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Stunts - the Game => Stunts Chat => Topic started by: mrdries on May 27, 2023, 11:47:10 AM

Title: Combining two tracks into one
Post by: mrdries on May 27, 2023, 11:47:10 AM
This idea suddenly popped in. Not sure it has been done before.

Suppose you were to make two Stunts tracks. And these tracks would perfectly overlap. So if you would put the map of track 1 over the map of track 2, they'd overlap all the way.

Now suppose you had some kind of software that would allow you to play both tracks simultaneously. So you'd run one instance of Stunts to play track 1 and another instance of Stunts to play track 2. But what if this software would allow your keyboard input to go to both instances? So if you'd press the left key, you'd turn left on both tracks.

Now this would be already quite a challenge. You had two look at two screens at once and manage to complete both tracks.

But what if it would be possible to combine the visual output of both instances into one screen?

Well, then you'd be able to look at one screen. But you'd also see remarkable things. You might see road blocks in a tunnel. And you're not supposed to ignore the road blocks or the tunnel... cause you're supposed to complete both tracks.

You might see road blocks on a bridge, if these road blocks were on a hill, at the same height and location of the bridge.

You might see an icy road or a muddy road in a bridge or tunnel.
You might see a pipe with the roof of a tunnel.

So you'd kind of have new track elements. The tricky thing would be to find a way to combine the two visual outputs of both Stunts instance into one coherent visual output. Perhaps it could be done by analyzing both tracks beforehand. Don't know if it's possible. The visual output of one the tracks, would have to only contain the actual road... and not the grassy terrain around it. And both instances would have to be kept in sync...:-)
Title: Re: Combining two tracks into one
Post by: mrdries on May 27, 2023, 02:07:14 PM
One alternative idea would be to get the necessary data out of Stunts when you drive.
I'm sure this is also difficult but if you'd have the data containing the direction and position of the car from Stunts, as you drive a track on Stunts, then you could use this data to simulate the physics of Stunts into another program.

This program may look similar to Stunts, it may preserve the original graphics as best as possible, it would be like some kind of mod. May have the same track elements, and perhaps even more track elements than Stunts. But the physics of Stunts would be used in that program.

So the idea would be that you'd have two overlapping tracks once more. The input of the keyboard would be sent to Stunts. The data of the car, direction and location, would be sent to this second program. This program would have this overlapping track. And you'd see the visual output of that second program, based on the data from Stunts. So you'd basically be driving a Stunts car with Stunts physics but the visual output would be from that second program. The Stunts car and physics would be basically be imported into that program. And that program may contain different track elements, like road blocks in a tunnel, for example, and that program would determine whether you'd have crashed or not, based on the trajectory you took with that car.

Though I guess it may be pretty hard to get that data out of Stunts. It's a bit like using Stunts' cars and physics as a plugin for a different program. Not sure this is what has been considered before.

One issue would be the difference in the collision data from both tracks. If you'd have a tunnel in track 1 in Stunts and if track 2 in the second program, overlapping track 1, would have a tunnel with road blocks inside at that same position, then this second program couldn't allow you to drive very gently against these road blocks without crashing. Since if these roadblocks aren't there in Stunts, the car would go right through as if they're not there. However, if the second program would decide that you'd have crashed, however gently you drive against such objects, then the issue would be circumvented.
Title: Re: Combining two tracks into one
Post by: Cas on May 27, 2023, 06:16:03 PM
The first idea reminds me of the movie "Déjà vu", with Denzel Washington, in which the protagonist drives a car on the highway while he's seeing the past through his goggles!  I don't know who came up with that idea, but it's genius.

The second one, we've been talking about recently. I was considering "tunneling" physics information from Stunts through DOSBox out to the host system like it was done by another Stunts fan, who managed to have two cars play together through sending each other's information and placing it in the opponent's car. Daniel3D and I suggested back then that this tunneling could be used to play with my graphics engine without having to develop a physics engine, but it really isn't a comfortable thing and it's not easy to do because the input still has to be sent to DOSBox. Yet, if it were easy, it'd be a very interesting experiment.
Title: Re: Combining two tracks into one
Post by: mrdries on May 28, 2023, 10:36:57 AM
Okay, thanks for explaining. Very cool stuff that has already been tried out.

I had a third idea though I didn't mention it because you already told me about the limited amount of slots in Stunts.

But it would be possible to change the track elements in Stunts visually. You might, for example, add a wall to a road. Since it would only change the track element visually, you'd be able to drive right through that wall.

However, you might use a second program to check whether you'd have driven against that wall either while you drive or afterwards. I suppose that if you could check it afterwards, by checking the replay data, it would be the easiest. In that way, you would approach that wall as a real obstacle and you'd effectively have a new track element. You wouldn't have to check it every time, after all, you could check it if you'd really want to or for some competition.

The cool thing about this approach, is that you keep the original Stunts in place. Which I personally like as well. Though as you mentioned, the slots are limited. So its use might be limited. Though I guess one could make a second Stunts executable with different track elements if someone wanted to do so.

I guess it may motivate people to start designing new track elements. If you'd be able to play such new track elements already, you could feel the immediate benefit. And this may motivate people to find better ways of handling these track elements in the future. Like, by porting it to c.

I feel like I'm going on like crazy about these track elements. Though I guess people understand that it is what has been missing. You have made all these new cool cars. Yet our tracks are still made up of these same elements. Once you had different ones, it would be a totally different game. And not necessarily a worse one. Perhaps one that has become much more interesting once more.

I guess I could try to make my own track element.
Title: Re: Combining two tracks into one
Post by: mrdries on May 28, 2023, 01:03:53 PM
How hard would it be to put the graphics of road blocks on a flat bridge?
Title: Re: Combining two tracks into one
Post by: Daniel3D on May 28, 2023, 06:12:12 PM
Without collision, easy, but you have to change the bridge model. So it would become standard for every time that piece is used.

I thought of adding some roadside scenery. Like boulders and bushes alongside the road.
Title: Re: Combining two tracks into one
Post by: mrdries on May 28, 2023, 10:13:30 PM
Cool! So I see that the visual data is stored in Game1.P3S and Game2.P3S
I read that the visual data for track elements, is the same as the visual data for cars. I could do it using Stressed. But I couldn't open it. I'm on... umm... Windows XP. Do I need Stressed? Not sure how I could open P3S files. The visual data for the road blocks is already there so I don't really have to build anything yet.

Man... I'm really no expert in any of this.
Title: Re: Combining two tracks into one
Post by: Cas on May 28, 2023, 11:09:53 PM
It's not as straightforward until you're familiar with the files in Stunts. The binaries for Stressed should run well on your system. The track element graphics are stored in the GAME?.P3S files. These files are packed. Stressed includes a program called stunpack, which reads P3S, but I think it can't save in the same format, so after you modify these files, you'll have to rename them out or something and place the GAME?.3SH files in their place. When Stunts cannot find the P3S files, it will look for the unpacked 3SH counterparts instead.
Title: Re: Combining two tracks into one
Post by: mrdries on May 29, 2023, 10:18:42 AM
Thanks. I'm lacking the Stunpack program. I didn't get it while downloading it Stressed20210307. I found the source in the Github. But then I'd have to compile it myself. I'll give that a try.
Title: Re: Combining two tracks into one
Post by: Daniel3D on May 29, 2023, 12:29:23 PM
Quote from: mrdries on May 29, 2023, 10:18:42 AMThanks. I'm lacking the Stunpack program. I didn't get it while downloading it Stressed20210307. I found the source in the Github. But then I'd have to compile it myself. I'll give that a try.
stressed has stunpack.zip integrated. it will automatically unpack a packed resource (extentions starting with P are packed)
When saving you have to use the unpacked extention equivelant.
P3S = 3SH
PRE = RES
PVS = VSH
PES = ESH < not supported yet

Packed files are looked for first. to test your work you have to move the original file to a different directory.
Title: Re: Combining two tracks into one
Post by: mrdries on May 29, 2023, 09:36:05 PM
Alright! I'm running the older stressed 0.2.1
I can see the shapes from Game1.P3S
Also downloaded Stunpack.

I think the newer version of Stressed might not have been Win32. That's the error I got.

Thanks for the help.
Very cool but what I don't understand is how I might transfer one of these shapes to a certain track element. All I seem to see is a list of shapes used by Stunts.

Oh yes... I guess I just have to manage to add those road blocks to the shape of a bridge...or a tunnel.
Title: Re: Combining two tracks into one
Post by: mrdries on May 30, 2023, 10:44:39 AM
Golden road blocks.  :)  Looks kind of wrong. Just playing around.

(https://i.ibb.co/Ptp4jGh/blocks.png)

I tried exporting the road blocks shape and then importing them to the tunnel shape. But then the tunnel shape is gone. Haven't found an easy way to combine them. I did notice I could open the road blocks shape, once exported, as a text file. And it gives sensible data. Perhaps I could combine them this way.

Title: Re: Combining two tracks into one
Post by: mrdries on May 30, 2023, 11:50:32 AM
A banked road. Don't think it looks as good as the original. But it is kind of fun when you drive over it at high speeds.

(https://i.ibb.co/tKfRX3N/bank.png)

In case anyone wants to check:

GAME1.3SH
Title: Re: Combining two tracks into one
Post by: mrdries on May 30, 2023, 01:55:37 PM
Managed to combine a tunnel and roadblocks. I exported the tunnel shape and the road blocks shape with Stressed. Then I converted them to text files. I tried combining them into one text file. This gave something totally wrong. I noticed I had to edit one of them because of indexes to the coordinates. I manually did it. Converted it back to a .obj file, imported it into Stressed. Not sure there is a better way. It doesn't look totally fine either. A bit of the tunnel wall appears in front of the road blocks.

(https://i.ibb.co/8s3cGvB/tunnblock.png)
Title: Re: Combining two tracks into one
Post by: Cas on May 30, 2023, 10:46:03 PM
The merging looks good. The effect you notice might have to do with how Stunts handles Z-bias. Track elements have been designed taking this in mind and when you combine them, then these flags may not be the best anymore. For some reason, the people that made Stunts didn't use 1-sided polygons all that often. They are the single best way to prevent incorrect overlapping without having to resort to Z-biasing. I would've left Z-bias as the last solution.
Title: Re: Combining two tracks into one
Post by: Daniel3D on May 31, 2023, 10:16:23 AM
Quote from: mrdries on May 30, 2023, 11:50:32 AMA banked road. Don't think it looks as good as the original. But it is kind of fun when you drive over it at high speeds.

(https://i.ibb.co/tKfRX3N/bank.png)

In case anyone wants to check:

GAME1.3SH
That's funny. This resembles the beta situation IIRC, also stunt driver used this. (Hard Driving as well, maybe 🤔?)
Title: Re: Combining two tracks into one
Post by: mrdries on May 31, 2023, 12:14:56 PM
Thanks.

Yeah, never played Stunt Driver. Thought I had seen it before though. I did love this effect in Outrun.  :)

Here are "tree road blocks". Would look better on a muddy road... though I do love light grey roads. The trees should match the position of road blocks. The green of the trees hinders the  visibility so I think they're quite a bit harder.

(https://i.ibb.co/3rDvBsx/treebarr.png)

GAME1.3SH

Title: Re: Combining two tracks into one
Post by: mrdries on June 01, 2023, 11:21:16 PM
Still trying some stuff out. I'm not trying to improve upon Stunts. There's nothing like the original. But quite fun as an alternative layout. Never made graphics for a game.

Sometimes part of the polygons are invisible. Not sure why. Here's a wooden loop and a highway with sand and cacti. I wanted to drive in the sand...  :)

(https://i.ibb.co/1fBcMXn/1.png)
(https://i.ibb.co/hsncB8G/2.png)
(https://i.ibb.co/wrY4kfL/3.png)
(https://i.ibb.co/Rh1SY28/4.png)

GAME1.3SH
Title: Re: Combining two tracks into one
Post by: Cas on June 02, 2023, 03:58:27 AM
Very interesting, new elements. I have to get that engine thing working so we can mod more
Title: Re: Combining two tracks into one
Post by: llm on June 02, 2023, 12:43:36 PM
QuoteI found the source in the Github. But then I'd have to compile it myself. I'll give that a try.

done that for you: ~6MB, stressed20230602.7z, fresh VS2019 x64 build of the stressed source code, using Qt 5.15.2

https://easyupload.io/pmo3nr
Title: Re: Combining two tracks into one
Post by: mrdries on June 02, 2023, 03:53:30 PM
Quote from: Cas on June 02, 2023, 03:58:27 AMVery interesting, new elements. I have to get that engine thing working so we can mod more

Thanks!

Would be so cool. I'm sure it's a lot harder than what I'm doing. I guess that if you like the process of deciphering the engine, it may be quite an enjoyable process as well.

If only the physics of the wall or the road surface could be deciphered, it would be ground breaking as well, right? Cause, as I understand it now, we'd just have to copy a GAME.PRE, a GAME1.3SH and a GAME2.3SH file into the Stunts directory and we could have new track elements. We could even have a little program that would do the copying for us. We'd just have to select our track elements and load them. That wouldn't be such a hassle. Not sure you'd do it that way. It just seems easier than to decipher the whole engine all at once. Not sure what to think of it. I guess that if the whole physics engine would be deciphered, you get all the benefits all at once.
 

Title: Re: Combining two tracks into one
Post by: mrdries on June 02, 2023, 04:01:21 PM
Quote from: llm on June 02, 2023, 12:43:36 PM
QuoteI found the source in the Github. But then I'd have to compile it myself. I'll give that a try.

done that for you: ~6MB, stressed20230602.7z, fresh VS2019 x64 build of the stressed source code, using Qt 5.15.2

https://easyupload.io/pmo3nr

That's very cool of you! The thing is... I'm still on 32-bit. I'm on a very old bulky laptop. I'm using Stressed 0.2.1 now, which is very cool. Though I'm not sure I'm losing a lot of functionality or not.
Title: Re: Combining two tracks into one
Post by: Cas on June 02, 2023, 04:55:29 PM
As regards deciphering the physics... if I can make my own or if I can fully understand what the current engine does, then yes, we could add whatever track element we want. Right now, I'm trying to isolate the code, but not much comprehensive analysis is going on there. If that succeeds, we may be able to duplicate or combine physical models, but creating completely new ones would be challenging, so new graphical elements would have to be associated with existing physical models.
Title: Re: Combining two tracks into one
Post by: llm on June 02, 2023, 05:58:41 PM
Quote from: mrdries on June 02, 2023, 04:01:21 PMI'm using Stressed 0.2.1 now, which is very cool. Though I'm not sure I'm losing a lot of functionality or not.

0.2.1 seems latest so you're not losing anything
Title: Re: Combining two tracks into one
Post by: mrdries on June 02, 2023, 09:44:19 PM
Quote from: llm on June 02, 2023, 05:58:41 PM
Quote from: mrdries on June 02, 2023, 04:01:21 PMI'm using Stressed 0.2.1 now, which is very cool. Though I'm not sure I'm losing a lot of functionality or not.

0.2.1 seems latest so you're not losing anything

Alrighty. Thanks.
Title: Re: Combining two tracks into one
Post by: mrdries on June 02, 2023, 10:45:01 PM
Quote from: Cas on June 02, 2023, 04:55:29 PMAs regards deciphering the physics... if I can make my own or if I can fully understand what the current engine does, then yes, we could add whatever track element we want. Right now, I'm trying to isolate the code, but not much comprehensive analysis is going on there. If that succeeds, we may be able to duplicate or combine physical models, but creating completely new ones would be challenging, so new graphical elements would have to be associated with existing physical models.

Sounds great!

Combination of physical models. I guess that means we could combine a gas station and a straight road and drive through it at high speeds.  :)
Title: Re: Combining two tracks into one
Post by: Daniel3D on June 03, 2023, 02:42:31 PM
You could add (part of) the gas station to the start finish line...
Title: Re: Combining two tracks into one
Post by: mrdries on June 03, 2023, 04:00:45 PM
Quote from: Daniel3D on June 03, 2023, 02:42:31 PMYou could add (part of) the gas station to the start finish line...

Yeah... true!

Like a pit stop. I like that.
Title: Re: Combining two tracks into one
Post by: mrdries on June 03, 2023, 04:13:03 PM
Here are a few more pics.

Default track as it looks now.
(https://i.ibb.co/N34dZ11/5.png)

Professional driver... taking his Lamborghini home...
(https://i.ibb.co/26vjsRP/6.png)

Lovely tree.
(https://i.ibb.co/XVbJ6gn/7.png)
Title: Re: Combining two tracks into one
Post by: Cas on June 03, 2023, 10:28:29 PM
That oak tree looks cool!
Title: Re: Combining two tracks into one
Post by: mrdries on June 05, 2023, 11:21:00 AM
Quote from: Cas on June 03, 2023, 10:28:29 PMThat oak tree looks cool!

Yeah, was lucky with that tree.  Thanks.

Anyway, if it would work out with combining the physical properties of track elements, the possible combinations are enormous.

Like a bridge ramp, the one that's not fully supported, if you'd place it sideways into a pipe, with collision properties and all, the block of the ramp would block half the pipe, either the left side or the right side. So having such track elements might let you do a zigzag into a pipe.
But that's just one option. It's possible to combine a tunnel with a pipe, a highway, a banked road, road blocks.
And then it would be possible to combine those in many combinations by putting them one after another on a track.

So there are so many options. Other things that are possible is creating obstacles on a highway or a banked road... banked road in a tunnel... so many ways...
Title: Re: Combining two tracks into one
Post by: Overdrijf on June 05, 2023, 04:10:56 PM
I'd be up for an "alternative Game1" race. Maybe in NTT, because it already runs a separate copy of the game?
Title: Re: Combining two tracks into one
Post by: mrdries on June 05, 2023, 06:11:13 PM
Well, Game1.3sh is fine, all the graphics work pretty fine now.
I did remove the tunnel with the road blocks inside them cause it wasn't that handy.
Game2.3sh included if you'd like a different tree.

GAME1.3SH
GAME2.3SH 
Title: Re: Combining two tracks into one
Post by: Daniel3D on June 05, 2023, 07:12:22 PM
We could do that. But only if it doesn't change the gameplay (impaired vision or could cause confusion)
Title: Re: Combining two tracks into one
Post by: mrdries on June 05, 2023, 10:57:11 PM
Yeah, to keep things fair. I understand.

I cut the green from my "tree road blocks". Only the trunks remain. Less fancy but clear view.

(https://i.ibb.co/jbc5tzk/8.png)

GAME1.3SH
Title: Re: Combining two tracks into one
Post by: mrdries on June 06, 2023, 11:34:11 AM
Okay, made some changes to the road blocks. They've become "bushes of steel".
That's it. I think this may be the final version, if everything works fine.
Haven't changed the tunnel and the pipe. Didn't know what to do with them.
Bridges remained the same. They're in GAME2.3SH.

(https://i.ibb.co/rwSdmVR/9.png)

GAME1.3SH
Title: Re: Combining two tracks into one
Post by: Overdrijf on June 06, 2023, 01:05:11 PM
Quote from: Daniel3D on June 05, 2023, 07:12:22 PMWe could do that. But only if it doesn't change the gameplay (impaired vision or could cause confusion)

I'm fine with a little extra challenge.

Sure,you could sort of cheat by not using the new visuals, but why do that?
Title: Re: Combining two tracks into one
Post by: mrdries on June 06, 2023, 01:55:00 PM
Yeah, I guess there might be people who may think it wouldn't matter, not knowing there's some difference in game play because of the graphics.

Still had these shapes laying around. Wanted to make them into a tree. Didn't look so good. Converted them to bushes.

I wouldn't mind the extra challenge myself though.  :) I mean, those "tree road blocks" have something to offer.

Title: Re: Combining two tracks into one
Post by: Daniel3D on June 06, 2023, 02:10:08 PM
Quote from: Overdrijf on June 06, 2023, 01:05:11 PM
Quote from: Daniel3D on June 05, 2023, 07:12:22 PMWe could do that. But only if it doesn't change the gameplay (impaired vision or could cause confusion)

I'm fine with a little extra challenge.

Sure,you could sort of cheat by not using the new visuals, but why do that?
So am I, but if not everyone uses the modded version the competition is not equal.
Title: Re: Combining two tracks into one
Post by: Overdrijf on June 06, 2023, 02:53:56 PM
Quote from: Daniel3D on June 06, 2023, 02:10:08 PM
Quote from: Overdrijf on June 06, 2023, 01:05:11 PM
Quote from: Daniel3D on June 05, 2023, 07:12:22 PMWe could do that. But only if it doesn't change the gameplay (impaired vision or could cause confusion)

I'm fine with a little extra challenge.

Sure,you could sort of cheat by not using the new visuals, but why do that?
So am I, but if not everyone uses the modded version the competition is not equal.

Yeah, sure, but for a race like this, is a little bit of possibility for maybe cheating a bit sort of really more important than the fun?

Sometimes I feel we take the concept of fairness a little far.
Title: Re: Combining two tracks into one
Post by: mrdries on June 06, 2023, 05:44:41 PM
Yeah, I see your point.

Well, I guess you could mention which track element you used.
If you don't mind a little disadvantage, you could take the extra challenge.
If you want to be sure that no one could get an unfair advantage, you could use the track elements that give you no disadvantage.
Then you'd have 2 categories, like those people who do speed runs, they often have several categories too.
Title: Re: Combining two tracks into one
Post by: mrdries on June 06, 2023, 08:48:54 PM
Oh, I forgot, you guys have categories of replay handling and no replay handling too.
Never done a race myself. I did notice those track times were peculiarly fast. And I remember seeing cars being teleported for some reason.  :)
Title: Re: Combining two tracks into one
Post by: Overdrijf on June 06, 2023, 09:19:21 PM
Quote from: mrdries on June 06, 2023, 08:48:54 PMOh, I forgot, you guys have categories of replay handling and no replay handling too.
Never done a race myself. I did notice those track times were peculiarly fast. And I remember seeing cars being teleported for some reason.  :)

Do you mean the cars phasing through seemingly solid obstacles like slaloms and loops, or have you been watching the Ayrton 2008 video (https://m.youtube.com/watch?v=GPOY1UarA9Y&t=14s&pp=ygUVQXlydG9uIDIwMDggemFrc3R1bnRz)?
Title: Re: Combining two tracks into one
Post by: Daniel3D on June 06, 2023, 09:47:15 PM
The game has a few bugs features that allow for amazing stunts.
Title: Re: Combining two tracks into one
Post by: mrdries on June 06, 2023, 09:51:00 PM
Quote from: Overdrijf on June 06, 2023, 09:19:21 PM
Quote from: mrdries on June 06, 2023, 08:48:54 PMOh, I forgot, you guys have categories of replay handling and no replay handling too.
Never done a race myself. I did notice those track times were peculiarly fast. And I remember seeing cars being teleported for some reason.  :)

Do you mean the cars phasing through seemingly solid obstacles like slaloms and loops, or have you been watching the Ayrton 2008 video (https://m.youtube.com/watch?v=GPOY1UarA9Y&t=14s&pp=ygUVQXlydG9uIDIwMDggemFrc3R1bnRz)?

I've seen a car phasing, on a slalom. I think. I've also seen cars being teleported, I do think, but perhaps that had to do with the track? I remember playing a track named !T3000! and it had peculiar effects.

Anyway, that video is amazing. Going over water... at one point he seems to take a corner in the air...I don't know.  :)

Yeah, very special physics and tricks alright.
Title: Re: Combining two tracks into one
Post by: Overdrijf on June 07, 2023, 12:27:52 AM
Quote from: mrdries on June 06, 2023, 09:51:00 PMI've seen a car phasing, on a slalom. I think. I've also seen cars being teleported, I do think, but perhaps that had to do with the track? I remember playing a track named !T3000! and it had peculiar effects.

Anyway, that video is amazing. Going over water... at one point he seems to take a corner in the air...I don't know.  :)

Yeah, very special physics and tricks alright.

You can't steer in the air, not without a modified car. But you can jump while you're slipping. When that happens the car keeps changing direction in the air. But Stunts stores your speed relative to the direction the car is pointing, so if you keep turning in the air like that you can actually jump around a corner.

I'd be very curious as to what you saw when you saw the teleporting, how that happened. It sounds a bit like it might be a bug I don't know about. What do you remember about it? Any idea where that track came from?

I have teleported to the roof of the world by falling through the floor, but that's its own thing.
Title: Re: Combining two tracks into one
Post by: mrdries on June 07, 2023, 09:29:16 AM
Here's the track I mentioned. It seems to teleport you.

I think that's what I saw. But I'm not sure. It was quite a few years back. Perhaps, back then, I thought about racing in Stunts. I checked out a replay. And then I noticed those glitches they were using. Never had seen anything like it.

Anyway, you guys are glitch experts.
Title: Re: Combining two tracks into one
Post by: Daniel3D on June 07, 2023, 01:39:52 PM
Quote from: mrdries on June 07, 2023, 09:29:16 AMHere's the track I mentioned. It seems to teleport you.

I think that's what I saw. But I'm not sure. It was quite a few years back. Perhaps, back then, I thought about racing in Stunts. I checked out a replay. And then I noticed those glitches they were using. Never had seen anything like it.

Anyway, you guys are glitch experts.
The almost magical effects that are pulled of by the top drivers are impressive.
But that can also make new players shy away.
I knew about the community for over a decade before I joined. You're welcome to join the races, we have four competitions at the moment  8)
Title: Re: Combining two tracks into one
Post by: Cas on June 07, 2023, 06:18:37 PM
Yeah, I can't drive the amazing magic style of Ayrton and I've never been in a ZakStunts podium, but I always keep on racing. Also, you can choose the style you feel the most comfortable with:

https://zak.stunts.hu - Free-style, mostly everything is allowed, which leads top-pipsqueaks to produce incredible replays sometimes completely out of reach for an average guy here, but on the other hand, you have an opportunity to become one of them

https://www.raceforkicks.com - OWOOT, meaning you have to stay on track and execute all stunts, more conservative, where you compete with speed rather than with tricks. It's about skills accelerating, breaking and taking corners

https://ccc.mystunts.net - Also free-style, but with checkpoints that need to be respected and you can always try new, sometimes experimental, cars made by the community

https://ntt.mystunts.net - Free-style except that you can't rewind and continue to enhance your replays: you have to do it from start to finish in one go. This results in pipsqueaks not wanting to do something too risky, even though they're allowed to, so tricks are not as prevalent. Also, we race fast when we can, but try to not go super fast and end up crashing. If you're good at not crashing, this is the one for you
Title: Re: Combining two tracks into one
Post by: mrdries on June 07, 2023, 08:54:04 PM
Thanks!

Sounds nice. Might do it.  :)
Title: Re: Combining two tracks into one
Post by: Overdrijf on June 08, 2023, 12:10:12 AM
Quote from: mrdries on June 07, 2023, 09:29:16 AMHere's the track I mentioned. It seems to teleport you.

Ah, right, illusion elements. But not done the way we typically use them. Interesting...
Title: Re: Combining two tracks into one
Post by: mrdries on June 13, 2023, 04:39:58 AM
I modified some bridges.

(https://i.ibb.co/9NQ61bt/10.png)

Wooden bridge
(https://i.ibb.co/Cz0chVB/11.png)

An overgrown bridge, it has become a tunnel with a corner
(https://i.ibb.co/8zCYYtR/12.png)

Bridge with a view
(https://i.ibb.co/6WfNM6j/13.png)

GAME2.3SH
Title: Re: Combining two tracks into one
Post by: Cas on June 13, 2023, 08:08:31 PM
That looks good. It's a pity we have to always replace existing tiles to create others. I think from the track map preview in the track menu, modifications you make to the 3D graphics are updated too, because the image is generated from those. That's a good thing.
Title: Re: Combining two tracks into one
Post by: Overdrijf on June 13, 2023, 10:28:23 PM
The bridges are actually kind of cool for this idea. Both the straight pieces and the ramps have variations that are functionally the same or nearly the same, so you can do stuff like tunnels where some parts open up.

Nice.
Title: Re: Combining two tracks into one
Post by: mrdries on June 13, 2023, 11:08:57 PM
Yeah, glad you guys like them.
I can make long tunnels now.
They're not handy for people who race.
I enjoy the bridges myself. But I'm not much of a pipsqueak anyhow.
I'm already glad when I reach the end of a track.
I did learn a few tricks from Overdrijf's academy however. Which was interesting.
Title: Re: Combining two tracks into one
Post by: Duplode on June 13, 2023, 11:31:21 PM
Quote from: mrdries on June 13, 2023, 04:39:58 AMAn overgrown bridge, it has become a tunnel with a corner [...]

Bridge with a view [...]

These are pretty clever! They might come in handy if I ever get to convert Grand Valley Speedway (https://gran-turismo.fandom.com/wiki/Grand_Valley_Speedway)  :)
Title: Re: Combining two tracks into one
Post by: mrdries on June 14, 2023, 10:05:12 AM
Quote from: Duplode on June 13, 2023, 11:31:21 PM
Quote from: mrdries on June 13, 2023, 04:39:58 AMAn overgrown bridge, it has become a tunnel with a corner [...]

Bridge with a view [...]

These are pretty clever! They might come in handy if I ever get to convert Grand Valley Speedway (https://gran-turismo.fandom.com/wiki/Grand_Valley_Speedway)  :)

Well, I could give it a try. Unless you want to do it yourself, of course.

Is anyone open to a live race on the Grand Valley Speedway? (or another track)
Cause I was thinking, in a live race, everyone can see the actual track elements being used, right? Then everything is fair.
Title: Re: Combining two tracks into one
Post by: Duplode on June 15, 2023, 12:53:15 AM
Quote from: mrdries on June 14, 2023, 10:05:12 AMWell, I could give it a try. Unless you want to do it yourself, of course.

Though that one has been on the back of my mind for a long time, I can be really slow in kick-starting little projects like that. So if you feel like doing it, be my guest  :) 
Title: Re: Combining two tracks into one
Post by: mrdries on June 15, 2023, 11:54:11 AM
Hmm... well, seems a bit too hard for me, actually.

It did make me think about chicanes. Those are the only track elements I can think of that can be improved visually. Since they act as full asphalt tiles. But you can't see where the asphalt stops, unless you'd change the tile.

(https://i.ibb.co/cbsqrg8/14.png)

Here's the file, original with only the chicanes being changed.

GAME1.3sh

Here's a silly track.  :)

(https://i.ibb.co/dPvP87p/trial10.png)
Title: Re: Combining two tracks into one
Post by: mrdries on June 15, 2023, 06:08:58 PM
Quote from: Duplode on June 15, 2023, 12:53:15 AM
Quote from: mrdries on June 14, 2023, 10:05:12 AMWell, I could give it a try. Unless you want to do it yourself, of course.

Though that one has been on the back of my mind for a long time, I can be really slow in kick-starting little projects like that. So if you feel like doing it, be my guest  :) 

Well, the thing is, it's not easy to do these curves. I'd want something similar to those curves in the actual track. The only way to do it, would be like using chicanes in that silly track above. But I would need to draw the roads on the chicane tiles. Now, in the Stunts menu there are 4 chicane tiles, two horizontal and two vertical.

I could draw 4 45° degree curves like this, on one tile.

(https://i.ibb.co/m5hRsHq/15.png)

Stunts would rotate that tile and then I would have all 8 of such 45° corners.
And those I could combine in many ways.

There are two chicanes in Game1.3sh. So I could also draw two chicanes on another chicane tile, one vertical and one horizontal. That tile would be rotated and then I would have all 4 of the chicanes.

The thing is, you'd still be able to shortcut all the corners, unless you had a referree or something. And I'm not sure anyone would race such a track anyhow.
Title: Re: Combining two tracks into one
Post by: Duplode on June 15, 2023, 11:31:09 PM
@mrdries Layout-wise, I was thinking more of a loose adaptation, with the usual liberties taken to fit the constraints of Stunts -- only with a cooler rendering of the tunnels and bridge on the "southwestern" part of the track (https://youtu.be/Ipm1PgzTdM8?t=87).
Title: Re: Combining two tracks into one
Post by: mrdries on June 16, 2023, 11:17:01 AM
Yeah, it's actually a very good idea to do it as such. Especially for races without a powergear. And the race track elements could be reused for other tracks. Though it is a significant amount of work. I was too hasty.
Title: Re: Combining two tracks into one
Post by: dukeofurl on December 27, 2023, 12:11:54 AM
I did not check out this thread until now, but the example combined track pieces are really cool!  I love this!  Adds a cool new dimension to the game.
Title: Re: Combining two tracks into one
Post by: Cas on December 27, 2023, 06:08:32 PM
Well, combining elements will require a new engine, but the idea of playing two tracks at once is possible now... or kind of. All you have to do is build the two tracks and then play on one, then copy your replay and on the new file, replace the track with the second one and then play it and you only win if you do it on both replays. After that, the two videos could be played together in parallel.
Title: Re: Combining two tracks into one
Post by: dukeofurl on December 27, 2023, 11:36:45 PM
Is it possible to race against your own replay in Stunts (in one instance of the game), like racing against a ghost in a modern pipsqueak?  I think the answer is no, but I've been out of the loop for a few decades and maybe the community knows something I don't.
Title: Re: Combining two tracks into one
Post by: Daniel3D on December 28, 2023, 01:57:46 PM
Quote from: dukeofurl on December 27, 2023, 11:36:45 PMIs it possible to race against your own replay in Stunts (in one instance of the game), like racing against a ghost in a modern pipsqueak?  I think the answer is no, but I've been out of the loop for a few decades and maybe the community knows something I don't.
The answer is more complicated than that.
In the current game it is not possible.

But.

If we use a similar method to the multiplayer mod it might be possible.
But collision will be a problem.
Using CAS his graphics engine it might be possible to make a overlay..
Or ghost opponent..
Title: Re: Combining two tracks into one
Post by: Cas on December 28, 2023, 09:39:05 PM
Right. In all cases, you would need to mod something. If you were able to channel the input from a previously saved replay to the opponent, you'd first have the problem that the opponent starts at a position different from the one at which the player starts and if you force it to be the same, you'd have instant collision. So say you were able to disable car-car collision, which probably isn't as complicated as it sounds, then yes, the original engine could allow you to play against your ghost.

Now, as Daniel3D pointed out, if what you want is to see your several replays playing together, you can channel them through my graphics engine and that is already feasible.
Title: Re: Combining two tracks into one
Post by: Duplode on December 28, 2023, 10:56:33 PM
Preventing collisions might be the easier part here: I suspect zeroing out the car-car collision dimensions (https://wiki.stunts.hu/wiki/Car_parameters#Dimensions_for_car-car_collisions) in the RES file would be enough. (If you try that in a normal race against an AI opponent it doesn't really work because the AI still tries to avoid your car, but that wouldn't be an issue in this scenario.)

By the way, here is the multiplayer mod (https://forum.stunts.hu/index.php?topic=4029.0) mentioned by Daniel.
Title: Re: Combining two tracks into one
Post by: Cas on December 29, 2023, 09:06:21 PM
Being able to easily play against your previous self would help a lot in trying to improve a lap!