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Messages - Overdrijf

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31
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?

32
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.

33
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.)

34
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.

35
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.

36
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.)

37
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.

38
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. ;)

39
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.)

40
Competition 2019 / Re: Cars and rules for 2019
« on: January 13, 2019, 03:36:29 PM »
As for the modified bonus system: I'm curious to see it in action. I think the bonus points awarded by track designers will help a lot for the transition. For example: The Jaguar sits at -19 and would take a year and a half just to get to the positive numbers again (which it usually needs to compete) at 1% per track, but with just one 5% boost somewhere in the year it should become quite manageable. (Especially considering that this is one of the biggest deviators, we just had 2 Jaguar tracks, it should be getting a break.)

41
Competition 2019 / Re: Cars and rules for 2019
« on: January 12, 2019, 10:58:01 PM »
O, wow, I'm honored. This is pretty cool.

I'm potentially maybe even a little too honored. I like the cars that are staying, the Ranger will never be a personal favorite of mine but it has a good niche of its own and the F40 is a fast slow car, which offers an exiting driving style and a nice contrast to more regular fast cars. One could argue though that the two DTM cars are pretty similar and the kart sits in the same kind of niche, just at a more extreme point. An argument could therefor be made to replace one of the DTM cars with for instance one of the cars made to bridge the gap between IMSA and INDY.

I'm not making that argument, mind you. I designed these things to be pretty much my ideal cars, and I will love driving them. I'm quite happy with the feedback so far and I hope others are enjoying them too. I'm just saying that if anyone does wish to advocate this viewpoint I understand why.

As a counterargument: it's fun to use new cars, keep things fresh. (EDIT: I'm also happy with the inclusion of the BMW, as it's my slight personal favorite of the three DTM cars.)

(Alternatively you could try adding the DTM cars under a single coefficient. I have no idea if that's feasible under the Zakstunts system, it's experimental and you're already experimenting with the coefficients, it could lead to one of these cars being generally favored over the other(s), and it would give both less individual screentime. I'm sure you've already toyed with this idea because I mentioned how the idea of a 3 car pack was inspired by this idea on release.)

(In related news: I posted a graphics update for both the DTM cars (a few days ago) and the Superkart (in the past hour) in their respective threads (kart, dtm). It changes nothing but the 3D model, and some text in the case of the M3. That probably makes the M3 the only car of these four for which the Zakstunts system will make a distinction between the 1.0 and 1.1 versions.)

42
I'm revisiting this thread to post a 2019 update to this car.

Given how atypical the vehicle is and how many bad modeling practices I used while making the 3D model it actually worked surprisingly well. I'm not here to do anything about how atypical the car is, but I did fix the bad modeling practices I could find. This update renders the car more smoothly. The only thing I changed is the 3D shape. I also successfully resisted the urge to add a readme file and/or remove the track from the package posted below. I kept everything the same as in the 2010 version, except it looks less buggy in game. I also added just the 3D shape below, if you already have the superkart installed you can just paste that in and you'll get exactly the same experience as when you download the full zip file.

Thanks to Cas and Dreadnaut for showing renewed interest in this vehicle.

43
Custom Cars with Stressed / Re: Stunts goes Dtm
« on: January 08, 2019, 03:00:20 PM »
This doesn't actually seem to completely fix the "wheels running off" bug (less dramatic than it sounds), but it might reduce it, and the name is fixed. Assuming that I put this together correctly. (If the BMW is still called M30 somewhere, call me (an idiot).)

This new version 1.1 package contains the complete cars, you can paste it over the old ones if you have them or just use this package if you don't. The car behavior is the same as in the 1.0 version.

(I also started on a graphics fix for the superkart since I was going back into Stressed anyway. But that one is a bit more messy...)

(Edit: Just noticed the front wheelhouses of the Audi don't look as intended in the selection view. I suppose that's a detail that'll have to stay as it is. I didn't even catch it myself, so it's not a very big thing, and there's even something to be said for this look. The driving model does look as intended.)

44
Chat - Misc / Re: Useless messages - place for maniacs!
« on: January 01, 2019, 01:55:53 AM »
Happy '19, pipsqueaks!

45
Custom Cars with Stressed / Re: Stunts goes Dtm
« on: December 31, 2018, 12:56:14 PM »
Thanks for the DTM pack, Overdrijf!
Really appreciate it!  :)

It really pays off that I visit the Stunts Forum every now and then!  ;D
Thank you all and a Happy New Year 2019!

Thanks, you too.



I will put the 1.1 together in the coming week. I haven't encountered any new bugs, nor have I had any change of heart regarding the performance, so there will be minor visual and text fixes only.

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