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Messages - llm

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16
Stunts Questions / Re: Exporting 3D Car Models with Tires/Wheels
« on: December 14, 2021, 01:45:01 PM »
How curious. The program idea, I was imagining as a simple generator, with no graphics at all. You give it a track, it gives you a 3D file. I can do that more or less quickly if no wheels, no spheres and no grilles.

just do it! :)

17
Stunts Related Programs / Re: StuntsLegacyEngine
« on: December 14, 2021, 09:21:51 AM »
Is it possible to build a tool that runs paralel of Stunts and shows you the track map and your position, for replays and for live racing? Also with a tool like this it would be very interesting to watch live racing ;)

everything is possible but we are currently stuck with closed source or asm-code only - its very hard to do changes in this stage - and limited time is always a problem :/

18
Stunts Questions / Re: Exporting 3D Car Models with Tires/Wheels
« on: December 14, 2021, 07:01:10 AM »
Quote

There is a program made in Unity that does just that.
But although it creates the track I couldn't get textures to work. It also doesn't work with the current version of Unity and you can't export the data.

This one?
https://github.com/cobbpg/stunts-unity


19
Stunts Related Programs / Re: StuntsLegacyEngine
« on: December 13, 2021, 03:00:37 PM »
I don't know what CAS thinks about that. But it looks cool.

if we ever get stunts fully ported/reversed (or Cas is faster) i would love to keep the flat shaded polygon style - but with 60fps+4k

like Racing Apex / Hotshot Racing

https://www.youtube.com/watch?v=QspneIhkGiU
https://store.steampowered.com/app/609920/Hotshot_Racing/
https://www.youtube.com/watch?v=1PvNgZewqOk

or good old Virtua Racing:

https://www.youtube.com/watch?v=iBv55iNxd2I
https://www.youtube.com/watch?v=dxe87MDWU_4

SEGA Wing War:

https://www.youtube.com/watch?v=ycxZmNZZVo0
https://www.youtube.com/watch?v=RDiSO_8NYis

I would personally only do a nearby terrain generation and a dynamic/animated horizon image.
But limited, stunts style terrain.

a image is not resizeable to 4k without problems - a real small terrain engine (simple one) is open

20
Stunts Questions / Re: Exporting 3D Car Models with Tires/Wheels
« on: December 13, 2021, 02:48:06 PM »
I believe that it is possible to

its not a question of possiblity - its only a too less spare time on my side :)

21
Stunts Related Programs / Re: StuntsLegacyEngine
« on: December 13, 2021, 12:23:20 PM »
out of curiosity: would you replace the background images with a real terrain engine?


22
Stunts Questions / Re: Exporting 3D Car Models with Tires/Wheels
« on: December 13, 2021, 12:20:19 PM »
@Cas
Quote
It would be possible to make a tool that can export to OBJ in a way that's more oriented towards using the model in Blender and other tools, but without the intention of later bringing the model back to Stunts. In that case, wheels and spheres could be rebuilt as sets of polygons and line segments could be represented as thin polygons. I've considered this at some point. It's some work and it's probably easy enough to just recreate these items in Blender, but maybe one day I'd do that.

im waiting for that day :)

would so great to make a Stunts movie in Blender - still flat shaded but maybe with ligthing, shadows etc., or a glass/chrome version :)

23
I mean, are the drivers for the other soundcards also different in 1.0 and 1.1 or is the timing the same for those?

i did not revesed other drivers deeply - but they seem very different

25
Reverse engineered and C ported MT15.DRV (MT32-Sound-Driver) of Stunts 1.0 and 1.1

  • Assembler source can be rebuild to 100% binary exact version of the original
  • Assembler can be partially mixed with C ported functions or all functions can be replaced by C code

Reason for doing it:

Stunts 1.0 MT15.DRV seems to sound better than the 1.1 version (some strange slowdowns happen)
i just wanted to understand what the differences are and how to port that stuff to C

Result: the timing code is different - but only some lines of assembler nothing big

https://github.com/LowLevelMahn/UnifiedMT15

26
Stunts Modification Projects / Re: Growing a new branch
« on: December 06, 2021, 03:11:52 PM »
I do have an issue with the modified makefile (i thought i could fix the typo ASM to ASMORIG.)
but i tried it online first which made a mess, but not the file. I cleaned that up.
but i still can not fix that file on the master branch.
get a pre-received hook declined error or something.

never got such a problem :( - but im not using bitbucket at all

27
Stunts Modification Projects / Re: Building a new branch
« on: December 06, 2021, 09:52:13 AM »
I've forgotten to do the #ifdef thing. I'll be doing it soon. So far, the changes are very localised, so it should be easy. I only have a doubt. I don't fully understand the code "tree" and I don't know if definitions can exist across modules. If I have to define flags to activate modes on each segment, then somebody who would like to configure this will have to check every one of the segments. Is there a way that I can centralise this, like, a main module and a way to make global definitions?  This way, I could create flags to activate each of the mods and put them all in the same file for easy configuration.

i think you can add you own configure.inc and add that to the structs.inc or better custom.inc(sadly not always the first include)
or just add the configure.inc to every asm were you need the config (i think you changed some files, not all)

28
Stunts Modification Projects / Re: Building a new branch
« on: December 06, 2021, 09:49:30 AM »
did you already used the #ifdef define/conditional assembling stuff for these changes?
and are you a git crack now? :)
well, i think i'm doing alright now..

https://bitbucket.org/dreadnaut/restunts/commits/branch/SFerrari

can't see any IF/ENDIF :)

29
Stunts Modification Projects / Re: Building a new branch
« on: December 04, 2021, 08:04:10 AM »
due to the distributed nature of git - what is a big win for real developers (but not so big for spare-time users like you) the whole process
of bringing a code change into a repo is splitted into 4 parts

1. change the code
2. stage the code you want to commit
3. commit the code
4. push the code (if you want to and if there is a configured remote repo)

the worksflow seems a bit huge but i can tell you that it is a big win

same goes to pulling, fetching etc. variant how to update your repo - only needed if there is a remote repo configure (that is not needed at all)

pull grabs the changes from another repo and tries to merge that into your current work - you should stash(not stage) before (some sort of clipboard) if you
know that there are conflicting changes in the other repo (the other developer told you before, or git is telling you)

fetch just grabs the new content and leave it to you when to integrate that new stuff in you current work (think of pulling the lastes 12000 changes from the linux kernel repo, grab you laptop and go on vacation without network - you then can integrate that stuff a later time - integrating 12000 changes could take hours (or minutes) if there are conflicts you need to solve etc.)

a remote repo could be bitbucket or github, but can also be just another local repo in your (network)file-system (there is no need for a server or over-network stuff - its an option)

so the main git features are:

branching and branch merging
pulling and merging
stashing before merge or just to lift away your changes for a short time
staging for making changes ready to commit
pushing (for updating other remote repos)

but the benefit for a some lines changing 2 man project is not that super-huge - but having a reverseable commit history is always a win - even if some developers don'
t understand that because they only work on trivial 15 line programs :)

im working currently with 12 developers on the same 230.000 lines project - would be very hard to do without version control, or with 43 developers on a 1.000.000 lines project - which is impossible to handle without

its typical for large development to have serveral branches open for feature-development and serveral developers working combined on some of these branches - sometimes in the same files - which produces conflicts on commit/push, but git is helping to prevent any loss and help to keep such projects under control
for example: i've changed 147 files the day before conflicting with 4 other developers work
another example: i've worked for a company with a usa, india and german development department, >150 developers, with a source change push (with 1-30 files) to the main repo every minute from people around the world - its nearly impossible to manage such code evolving without something like git



30
Stunts Modification Projects / Re: Building a new branch
« on: December 03, 2021, 11:48:38 AM »
Quote
there no need for a "git manager"? - whatever that is
Well I can't work with command line interfaces. So I need some visual interface.

im also not using the cmd very often (<1% of my git time)
so your "git manager" is the "visual interface", ok

Quote
there no need for a "git manager"? - whatever that is
But finding one that I understand but is not packed with unnecessary features is not as easy as I thought it would be.

you can't know, based on your git knowledge, what "unnecessary features" are :)

git-cola: https://git-cola.github.io/
is a very small tiny frontend

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