Stunts Forum

Stunts - the Game => Stunts Chat => Topic started by: Krys TOFF on September 09, 2005, 12:01:35 PM

Title: Stunts sequel projects
Post by: Krys TOFF on September 09, 2005, 12:01:35 PM
(http://stunts2005.berlios.de/images/header.jpg)

Stunts Mania (http://www.megaone.com/stuntmania/index.html) project is dead but I discovered a new project right there :arrow: STUNTS 2005 (http://stunts2005.berlios.de/)

This is a promising project :D , only for Linux so far. :?
Project files are there :arrow: http://developer.berlios.de/projects/stunts2005

Check the pictures and if you have Linux (Zak for sure, but maybe others too), give it a try and tell us if it's good or not. :wink:

edit : topic renamed as I'll talk on it about all Stunts sequels now.
Title: Stunts sequel projects
Post by: CTG on September 09, 2005, 01:44:27 PM
Wow, I will install Linux on the other partition if this game is good!
Title: HELP!!!
Post by: Usrin on September 09, 2005, 03:06:56 PM
I downloaded it, installed it, but I got this message when trying to run. :cry:
What's the problem? Please, somebody (who knows Linux) help me! I see that it can't find a file which is needed - but where should it be? In the downloaded package there was no file with this name...
Title: Stunts sequel projects
Post by: Krys TOFF on September 09, 2005, 03:11:48 PM
Look what they say at their webpage :
QuoteWe used the following libraries for stunts 2005:
Boost
Ogre
Ode
OgreOde
CEGUI
FMOD
nrEngine

And below the pictures you have links to the webpages to get them.
Also, there's a link called "Stunts 2005 WIKI", finally leading there :arrow:  http://openfacts.berlios.de/index-en.phtml?title=Stunts_2005 for english FAQ. :wink:
Title: Stunts sequel projects
Post by: Usrin on September 09, 2005, 03:18:05 PM
But I'm afraid it will be crap because they write:
QuoteAs it is a real fun game, we decided to do a remake with modern graphics with realtime shadows and realistic physics.
Realistic physics could kill every fun of Stunts... :?
Title: Stunts sequel projects
Post by: Krys TOFF on September 09, 2005, 03:20:39 PM
Kill the fun, dunno, maybe, that's why I ask for one Linux user to try it and give a feedback. :-D
Title: Stunts sequel projects
Post by: Usrin on September 09, 2005, 03:30:14 PM
I'm also curious... OK, they write that they've used the mentioned libraries. But it's hard to believe that I have to download all of them, one by one from there own homepages if I want to run the game. I downloaded Stunts 2005 from the "Stunts 2005 WIKI", but nothing like this was mentioned there...
Title: Stunts sequel projects
Post by: Usrin on September 09, 2005, 03:56:52 PM
I think I've found what's needed (I hope that's it), but can't install it (see the image below). I think I give it up... :(
Title: Stunts sequel projects
Post by: zaqrack on September 09, 2005, 05:12:19 PM
I also got the error about the missing zzip library, installing it right now and then I'll try again
Title: Stunts sequel projects
Post by: zaqrack on September 09, 2005, 05:14:57 PM
Quote from: "Usrin"I think I've found what's needed (I hope that's it), but can't install it (see the image below). I think I give it up... :(

shouldn't you have root access to install packages?
Title: Stunts sequel projects
Post by: zaqrack on September 09, 2005, 05:22:00 PM
It's not worth the pain anyway. It's at the moment rather a terrain simulator than a racing game, ther is only on car, and thats all.
Handling is not that good, it's quite boring.

I guess this is a project of some university students for a team-coded game, and they wont develop it further after they get marks.

But anyway, at the moment it's not better than any other try to revive stunts. Ultimate Stunts http://www.ultimatestunts.nl/ is still the best and most advanced try.
Title: Stunts sequel projects
Post by: Krys TOFF on September 12, 2005, 09:10:22 AM
I contacted projet manager and here are some infos he told me :

QuoteWell, we developed this game for a 10 weeks project at university and we (or at least some of us) gave our best. We did it for Linux as the public workstations run under this operating system.
There won't be a DOS version, but I thought about redesign the project and make a Windows version public.
At the moment you need a fast machine to run it properly and because of the short time and issues with some people the game is anything than finished. But you can drive  ;).

So yes, this is a student project but it may not stay "as is", they seem motivated to continue to improve it. We'll see, I'll keep in touch and let you know. :wink:
Title: Stunts sequel projects
Post by: Chulk on September 12, 2005, 08:05:21 PM
Quote from: "Usrin"But I'm afraid it will be crap because they write:
QuoteAs it is a real fun game, we decided to do a remake with modern graphics with realtime shadows and realistic physics.
Realistic physics could kill every fun of Stunts... :?

I totally agree. Realistic physics would fix most of the bug that makes stunts so different from any other racing games and what really makes it good for a competition :cry:  :cry:  :cry:
Title: Stunts sequel projects
Post by: BonzaiJoe on September 12, 2005, 08:12:14 PM
Tell those guys to come and enter Zakstunts
Title: Stunts sequel projects
Post by: Krys TOFF on September 13, 2005, 03:40:37 PM
Quote from: "BonzaiJoe"Tell those guys to come and enter Zakstunts
I told them about the Stunts community. Maybe one of them will come and stay... Maybe... :roll:
Title: Stunts sequel projects
Post by: Krys TOFF on May 23, 2006, 01:29:49 PM
Well, here is an up-to-date info about different Stunts sequels or Stunts-inspired games.

XRaySink :
No files so far, guys told they are on alpha state.
Only a picture of track editor is available : http://sourceforge.net/dbimage.php?id=21809


Ultimate Stunts :
Version 0.6.1 so far, but project is in stand-by mode as main of the programmers is in Japan for a few months.
Web page : http://www.ultimatestunts.nl/index.php?page=0&lang=en
Picture of developpement of current version :
(http://www.ultimatestunts.nl/screenshots/0612.jpg)


Stunts 3D :
Italian project, alpha state, but no recent news. Maybe dead... Mark L. Rivers maybe could contact them in Italian to learn if it's still active.
Website : http://stunts3d.sourceforge.net/
Pictures :
(http://stunts3d.sourceforge.net/Images/Start%20Player.jpg)
(http://stunts3d.sourceforge.net/Images/Car%20Selection.jpg)
(http://stunts3d.sourceforge.net/Images/Track%20Completed.jpg)


Mania Drive :
Recent and active project.
Version 1.01 available since 2 weeks. I download it right now. :D
It seems mostly dedicated to online play. Closer to TrackMania than Stunts, but still Stunts-inspired.
Website : http://maniadrive.raydium.org/
Pictures :
(http://maniadrive.raydium.org/screenshots/raycap2006-01-28-222135-00s.jpg)
(http://ftp.cqfd-corp.org/md_small.jpg)
(http://maniadrive.raydium.org/screenshots/raycap2006-01-28-223025-04s.jpg)
(http://maniadrive.raydium.org/screenshots/raycap2006-01-28-223159-01s.jpg)
(http://maniadrive.raydium.org/screenshots/raycap2006-01-28-222217-01s.jpg)
(http://ftp.cqfd-corp.org/raycap2006-01-15-001358-00small.jpg)
(http://maniadrive.raydium.org/screenshots/raycap2005-11-13-190837-00s.jpg)
Title: Stunts sequel projects
Post by: vamologocomisso on May 23, 2006, 06:42:22 PM
:shock:  :shock:  :shock:
Title: Stunts sequel projects
Post by: Mark L. Rivers on May 24, 2006, 09:38:40 AM
Quote from: "Krys TOFF"

Stunts 3D :
Italian project, alpha state, but no recent news. Maybe dead... Mark L. Rivers maybe could contact them in Italian to learn if it's still active.
Website : http://stunts3d.sourceforge.net/

I've just sent a mail to the developers. I'm waiting for the reply...
Title: Stunts sequel projects
Post by: Mark L. Rivers on May 24, 2006, 10:19:57 AM
A very fast reply....

This is the answer: "Hi, unfortunately the project had been on its way for an examination of graphic interfaces to the university of Pisa... 2 or 3 years ago. After the examination despite the mutual promises to continue the development, it has been abandoned entirely."

Really a pity....
Title: Stunts sequel projects
Post by: Krys TOFF on May 24, 2006, 11:31:07 AM
Thanks Mark. And damn ! It's too bad...

I had no time to test Mania Drive yesterday because I had to focus on a Forza competition. I'll test it tonight and will give you a feedback. I just hope my graphic card (an old GeForce 2 MX) will be sufficient... :roll:
Title: Re: Stunts sequel projects
Post by: Krys TOFF on September 18, 2006, 03:46:16 PM
Not a real Stunts sequel, but an interesting game anyway : Stunts Playground.

(http://walaber.com/stunt/sp_01_sm.jpg)
(http://walaber.com/stunt/sp_02_sm.jpg)
(http://walaber.com/stunt/sp_03_sm.jpg)
(http://walaber.com/stunt/sp_04_sm.jpg)

Freeware game, sadly it's only for Win 2K/XP, so I can't test it because I have older version of Windows. >:( I'll try to test it at some friend's computer.
It seems to be an arena, with simple oval race ouside and dirt inside for you to design your own stunts crazyness.
Check it there, as some other games by the same creator (I especially like the simple but addictive "Weave 3D" game) : http://walaber.com/index.php?action=showitem&id=7 (click on images to see them at full lenght on this website)
Fan site : http://stunt-playground.ic.cz/en/index.php with some arenas to download.
Title: Re: Stunts sequel projects
Post by: Krys TOFF on February 12, 2007, 12:28:03 PM
Update of the WIP and new projects found.

Ultimate Stunts :
Versions 0.6.3 and 0.7.0 have been released since my last post. Still a lot to do until the final version anyway.


Mania Drive :
Version 1.2 is out since august 2006, but this game is much more a TrackMania-like than a Stunts-like.


Stunts Karts :
Another project found, no image or file to download so far. Maybe dead even before a single demo released...


Stunt Car Ra cer : (I added a blank to avoid the "pipsqueak" transformation of the word rac er)
Inspired by Stunts and not by original Geoff Crammond's Stunts Car pipsqueak. Based on Ogre engine like Stunts Playground, so I can't test it as Win XP is required. Promising and still active.
Only original Stunts elements are implemented so far as they plan to keep a full compatibility with original Stunts tracks, but maybe new elements especially for this version will appear later.
Website : http://stuntcarra cer.sourceforge.net/ (here again I added a blank to avoid the "pipsqueak" transformation of the word rac er)

Some pictures of November 2006 version (a new one was supposed to be released at the end of january but there's nothing so far) :
http://stuntcarra cer.sourceforge.net/G2/index.html (adding image in my post don't work due to "pipsqueak" transformation, again I added a blank character)
Pictures of 1st version :
http://stuntcarrac er.sourceforge.net/G1/index.html (same as above)


Car World :
Another Stunts-inspired project. not sure it will be finalized as the goal of the developper is to study the modeling of car physics.

Website : http://carworld.sourceforge.net/

(http://carworld.sourceforge.net/cwscreen3.gif)


Carnage :
More inspired by Destruction Derby or Stunts Playground than by Stunts, but maybe there will be some Stunts-related elements, dunno as it's only the beginning of the project so far.

Website : http://sourceforge.net/projects/carnage/
Title: Re: Stunts sequel projects
Post by: CTG on March 23, 2007, 04:47:16 PM
We should race with Stunts truck (at start line) once... ;D
Title: Re: Stunts sequel projects
Post by: Krys TOFF on March 23, 2007, 05:14:12 PM
Quote from: CTGWe should race with Stunts truck (at start line) once... ;D
See previous posts => http://carworld.sourceforge.net/ ;)
Title: Re: Stunts sequel projects
Post by: Krys TOFF on March 23, 2007, 05:32:03 PM
/Off-topic ON

Quote from: Krys TOFF on March 23, 2007, 05:14:12 PM
Quote from: CTGWe should race with Stunts truck (at start line) once... ;D
See previous posts => http://carworld.sourceforge.net/ ;)

Or enjoy "real racing" with trucks with the "18 wheels of steel" games (5 so far) by the Czech company SCS (the guys who made "Duke Nukem : Manhattan Project").
They also made a bus version a few days ago named "Bus Driver".

There's also the Hard Truck 1 & 2 / King of the road / Rig'n'Roll truck games serie by the Russian team developpers Softlab.

More infos about Truck games : http://truckpol.republika.pl/

/Off-topic OFF
Title: Re: Stunts sequel projects
Post by: Krys TOFF on May 09, 2007, 02:02:13 PM
Another Stunts/TrackMania derivate (supposed top be available in 2006 but still not beeing sold as far as I know) : Nitro Stunts Racing

(http://www.gameseed.fr/images/NSR.gif)
(http://www.gameseed.fr/images/anm_home.gif)
(http://www.gameseed.fr/images/nsr_cover.gif)

Company website : http://www.gameseed.fr/home.htm (see "project" part)
Trailers : http://www.nitrostuntracing.com/
Title: Re: Stunts sequel projects
Post by: boussini on May 09, 2007, 03:24:25 PM
this seems nice too, but i'm afraid that devellopers can't catch the "hype" stunts was/is in a new video game , though i tought crashday could be the next best thing but not "it"
ultimate stunts seems nice but has a many bugs and doesn't play smooth
the italian project seemed to have the good ingredients but that's just point of view
anyway let's hope for somebody to make a nice sequel?
Title: Re: Stunts sequel projects
Post by: Krys TOFF on May 09, 2007, 11:31:31 PM
Quote from: boussinii tought crashday could be the next best thing but not "it"
TrackMania and Crashday have their own topics, so I didn't talk about them in this topic. ;)
Title: Re: Stunts sequel projects
Post by: boussini on May 10, 2007, 08:49:32 PM
srry just linking to a product that I thought could be a nice successor  ;D
won't mension it again
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 04, 2007, 10:26:55 AM
Useless post to make next one as top of 3rd page in the forum :D
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 04, 2007, 11:56:46 AM
Ultimate Stunts :  (update informations)
Version 0.7.1 was released since my last post. Now, it seems the project is not in "stand-by mode" anymore, good news.
Web page : http://www.ultimatestunts.nl/
Add-on page for Ultimate Stunts updated too : http://bbalazsus.fw.hu/

Pictures of developpement of current version :

1/ New background, map of the track in top right of the screen (version 0.7.1), indy with texture
(http://www.ultimatestunts.nl/screenshots/0711.jpg)

2/ Nice lens flare effect (picture of version 0.7.0 without track map)
(http://www.ultimatestunts.nl/screenshots/0701.jpg)

3/ More user-friendly track editor :
(http://www.ultimatestunts.nl/screenshots/0712.jpg)
(http://www.ultimatestunts.nl/screenshots/0702.jpg)

***

HD2002

I always searched for Stunts/4D Sports Driving remakes. But I never thought of searching for Hard Drivin' remakes.
Hard Drivin' 1 and 2 were Stunts-like games, with some features different from Stunts (passive cars racing on the tracks, some Stunts elements different) and with a built-in track editor too (but much less interested and easy than Stunts' track editor).
Physics were more realistic compared to Stunts, no powergear or bugs possible. So, less fun.

Anyway, I found a dead project started iun 2002 and stopped in 2003. Name is HD2002 (Hard Drivin' 2002) and I think it's worth its place in this topic due to Stunts-like game remake.

Website : http://members.xoom.alice.it/Devas/

Pictures : (links only as direct view using img forum tag doesn't work)
http://members.xoom.alice.it/Devas/images/HD2-1.jpg
http://members.xoom.alice.it/Devas/images/HD2-2.jpg
http://members.xoom.alice.it/Devas/images/HD2-3.jpg
http://members.xoom.alice.it/Devas/images/HD2-4.jpg

***

Stunts Playground (no new version, still 2.0)

Official trailer of this Stunts arena game : http://www.youtube.com/watch?v=7V7LGOLlXv4
Another video : http://www.youtube.com/watch?v=AlNzgOs56zA

New design and full english version of the fan website for Stunts playground : http://stunt-playground.ic.cz/en/info.php

***

Nitro Stunt Racing is now named Nitro Stunt Racing Stage 1 as 3 stages are planned.
It has been months without news, but French deloppers finally found an editor and it seems game is already released in Germany.
Title: Re: Stunts sequel projects
Post by: CTG on June 04, 2007, 02:13:48 PM
Ultimate Stunts will be a cool game once... but how do I change the view to F3? Is it already possible to build an own track? Last time (long time ago, very old version) I couldn't do these.
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 04, 2007, 03:21:32 PM
Check there : http://www.ultimatestunts.nl/documentation/en/index.htm
Change view with right ALT key. ;)

Regarding Stunts Playground, now that I have a new computer I'll finally be able to test it. :)
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 05, 2007, 09:47:01 AM
Mania Drive

Still no special news about this game, version 1.2 is still played (around 500 downloads per day, quite good for a small game like that without any advertisement). Only a new track with snowy scenery until my last post.

BUT there are some news anyway : instead of adding new things to Mania Drive (MD), the project leader told on his blog (http://blogs.nofrag.com/Xfennec/ in French) that next MD evolution will be a Mania Drive 2.
What new ideas ? Instead of a TrackMania-like with more realistic driving like MD is, they plan to do something more fun, more Stunts.

That is :
- less realistic driving, more arcade/fun
- "open" track (that means shortcuts, which were not possible with MD)
- new game modes : not only "racing", but also stunts targets to reach (like going throught the open wagon on the bottom picture), online deathmatch of racing teams, and so on...
- built-in track editor
- create/tune your car (create a monster truck from a on Ford Fiesta :D ) : tyres, suspensions, chassis, engine, ...
- management of car destructions (needed for deathmatch concept, but also for Stunts targets like "destroy only your back left tyre")
- ...

Some pictures :
(http://ftp.cqfd-corp.org/raycap2007-05-13-225234-01.jpg)
(http://ftp.cqfd-corp.org/raycap2007-05-22-121441-00.jpg)
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 05, 2007, 09:57:05 AM
Quote from: Krys TOFF on March 23, 2007, 05:32:03 PM
/Off-topic ON

Quote from: Krys TOFF on March 23, 2007, 05:14:12 PM
Quote from: CTGWe should race with Stunts truck (at start line) once... ;D
See previous posts => http://carworld.sourceforge.net/ ;)

Or enjoy "real racing" with trucks with the "18 wheels of steel" games (5 so far) by the Czech company SCS (the guys who made "Duke Nukem : Manhattan Project").
They also made a bus version a few days ago named "Bus Driver".

There's also the Hard Truck 1 & 2 / King of the road / Rig'n'Roll truck games serie by the Russian team developpers Softlab.

More infos about Truck games : http://truckpol.republika.pl/

/Off-topic OFF
For trucks fans (off-topic but I'm sure some may be interested), check there : http://rigsofrods.blogspot.com/
An off-road game freeware (but not open-source) French game with bus and trucks under developpement, version 0.31a so far.
To download, use top right link aty the blog and go to "Official" directory. Other directories are new tracks, trucks or scenery.
Windows and Linux versions available.

Some videos :
http://www.youtube.com/watch?v=TR9jqGv05H4
http://www.youtube.com/watch?v=n6dbDIpcnsw
Title: Re: Stunts sequel projects
Post by: Paleke on June 05, 2007, 03:47:33 PM
YEAH!!! That's for me!!!  ;D I'll check it out later, now I have to study...  :-\
Title: Re: Stunts sequel projects
Post by: Chulk on June 06, 2007, 04:49:46 AM
Which of all of these "stunts sequel projects" will you recommend me to try? I don't feel like testing them all and neither have the time to do it.
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 06, 2007, 08:48:21 AM
Ultimate Stunt is the closer and most advanced "real" sequel. If you prefer a full finished un-bugged Stunts-inspired game, choose TrackMania United or Crashday.
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 06, 2007, 12:18:57 PM
Open Stunts

Brand new project started yesterday at SourceForge.net !
No file or picture available so far of course.
Designed to be compatible with original Stunts tracks, developped for Linux only.
url : http://sourceforge.net/projects/openstunts/
Let's hope it won't die until it's finished like numerous projects.


Stunts 2002

Another dead project found, engine of the game available for download. Maybe useful for future projects deloppers ?
url : http://sourceforge.net/projects/scared/


Stunt Challenge

An advanced project discovered today too with a built-in track editor !
url : http://stuntchallenge.sourceforge.net/index.php or http://sourceforge.net/projects/stuntchallenge/
OS : Windows 32 bits.
No loops or corks, limited elevated elements, but all the rest seems good : banked corner, jumps, boulevard, ...
Check track elements : http://stuntchallenge.sourceforge.net/index.php?seccion=3&galeria=Prototipos_de_las_Piezas
Still missing background/sky too. Only 2 cars it seems. More infos when I will have tested it. ;)

Some pictures of game and editor :
(http://stuntchallenge.sourceforge.net/imagenes/Capturas/ampliacion/editor_1.jpg)
(http://stuntchallenge.sourceforge.net/imagenes/Capturas/ampliacion/editor_2.jpg)
(http://stuntchallenge.sourceforge.net/imagenes/Capturas/ampliacion/juego_1.jpg)
(http://stuntchallenge.sourceforge.net/imagenes/Capturas/ampliacion/juego_2.jpg)
(http://stuntchallenge.sourceforge.net/imagenes/Capturas/ampliacion/juego_3.jpg)
Title: Re: Stunts sequel projects
Post by: CTG on June 06, 2007, 03:27:14 PM
Unfortunately -  I think -  my computer is too weak to run most of these games. :(
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 06, 2007, 04:02:59 PM
Quote from: CTGUnfortunately -  I think -  my computer is too weak to run most of these games. :(
My old one was too, but new one is fine.
I tested Stunt Playground 2.0 yesterday, fun and cool, but no real Stunts sequel as main purpose is to perform some stunts in an arena and main interest is funny crashes. ;D
Title: Re: Stunts sequel projects
Post by: Krys TOFF on July 09, 2007, 05:25:14 PM
Stunts Car R acer (always a blank added to avoid the "pipsqueak" transformation)

Website is beeing re-designed, check there : http://stuntcarr acer.sourceforge.net/homepage/media.html (delete the space character, still the "pipsqueak" feature...)

And design improvements are doing well (images told from game engine, if it's true then it's really a good looking game !).

I can't post image links because of "pipsqueak" feature, but check the link above and see by yourself. ;)

As you can see, game continue to improve graphically compared to last year's version (see previous posts in this thread). A demo is supposed to be released this year (so far it's still the old v0.2 version source files available for download at old website. Again, check previous posts in this thread).
Title: Re: Stunts sequel projects
Post by: DieselJoe on July 10, 2007, 09:35:16 AM
Nice! :)
And thanks for keeping us up-to-date! ;)
Title: Re: Stunts sequel projects
Post by: Krys TOFF on July 10, 2007, 12:46:56 PM
Thanks DJ.

One funny thing : the project Stunts Challenge is now finished. It has been made by students in programmation (like Stunts 2005 or CarWorld or Stunts3D) but, unlike the other projects, this one was completed, thanks to their Spanish authors.
They published in the sourceforge page of their project their documents presented, and we can see that Kalpen website is the source of everything (see attached pic).

I also forgot to give you feedback about Stunts Challenge :
- only 2 cars (7 were planned initially) : Hummer and Fiat Panda
- works with checkpoint sustem like TrackMania, so when designing a track you have to think of checkpoints positions to avoid big shortcuts
- track editor is not built-in, it is a separated program and crashes very often sadly. And sometimes it's necessary to modify track files to make the tracks correct, which is boring
- online play peer-to-peer is supposed to be possible, we need to try it someday
- no loop, no corks, no water, ... And too small areas...
- you can create hills
- nice driving : cars slide well
- cars parameters are easy to modify to create new characteristics with a simple text editor,
- new skins are easy to create too (simple jpg images),
- new 3D shape of cars will be harder to create sadly...
- new scenery items could be also possible to create (like 3D shape of cars it will be difficult, but not impossible) and modify current ones design is really easy (jpg images too)
- unlike the photos in previous posts, there is a background : it's a simple cube with jpg skin. 6 skins (incuding a "Simpson" one) are available, new ones car be easily created I think

That's all for this one. Nice to play anyway.
Title: Re: Stunts sequel projects
Post by: JTK on July 10, 2007, 01:21:50 PM
Not only inspired but made by! 8)
Title: Re: Stunts sequel projects
Post by: Krys TOFF on July 10, 2007, 02:37:17 PM
Quote from: JTKNot only inspired but made by! 8)
I know that Stunts track shown is made by you, I meant that Stunts Challenge game is inspired by Stunts AND by ye old JTK. ;)
Title: Re: Stunts sequel projects
Post by: JTK on July 10, 2007, 04:23:17 PM
 :D
Title: Re: Stunts sequel projects
Post by: DieselJoe on July 10, 2007, 07:18:18 PM
I just tested Stunt Challenge. Really fun to play. :) Too bad that they already finished the project...
Title: Re: Stunts sequel projects
Post by: Krys TOFF on July 10, 2007, 11:25:57 PM
Quote from: DieselJoe on July 10, 2007, 07:18:18 PM
I just tested Stunt Challenge. Really fun to play. :) Too bad that they already finished the project...
Well, my test of it was made during lunch break at my job. Sadly, game is not Vista compatible : cars have no skin and don't move at all under Vista. Too bad... :(
Title: Re: Stunts sequel projects
Post by: Chulk on July 13, 2007, 03:05:47 AM
Is Vista much better than XP? Maybe you could install XP instead of Vista.
To Krys & Duplode: Have you tested Colin McRae Dirt? I wanted to give it a try but it requires a dual core processor and I don't/won't have one for some years I'm afraid...
Title: Re: Stunts sequel projects
Post by: Krys TOFF on July 13, 2007, 08:51:15 AM
Quote from: ChulkIs Vista much better than XP? Maybe you could install XP instead of Vista.
Well, Vista is the future for numerous games (all those who will be for DirectX 10 as there won't be a DirectX 10 for XP), so I'll keep Vista.
I still had no time to install Virtual PC and I have family home starting from today and up to next monday, so I won't test it this week-end. But with it I can install a virtual PC with XP, and another one with Linux Mandriva 7, and another one with pure DOS and Win 98SE, and...
Therefore, I'll be able to play with all kind of games and use all my old programs (some of them were not even compatible with XP, just with Win 9x). ;)

Quote from: ChulkTo Krys & Duplode: Have you tested Colin McRae Dirt? I wanted to give it a try but it requires a dual core processor and I don't/won't have one for some years I'm afraid...
Check appropriated topic. ;)
Title: Re: Stunts sequel projects
Post by: Duplode on September 02, 2007, 05:31:20 AM
Finally got to see Ultimate Stunts v0.72 . Didn't spent much time on it, mainly due to god-awful framerate while driving through some elements at current configuration. Even considering it's still far from finished, some observations are already pertinent, so I'll attempt an improvised pre/review.

First thing to look for was the track editor, which looks cool but is still rather featureless (no critcism intended, evidently), so I wasn't motivated to design a track. There is some really cool stuff at the sample tracks: cliffs, mountain underpasses,  A-to-B tracks (Krys will surely find use for this) ... the editor will be my main reason to play (or not) the game when it's ready . Importing tracks from Stunts works pretty fine - except for fast chicanes (they get loaded as a pair of normal 90?s, probably because corner radius is/will be adjustable) all default elements are present. And even though it's possible, at least while collision system is not implemented, to drive underwater ;D),  drowned tracks of course do not work as in TB. I would say this will be a minor issue, however, as the game flow is very amenable to IRC-rules. Most objects have higher walls than we are used to, handling still has rather high sensibility and penalty system is strictier in that one needs to miss less track pieces to take punishment (at least there are no ridiculous ten seconds losses for a piece of straight road...). One last observation is that tile desing is still rather rough at places, particularly banked corners which are almos too bumpy to be driven at reasonable speed.

Overall, it still looks quite promising. If in the future the powerful track editor gets matched by precise, yet simple enough, physics we will get lots of fun... 
Title: Re: Stunts sequel projects
Post by: Krys TOFF on October 11, 2007, 11:44:01 PM
Mania Drive 2

Just a little video of the work in progress for the sequel to Mania Drive : http://www.youtube.com/watch?v=xX6WkvkYznE
This is a racing wheel test.
I remind you that Mania Drive is not exactly a Stunts sequel but more likely a TrackMania-like game.
Title: Re: Stunts sequel projects
Post by: Duplode on December 10, 2007, 01:49:32 AM
I stumbled across another remake on the net: Tile R?cer, an Austrian project currently at version 0.65. This one looks promising, with nice physics which do not compromise the arcade feel and great graphics (quite demanding on the computer, however).  This version has most of the essentials already functional, including an editor with many of the essential pieces available (no import for the moment, though). Here is the screenshot on the site entrance:

(http://i49.photobucket.com/albums/f283/Duplode/trsitess.jpg)

This one is a self-made screenshot which does not make much justice to the graphics (I have to use low quality textures and 800x600 in order to run the game realtime). The track element you can see is a quite surprising banked road underpass... :P

(http://i49.photobucket.com/albums/f283/Duplode/tracss.png)

Better screenshots and demonstration videos can be found at the project site, http://tiler acer.model-view.com (remove the blank and paste the address, this is due to the pipsqueak transformation, etc.)
Title: Re: Stunts sequel projects
Post by: Krys TOFF on December 10, 2007, 11:30:07 AM
Nice discovery, thanks Duplode. ;)
Title: Re: Stunts sequel projects
Post by: CTG on December 10, 2007, 12:12:47 PM
T?ff's new avatar is ugly. :D
Title: Re: Stunts sequel projects
Post by: Krys TOFF on December 10, 2007, 01:46:42 PM
Quote from: CTG on December 10, 2007, 12:12:47 PM
T?ff's new avatar is ugly. :D
The forum automatically modified the size, making it too tall. :-X Can it be modified Zak ?
It is based on the marvelous TV series Dexter. :)
Title: Re: Stunts sequel projects
Post by: Duplode on December 10, 2007, 03:52:44 PM
Quote from: CTG on December 10, 2007, 12:12:47 PM
T?ff's new avatar is ugly. :D

I first thought of the cartoon after seeing it, then went like "damn, maybe I'm missing something due to this monitor not displaying green..."  :D
Title: Re: Stunts sequel projects
Post by: Krys TOFF on December 10, 2007, 04:43:08 PM
Avatar is "I love Dexter", and the heart meaning love is pumping. Each time it pumps, blood appear and finally the heart breaks.
Title: Re: Stunts sequel projects
Post by: Krys TOFF on April 11, 2008, 01:05:18 PM
Nitro Stunt Racing is officially available now : http://www.nitrostuntracing.com/cms/index.php?option=com_frontpage&Itemid=92

So far there's only the "stage 1", but "stage 2" is under coding.
Demo is available on the website, it can be unlocked to get the full stage 1 for 14.95 euros (same way of distribution as Live for Speed game).

It seems fun, but there's only 3 tracks for the moment if I understand it well. 3 new tracks are planned for stage 2, and 3 other again for final stage. Only 9 tracks in the end, quite poor, even if the tracks are fun. ::)
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 04, 2008, 02:46:04 PM
New version (0.7) for TileR acer game (again, a space added to avoir the pipsqueak transformation) launched yesterday :
http://tiler acer.model-view.com/tl/index.php/news.html

(http://tileracer.model-view.com/tl/tl_files/news_0_7.png)
Title: Re: Stunts sequel projects
Post by: Paleke on June 06, 2008, 05:54:41 PM
Looks nice... Too bad I don't have the computer to run it...  :(
Title: Re: Stunts sequel projects
Post by: Krys TOFF on June 16, 2008, 12:42:24 PM
More pictures of Tile Race r 0.7 : http://tilerace r.model-view.com/tl/index.php/media.html
Title: Re: Stunts sequel projects
Post by: Krys TOFF on December 15, 2008, 08:58:58 PM
I just realized that I didn't post it here, but v0.8 of TileR acer is under high work and it will allow dual-screen multiplayer game. :)

(http://tileracer.model-view.com/tl/tl_files/news-pics/screenshot_4.png)
Title: Re: Stunts sequel projects
Post by: Duplode on May 26, 2009, 05:30:25 PM
This homebrew project called JumpWorks is arguably the most stunning strict remake I've seen to date:

http://www.youtube.com/watch?v=hxVtFtC00fE#noexternalembed (http://www.youtube.com/watch?v=hxVtFtC00fE)

Unfortunately, there seem to be no news on this project, and although the developer keeps an active blog (http://charles.henden.com.au/?q=taxonomy/term/8) (not this particular topic, but others are still regularly updated) for some technical reason I was unable to leave a comment there.
Title: Re: Stunts sequel projects
Post by: CTG on May 26, 2009, 08:47:57 PM
I like it very much! Ultimate Stunts is quite similar and as far as I know, that project is also still in progress.
Title: Re: Stunts sequel projects
Post by: BonzaiJoe on May 26, 2009, 09:38:23 PM
I wasn't able to leave a comment either... But I saw two others had done so with no visible reply. Very interesting project! I can't believe this has been going on without our knowledge. It was so weird to see Default like that.
Title: Re: Stunts sequel projects
Post by: Krys TOFF on August 21, 2009, 10:45:10 AM
Oh My Gosh ! :o
Nice one, I want to try it !!! ;D
But no demo available it seems... :(
Title: Re: Stunts sequel projects
Post by: Chulk on August 22, 2009, 04:42:53 AM
LOL! Check 1:22 and watch the left part of the Cork. It has the same bug that shows grass when the car falls as Original Version!
Title: Re: Stunts sequel projects
Post by: Duplode on February 12, 2011, 01:52:02 AM
Despite the very long silence (no news for the whole of 2009 and 2010), Ultimate Stunts (http://www.ultimatestunts.nl/index.php?page=7&lang=en) is still alive: an update to version 0.76 was released last week.
Title: Re: Stunts sequel projects
Post by: Oscar on September 05, 2011, 05:08:51 PM
Quote from: Duplode on May 26, 2009, 05:30:25 PM
This homebrew project called JumpWorks is arguably the most stunning strict remake I've seen to date:

http://www.youtube.com/watch?v=hxVtFtC00fE#noexternalembed (http://www.youtube.com/watch?v=hxVtFtC00fE)

Unfortunately, there seem to be no news on this project, and although the developer keeps an active blog (http://charles.henden.com.au/?q=taxonomy/term/8) (not this particular topic, but others are still regularly updated) for some technical reason I was unable to leave a comment there.

Searching a little in google I found the blog Ryan Krumins and Stunts Remake, if you look at the speedometer and menus of JumpWork are suspiciously similar to Ryan.
http://madebyryan.blogspot.com/2011/05/stunts-remake.html
I also left the video link:
http://www.youtube.com/watch?v=My3XNLypzyA&feature=player_embedded


I've also found this other remake:
http://code.google.com/p/lambdacube/
Title: Re: Stunts sequel projects
Post by: Duplode on September 05, 2011, 07:10:48 PM
Yep, JumpWorks = Ryan's remake. It still looks awesome - and quite close to completion...
And that lambdacube thing was a nice find, I'm checking (it) out. Haskell is the coolest programming language ever!
Title: Re: Stunts sequel projects
Post by: Oscar on September 05, 2011, 11:50:42 PM
From lambdacube i found the source code, and i found the name of Patai Gergely...
His homepage:
http://sgate.emt.bme.hu/patai/projects.html
and...uala web version of stunts!

It seems that que lambdacube is rewiting the Patai code.
Title: Re: Stunts sequel projects
Post by: dstien on September 14, 2011, 10:10:53 AM
Quote from: Duplode on September 05, 2011, 07:10:48 PM
And that lambdacube thing was a nice find, I'm checking (it) out. Haskell is the coolest programming language ever!
My Haskell experience is limited to configuring XMonad, but that's a pretty tight implementation of the Stunts decompression: http://code.google.com/p/lambdacube/source/browse/trunk/hStunts/src/Stunts/Unpack.hs

Pleasing to see our documentation efforts coming to use.

Quote from: Oscar on September 05, 2011, 11:50:42 PM
and...uala web version of stunts!
Nice! One of my plans with restunts is to eventually port the physics engine to JavaScript for a project like this.

The graphics reminds me of a project I did a few years ago combining my Stunts file parsers with OpenSceneGraph and the Bullet physics engine.
Title: Re: Stunts sequel projects
Post by: Duplode on January 08, 2012, 08:16:08 PM
Another stuntracer with some potential, which seems to draw inspiration from Stunts and Trackmania equally: StuntRally. Here is the project page (https://code.google.com/p/vdrift-ogre/) (with track editor tutorials among other things) and the download page (http://sourceforge.net/projects/stuntrally/files/1.4/). The track editor seems to be quite deep (haven't truly explored it yet). You may find handling a bit tricky -  activating traction control (Setup tab of the menu) and switching to an on-board camera (use shift-c to cycle) can help.

(http://vdrift-ogre.googlecode.com/files/ver10screen.jpg)

(https://lh4.googleusercontent.com/-T-VnpWz_6W4/TrxDIHknCmI/AAAAAAAABiY/8MV8lkIjk0k/s912/a165.jpg)
Title: Re: Stunts sequel projects
Post by: RacerBG on June 10, 2013, 08:02:49 PM
Well there are two main news:

The first one is from Ultimate Stunts:

QuoteSeptember 7, 2012
Released Ultimate Stunts 0.7.7. This new version mostly contains artwork changes: there are a large number of new cars, which were contributed by Guido Consogno and the menu background has been updated. When it comes to functionality, there are some small bugfixes, but most importantly, there are several changes in how the windows version installs itself, which will hopefully fix some issues of Ultimate Stunts on windows vista and windows 7.

And the second one is from Stunts Rally which is now at version 1.2.
Title: Stunts sequel projects
Post by: CTG on June 11, 2013, 08:32:11 AM
Quote from: RacerBG on June 10, 2013, 08:02:49 PM
Well there are two main news:

The first one is from Ultimate Stunts:

QuoteSeptember 7, 2012
Released Ultimate Stunts 0.7.7. This new version mostly contains artwork changes: there are a large number of new cars, which were contributed by Guido Consogno and the menu background has been updated. When it comes to functionality, there are some small bugfixes, but most importantly, there are several changes in how the windows version installs itself, which will hopefully fix some issues of Ultimate Stunts on windows vista and windows 7.

The additional cars are cool (especially Maserati Bora), however I miss some newer supercars, like Veyron.
Title: Re: Stunts sequel projects
Post by: JTK on October 29, 2014, 11:30:11 AM
I received an e-mail yesterday from Matei Petrescu (matei@ppm.ro) and decided to publish it here so he can probably receive some more resonance:

Hello,

I didn't know anything about "Stunts" until 2010, when I made version 1 of
a driving simulation game which I called "simcar" and is available at
http://simple3d.sf.net . I posted an announcement about this game at
http://happypenguin.org (which no longer exists since 2 or 3 years) and
some people wrote there that it reminds them of "Stunts". So I went to see
what this "Stunts" game is about. I downloaded a version from some
"abandonware" site, played it, wasn't initially very impressed but found
some things in it which inspired me to add some new elements into my game,
which eventually become 2 games, the second one being based on Open
Dynamics Engine ( http://www.ode.org ) and available at
http://skunks.sf.net and called "skunks" (you can see here that this time
the name is inspired from "Stunts").

At some point in time I discovered that even in 2012-2014, "Stunts" is
still quite popular within a certain community and that even competitions
are held on various sites ( http://stunts.hu, http://kalpen.de/stunts
etc.) where copies of several versions of the game, which is there claimed
to be freeware, can be downloaded. The fact that some thousands of tracks
made by many people exist does make the game much more interesting and I
even found that some completely new cars were added to the original
version. The 3D graphics, with low resolution and lots of other problems
distract the attention from the fact that the cars move very
unrealistically and I find this to be one of the few cases where 2 wrongs
(graphics and car movement) make a right. The graphics leave a lot to the
imagination and the awkward handling makes the cars controllable with a
keyboard. Also interesting is the fact that this game shows what a 386 CPU
can do.

But there are some problems. The game is NOT freeware. I found on a site
that somebody checked with Mindscape and Broderbund. This is irrelevant as
long as the screen shows "Copyright 1990 Distinctive Software". I agree
that copyright laws are ridiculous and extending copyright for more than
20 years, especially for computer programs, is even more ridiculous and
constitutes an unacceptable intervention of the state into the economy.
But those laws are there and are going to stay there because the world is
ruled by masons, bankers, oil companies etc. A way to certify that
"Stunts" is freeware does however exist and is exemplified at
http://worldofspectrum.org . It involves getting written permision (like
in email) from all people involved in making the game (Don Mattrick, Kevin
Pickell etc.). Or their successors, in case they followed Colin McRae,
who, as I found out these days, committed suicide in 2007 and also killed
his son in the process. And "Colin McRae Rally" was a much newer game.

So copyright laws are ridiculous and they stifle progress, which is why I
only use free software (starting with GNU/Linux operating system) with a
few (properly) freeware games for DOS and ZX Spectrum, which have some
historical significance. "Stunts" is the only software that I use and is
not free(ware). The authors may not mind, but nobody checked. The irony is
that the actual CRACK might be copyrighted, as when I type "stunts_k.exe",
some text about "Copyware Neverlock Loader .... registered ... " shows up.

So I'm not suggesting to replace "Stunts" and the previously mentioned
competitions with my game(s), but I think they could be a nice addition,
considering:

- they are 100% free as in freedom, including "game data" - all GPL;
- realistic physics;
- tracks and cars are even easier to create than in "Stunts";
- software rendering (but done properly, with z-buffer)
- no 3D acceleration
- a Pentium 2 at 400 MHz is sufficient (with a version compiled and
configured for such a situation);
- that means they will run on practically any computer made after 1998;
- easy to compile, only standard C and SDL (1.2 or 2) libraries used;
- loops and corkscrews on both sides (left and right) and loops with 3
diameters;
- besides, any new type of track element can be added;
- extremely easy to HACK with, as the source code is both available and as
simple as it can get for a driving simulation;
- 3D models are in simple text files: one with vertices and triangles, one
with colours and one with data for backface culling;
- support from me, as much as I can offer.

I don't have much time to develop the games and, considering their current
popularity, not much motivation either. So I thought I'd let you know.

Matei
Title: Re: Stunts sequel projects
Post by: Duplode on October 30, 2014, 02:47:31 AM
Interesting e-mail, thanks JTK! Did you point Matei to this thread?

On the subject of copyrights, I don't have anything to say about the story so far that you and the other folks here aren't aware of. It is worth mentioning that DSI became EA Canada, as I learned from other threads (such as this (http://forum.stunts.hu/index.php?topic=1877), this (http://forum.stunts.hu/index.php?topic=2603.0) and this (http://forum.stunts.hu/index.php?topic=1499.0)) a long time ago.

As for Skunks I will most certainly try it later. Among all the cool features, this one...

Quote from: JTK on October 29, 2014, 11:30:11 AM
- loops and corkscrews on both sides (left and right) and loops with 3
diameters;

...is enough to persuade me!  :)
Title: Re: Stunts sequel projects
Post by: CTG on November 06, 2014, 08:58:53 AM
A Hungarian guy published this on YouTube...

http://www.youtube.com/watch?v=BKKUHBh2dBc
Title: Re: Stunts sequel projects
Post by: dstien on January 08, 2015, 12:24:53 PM
Quote from: Matei Petrescu on October 29, 2014, 11:30:11 AM
But there are some problems. The game is NOT freeware. I found on a site
that somebody checked with Mindscape and Broderbund. This is irrelevant as
long as the screen shows "Copyright 1990 Distinctive Software"

The topic of Stunts came up in a thread on the Programming Reddit (https://www.reddit.com/r/programming/comments/2rkpxe/how_racing_games_were_programmed_before_3d/) yesterday, and Kevin Pickell (https://www.reddit.com/user/KPexEAw) himself appeared with some interesting comments:

QuoteI'm pretty sure Br0derbund still owns the copyright on it.

QuoteBr0derbund still had the rights to it after EA bought DSI. I actually had it running on the Sega Genesis around 1992 or so and there was talk of releasing it but we had two problems, I could not get it running faster than about 10 frames per second and EA would have had to get the rights back from Br0derbund so it was shelved.

QuoteI don't have the source for it anymore, and since it was my first 3d program, I would be ashamed if anyone has a look at the source.
Title: Re: Stunts sequel projects
Post by: Vector on March 01, 2015, 01:31:26 PM
Ultimate Stunts was always a poop if whe talk about the original game.
Title: Re: Stunts sequel projects
Post by: afullo on June 12, 2020, 04:50:25 PM
By the way, Ultimate Stunts hit at the beginning of 2017 version 0.7.8: https://sourceforge.net/projects/ultimatestunts/
Title: Re: Stunts sequel projects
Post by: Cas on June 15, 2020, 12:16:20 AM
I haven't checked on Ultimate Stunts for a long time. I may go and take a look again. I remember it looked good, although it had a feel completely different from that of Stunts. If we're considering (again) the possibility of building something, maybe I can be of help
Title: Re: Stunts sequel projects
Post by: afullo on June 15, 2020, 12:43:50 AM
Which version did you play as latest? Unfortunately its development sharply slowened after mid-2008, with only three more subversions released so far in different years.
Title: Re: Stunts sequel projects
Post by: Cas on June 15, 2020, 10:02:45 PM
Uhm... I'm not sure which version, but I bet it has improved, because it's been a long time. I'll take a look at it to see how it is now
Title: Re: Stunts sequel projects
Post by: Daniel3D on June 26, 2020, 12:30:47 PM
Nah, it has not improved. Extended scenery only as far as I can tell.
Still drives like crap.

I fear it's a game engine optimization problem.
(I would make that my first priority, but who am I  8))
Title: Re: Stunts sequel projects
Post by: Cas on June 26, 2020, 10:55:11 PM
I still have not tried it, but in a way, I understand them. I remember how it felt driving Ultimate Stunts the last time I tried it. It seems to me that the idea was to make a modern game with some resemblance of Stunts, but their vision of driving style seems to resemble more perhaps Screamer. They may have been inspired in more than one game and not just Stunts. That's OK. I personally think Stunts has a very unique driving that any sequel should try to represent. It's true that it does have lots of bugs and it's very unrealistic, but many things in Stunts driving are truly desirable in a game... and for Stunts fans, these are most. So a game called Ultimate Stunts will have its followers expect the driving of Stunts. This was probably an inconvenient move, but it's not wrong... I mean, maybe they just think the good part of Stunts was the ease of track editing and not the driving. I'm glad that each attempt of a sequel is very different from the rest.
Title: Re: Stunts sequel projects
Post by: Daniel3D on June 27, 2020, 09:35:02 AM
In Stunts I can control the car, it's mostly predictable and it feels good.
Also the physics are surprisingly good for its time.
How many race game do you know that implements downforce good enough to drive upside down in the tube. (If you have the right car and enough speed)
I've never seen an other.

Ultimate stunts doesn't give me a sense of control.
But maybe I should give it more time to get used to..
Title: Re: Stunts sequel projects
Post by: Overdrijf on June 27, 2020, 03:09:31 PM
Quote from: Daniel3D on June 27, 2020, 09:35:02 AM
In Stunts I can control the car, it's mostly predictable and it feels good.
Also the physics are surprisingly good for its time.
How many race game do you know that implements downforce good enough to drive upside down in the tube. (If you have the right car and enough speed)

That's probably one of the funniest things about Stunts. The physics are actually a very bad simulation, but somehow it all works out. This thread (http://forum.stunts.hu/index.php?topic=2273.msg39378#msg39378) is a decent account of some of the experimenting, mostly by Duplode.

The downforce is a good example. Stunts does not model downforce as it exists in real world physics. Instead, as long as your car is touching the road surface of a loop or pipe or corkscrew that surface is defined as down. I don't know if I ever tried it, but you should be able to come to a full stop while upside down.

Another good example is gravity. (Note: my explanation could be a bit off, but this is the gist of it.) Gravity consists of the nose of a vehicle not in contact with a driveable surface (including the ground) being lowered some set number of positions with each passing time step. The speed and position for that next step are then calculated as normal. That's why shorter cars have a shorter jump length. The nose is lowered the same number of steps, but the shorter wheelbase/length (they're the same thing) means this is a greater amount of degrees, pointing the vehicle down faster. This is also connected to those super jump bugs where you fly up to infinity and beyond. If the car gets launched at an uncarlike angle it takes a while for the nose-going-down mechanic to return the nose below the horizon, and all the while the car keeps speeding up into the sky. At the end of the jump the nose has been lowered as far as possible, and the car comes straight down. But if you survive that landing all that speed is translated into forward speed again, and you can just keep running.

The physics in Stunts work brilliantly for the intended situations, but they're not good models. They're bad models that feel really good. And that's awesome.
Title: Re: Stunts sequel projects
Post by: Cas on June 27, 2020, 10:23:25 PM
Yes!  You've pointed out exactly one of the best examples. This is why I think some sequel attemps have diverged from Stunts so much. Stunts's physics engine is, strictly speaking, full of bugs, or more honestly, made out of bugs. And yet, the result is amazing. The developers of Stunts just tried to patch things quickly... They didn't expect these things to become the personality in Stunts, but actually wanted to make them less noticeable. After all these years, we've come to love these things and now, if I'm to develop an engine, I'll try to reproduce this... but I wouldn't do it through quick patching, as that would result surely in a new, totally different set of bugs, much unlike those of Stunts. What I would do is start by trying to create something more faithful to real physics and then, make the necessary touches to it so that it results in something that feels like Stunts.

I've tried stopping completely while upside down in loops and pipes. When you reach a certain low speed, the car detaches front-first from the ceiling and falls to the ground. But it is very clear that this "gravity" does not become active until you lower your speed considerably. To see this, drive into a long pipe and as soon as you enter, roll until you're upside down on the ceiling. Then remain on the ceiling for the rest of the length of the pipe. You'll find that, no matter how long, as long as you maintain a reasonable speed (not too high), the car will stay on the ceiling.
Title: Re: Stunts sequel projects
Post by: Daniel3D on June 28, 2020, 12:41:14 PM
I actually remember reading about this a couple of years ago (probably here). I believe that this approach in physics was deliberate (driving upside down in the pipe is a feature, not a bug) but it was probably a challenge to program within the boundaries that computing power and memory had to offer.

And based on the time of creation I think that the bug's are 'minor' in regular gameplay. And the general effect is very good.
Title: Re: Stunts sequel projects
Post by: Daniel3D on June 30, 2020, 02:03:53 PM
I've found an other abandoned sequel project.
https://unitylist.com/p/2ap/stunts-Unity

QuoteThis is a toy project to import assets of the original Stunts into Unity, and possibly turning it into a functional demo.

Title: Re: Stunts sequel projects
Post by: Cas on July 02, 2020, 01:38:35 AM
That project is very interesting. I had read about Unity3D at some point. My renderer does not use the original track objects because not just the format, but the kind of data is different, so new elements have to be constructed. Same goes for cars. Still, analysing Stunts original 3D object structure (not the format), I could find a way to adapt it, so that one can import the parameters that both systems have in common dropping the ones that are exclusive to Stunts and then editing the 3D object to incorporate the parameters that my system uses. I'm going to be researching on that. I'll download Blender and reinstall Stressed.

About the physics in Stunts, I believe they made them to work just as intended for the track elements that were present instead of creating something more general, which would've taken a lot more time. It's not that driving on the ceiling is a feature, but was indeed made on purpose to avoid having to calculate centrifugal forces in terms of constant collision, that is "following the round surface". Same thing goes for loops, but it's less noticeable because you can't drive them sideways. So all of physics is simplified. Even gravity is not really represented. When you fall, you only accelerate to a certain speed and then fall at constant (low) speed. Momentum is not there either. There is a "falling" status in which the car always points directly toward the ground it stops rotating once it is oriented that way. This could also have to do with a gimbal lock. I don't know. I have the feeling that Stunts uses Euler angles for its rotation. If you go on a ramp only with one side of the car, it will tip to the side and then leave the ramp, but it will not be inclinde in its X axis if I remember correctly. Looks like you can't be both rolled and pitching at the same time.

If one thing can be learnt from Stunts physics engine is that you don't need to go at all realistic to make the player feel comfortable and that many things, however far from reality, still feel natural.
Title: Re: Stunts sequel projects
Post by: Daniel3D on April 05, 2022, 01:51:26 PM
Quote from: Krys TOFF on September 09, 2005, 12:01:35 PM
(http://stunts2005.berlios.de/images/header.jpg)

Stunts Mania (http://www.megaone.com/stuntmania/index.html) project is dead

I found this article (in French, so thank you Google Translate  8))
Quote
Those of you who have known the era of the 486 will certainly have your eyes light up when you say the following words: 4D Sports Driving.

Mindscape's 4D Sports Driving is a fully 3D car racing simulation (remarkable for its time) that pits you onCustomizable circuits strewn with obstacles: on the program, stunts and mad pursuits.

And that's what made this game a mythical title: survey your own circuits, perform countless stunts, always go faster, further, higher! Even today it's a real pleasure to replay 4D Sports Driving, even if we have to admit that in our time, the display seems completely hideous to us.

It is this enthusiasm that pushed Thomas Harte, independent programmer, to give a second life to 4D Sports Driving by creating Stunt Mania:

This adaptation then aims to reproduce the sensations encountered with the original game, but this time by exploiting the possibilities of 3D acceleration offered by current machines. For this purpose, Stunt Mania has a circuit editor compatible with the original circuits of 4D Sports Driving. The game is open source and is developed using the SDL library and the OpenGL API, which allows it to run on Windows, Mac OS, and Unix systems. Unfortunately, according to the game's website, the last update was on 6/12/2002.

And since then, nothing...

Nothing more until Focus and Nadeo announce TrackMania:

"Original, fresh, innovative, with an ambitious concept TrackMania is more than just a car game, it's a real video game. To pure driving and to the fun procured by circuits traversed at full speed, through insane blocks and gigantic jumps, is added the pleasure of creating your own circuits in a simple and intuitive way, of testing them in real time and of modify them block after block, for ever more sensations, technique and spectacularity.

Proposing your latest personal TrackMania circuit to opponents on the net, pampered down to the smallest detail, is a pure pleasure at least as intense as beating them at the end of a fierce round. ยป


As you have already seen, the concept is not so original, nor so innovative as that. Nevertheless, TrackMania is likely to be a great success, provided that the quality of the realization is at the rendezvous.

https://www.tomshardware.fr/apres-4d-sports-driving-et-stunt-mania-voici-trackmania/ (https://www.tomshardware.fr/apres-4d-sports-driving-et-stunt-mania-voici-trackmania/)

Trackmania is a year later (2003). Could it be a coincidence?
Title: Re: Stunts sequel projects
Post by: Ryoma on April 05, 2022, 06:43:32 PM
No need to translate lol
Title: Re: Stunts sequel projects
Post by: Daniel3D on April 05, 2022, 08:36:22 PM
Quote from: Ryoma on April 05, 2022, 06:43:32 PM
No need to translate lol
I know, the link was especially for you  8)
Title: Re: Stunts sequel projects
Post by: alanrotoi on May 03, 2023, 03:38:42 PM
Another project of Stunts Remake using OpenGL

https://www.youtube.com/watch?v=2EhJxc9mxs4
Title: Re: Stunts sequel projects
Post by: dreadnaut on May 03, 2023, 07:19:50 PM
It'd be great to have an OpenGL- or SDL-based engine that can load and render Stunts resources. It could then be reused as a library by multiple experiments and projects, with different game engines. The holy grail for me would be that + the current physics code, giving us a high resolution Stunts, with a door open to implementing fancy visuals using GL shaders.
Title: Re: Stunts sequel projects
Post by: Cas on May 03, 2023, 08:34:59 PM
If we can get to a level of understanding of the current physics engine, it could be translated or rewritten (in a fully compatible way, instead of having to do something new that acts similar to it). The physics engine, the graphics engine and the environment (say, menus an so) could be modularised so one can have varieties of any of them and use whichever one wants or modify them. Well... that's dreaming, but who knows.

In any case, 3D graphics isn't that hard. It does take time to do the work, but then, it works. Doing from scratch like I've been doing is a lot more educational, but I could easily plug it into OpenGL too. Anyway, I think that now the priority is to either learn to understand the original engine for the purpose above or otherwise, if it'll take too long, to write a new physics engine sufficiently close to feel like Stunts. There is little to no documentation about physics engine development compared to graphics. The ones that claim to document this actually just tell you to use some other pre-existing engine, which is not good in our case. Still scratching my head, but at some point, I'll break through the glass
Title: Re: Stunts sequel projects
Post by: Overdrijf on May 03, 2023, 10:18:28 PM
Nice find. It's been four years and it looks like there weren't a lot of updates on the project, but it's pretty cool.
Title: Re: Stunts sequel projects
Post by: GTAManRCR on May 04, 2023, 07:22:48 PM
I'd play a PS1 version...
Title: Re: Stunts sequel projects
Post by: Daniel3D on May 04, 2023, 07:24:14 PM
Quote from: alanrotoi on May 03, 2023, 03:38:42 PMAnother project of Stunts Remake using OpenGL

https://www.youtube.com/watch?v=2EhJxc9mxs4
It uses bullet physics just like the lambdacube demo a few years ago.

OpenGL would solve the rendering layer depth issues I reckon.
Title: Re: Stunts sequel projects
Post by: afullo on July 23, 2023, 01:14:17 PM
Quote from: dreadnaut on May 03, 2023, 07:19:50 PMIt'd be great to have an OpenGL- or SDL-based engine that can load and render Stunts resources. It could then be reused as a library by multiple experiments and projects, with different game engines. The holy grail for me would be that + the current physics code, giving us a high resolution Stunts, with a door open to implementing fancy visuals using GL shaders.
Several Doom ports allow it for that game, but of course its source code has been released a long time ago, contrarily to Stunts...