, you might consider giving a few manual bonus points to the Jaguar, the LM002, the F40, the Countach and/or the GTO. Those five cars might need a little help getting to their fair value.

The Indy is the only one that looks like it has too high a current bonus in the numbers, but the Indy is a weird car which has had a weird few years now, the years on which these numbers were based. I don't think it's actually that high above its actual fair average value. And while the Indy won last month that wasn't really a proper Indy race, so it's fine if its number comes up ones more in the nearby future. For these reasons I encourage restraint in going by my results and dumping too much of a manual negative modifier on the Indy.

For this month I tried to distribute the manual negatives in such a way that we would again have several contenders. Let's see if I succeeded.

P.S. bonus factoid: when there's 14 negative points to distribute between a portion of 50%, one of 30% and one of 20% the bonus algorithm will apparently go with 8, 4 and 2 points respectively.

General Chat - ZSC / Re: Drag race
« on: February 03, 2019, 08:19:12 AM »
I used the same 13 tile setup as one of the balance tests and to produce the official numbers. Mercedes got 17.45. (Average speed 103, top 160.) I also used a very similar setup to measure acceleration to 60 and 100 (find the right distance to crash) and some extra figures that I don't think match anything in this thread, like a full banked lap.

It's nice to find out someone already had a good standardized format for these things after you stopped having a need for it. ;)

Chat - Misc / Re: The Happy Birthday Topic
« on: January 31, 2019, 11:00:31 PM »
You know what, skid it. As of an hour from now: happy birthday to me!

It takes a special kind of circumstances to be able to ruin a joke 11 years in the running.

(That is: it takes an unruined joke 11 years in the running.)

Pages: 1 [2] 3 4 ... 29