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Herr Otto Partz says you're all nothing but pipsqueaks!

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Topics - Cas

#1
Stunts Chat / Your best track(s)
January 29, 2024, 09:17:10 PM
I'm thinking that we all have one or a few tracks of our own that we're particularly proud of or that played a significant role in the community, maybe tracks that are referenced in different circumstances. In my case, 4:00am is clearly my favourite and because it's been around many times, some time ago, I decided to create a Wiki article specially for it: https://wiki.stunts.hu/wiki/4:00am

Talking with Alan Rotoi about one of his tracks, I thought I'd make a thread for us to tell about our best tracks and possibly to promote special articles for the few best.

Going back to my own track, I created 4:00am around 2006 because I was participating in WSC and Paleke had had an idea of making a track design contest. Each pipsqueak could submit up to two tracks, if I remember correctly, and then, everybody should vote for their preferred and second preferred track excluding their own and I think the first one would get two points and the second, one point, from each pipsqueak. Adding up, you'd get to sort posted tracks in order and the top four would make it to the tournament. 4:00am was one of the winners.

When ZakStunts opened to posting pipsqueak's tracks for all months, I posted 4:00am, which was well received. Later, it was featured in R4K, which wasn't a problem since the racing format is different. When I started distributing Bliss, I included the track initially as the default track you'd use to estimate your coefficient, but then, after organising Race For Immortality, I switched to the Bliss track, yet kept distributing 4:00am in the package. Recently, when DOS Game Club and our community met and the Leaderboard was created, I also posted 4:00am there.

So how about you guys?
#2
Car Archive project / Car repository indices (CRIs)
January 26, 2024, 11:25:36 PM
As I mentioned in the thread about Pretty Garage, I'm ready to develop the part that interacts with repositories. This is not something only for the Car Archive or sites like Mark's Stunts Custom Cars or Southern Cross, but it can also be very useful for tournaments. For example, Daniel3D has expressed his interest in implementing this for CCC and ZakStunts, which every season has a set of allowed cars, could provide a list of allowed cars that way. In R4K, it depends on the race, but there could be a list of cars that can be downloaded there too, although it wouldn't be as important.

I call these lists CRIs because that's what they are, car repository indices. The format could be any we agree on or there could be several, as Dreadnaut said they could in the other thread. What's important is what information at least has to be present in the lists. For my garage program and probably, for any garage program, what seems important to have is a list of the IDs of the cars with their names and the list of the file names each car includes. This latter could be the car files themselves or a zip file containing them, but the program interfacing with it should know which file or files can be downloaded. There could be more info, but it's not necessary.

I can make my program able to read more than one format, but I'd like to agree on at least one to know it'll help. Dreadnaut gave an example of a YAML file for an individual car configuration, with much more information. I wonder if it'd be good to have a file that just contains the whole config for all cars in blocks, or to separate these two things, have the individual configurations as one file for each car and have the car list only have the basic info. I think that'd be better, but I'm open to ideas. If the list is YAML too, it could be as simple as something like this:

---
car:
 id: PMIN
 name: Porsche March Indy
 files:
  - CARPMIN.RES
  - STPMIN.P3S
  - STDAPMIN.PVS
  - STDBPMIN.PVS
car:
 id: CDOR
 name: Melange XGT-88
 files:
  - CARCDOR.RES
  - STCDOR.P3S
  - STDACDOR.PVS
  - STDBCDOR.PVS
.
.
.

I would be writing a very simple parser that only reads this, of course, so if somebody would add some extra YAML thing, such as a multi-line or quotes, or a car has "file: PMIN.ZIP" instead of "files:" and a list, then it'd break. I don't want to write more code than necessary, so that's what I would like to agree on these details. What do you guys think?
#3
Stunts Related Programs / Pretty Garage
January 26, 2024, 05:27:42 PM
Pretty Garage 1.0 - 2024-02-10
Feel free to try it. You may want to edit pgarage.cfg before running the program. Still some things can be configured while you use it. Let me know if the controls are intuitive to you.

Previous versions downloaded 1 and 5 times. Updating Zip


--- Original post ---
Enter Pretty Garage
As I have been mentioning in the forum and Telegram group, I'm currently working on a new garage program. I'll call it Pretty Garage because in contrast with Simple Garage, its focus is more about the looks and comfort, although I can tell you it's simple too.

The current state of development is advanced, except for one very important feature that hasn't been implemented yet: automatic generation of car images. I left it for the end because it takes time and the program can be useful even before it has that.

So, what this is about is a visual program that you can use to move cars between Stunts and one or more garages, create groups, etc., the things that Simple Garage does, but visual. My idea is for the car lists to display a little image of the car to the left of the car name and information. For now, that side is empty. I'll prepare an alpha version and compile it and then share it with you guys, in case you want to test it. I don't think it has too many bugs. It's very stable for an alpha, but you never know.

Repositories and CRIs
One feature I'm going to include and is not implemented yet is the ability to access online car repositories. With the soon-to-come Car Archive, I think it'll be best to cooperate and see how much we can help one another in this. Anyway, my idea is to make Pretty Garage capable of reading different list formats. The program would periodically download what I'm calling "CRIs". CRI (Car Repository Index) is not a file format, but a type of file that contains certain information. It could be formatted as whatever can contain that. I'll probably make Pretty Garage support about three formats. The CRIs would provide a list of car IDs, their names and the files included in the package, so that the program knows those cars are available at that repository, then it car request the car files if the user wants to download them.

Closing
I'll soon be posting it and surely this first post will be edited to accommodate a link or package, then any discussion about the software can continue through the thread. Let me know if there's any feature that you guys consider very important or any question :)
#4
Hey, guys. We've been previously discussing the possibility of switching to another form of chat or improving it in a way that will make us use it more. At the same time, the Telegram group came up and also, we experimented with Element. Our official chat, we still use, mostly for live races and to gather to wait for the end of ZakStunts races, but sometimes, it and the forum won't let somebody in when there are many already online.

So my question is why each of us uses or does not use the chat at any one time and how important it is to us to have an official chat. I'm not the one running it, but I do care about it, so I'm willing to help if we can do something about it.

Personally, I like about the official chat that it's part of our community, run by community members and that, potentially, we can have access to older chats, we own the data, there's no spyware involved, etc. I find it very "family-like" when we gather there for a live race or to wait for race results and I enjoy that. What I don't like is that I sometimes can't log in if there are many people connected, that there isn't a way to use an external client and that, I think, it's not possible to share files and images there, but none of those is a serious matter to me. However, because the Telegram group exists and I can open that immediately and I see many other folks use it, I tend to get directly to it instead of going to the chat, but I would really like for that environment to be "ours".

About Telegram, I like that I can get to it very quickly, because I have the client on my computer and that so many of you guys use it and that we can share files and photos quickly. I don't like that it's spyware, like mostly every commercial chat nowadays, that it doesn't use a standard protocol that would allow me to easily find another client personalised for my tast, that we never know when we might lose the chat text and we can't easily export and store all that in a way that we can comfortably analyse it later.

I liked Element too, although, even being free software, it is spyware too because it relies on Google reCAPTCHA and similar stuff, but it is much freer (is it spelled that way) than Telegram, but well, it wasn't well embraced.

Although it's not my case, I realise that probably, being able to run a chat platform on your cell phone is a reason why many of you feel comfortable with Telegram better than Stunts chat, but I don't know.

Anyway, what are your reasons?  Would you, like me, like that Stunts chat were comfortable enough so that we can just use it all the time instead of Telegram?

What I can help with is this: I could develop or help develop a web based chat that looked more like something modern and very Stunts-looking, with some perks that would facilitate Stunts-related activities. I can make my source completely open if I do and give it so it can be modified, enhanced or whatever and put where you think is best, maybe to co-work with the current chat or whatever. Would that help?  Or otherwise, I'll help any way I can that's good.

Also, for those of you who're heavy cell phone users, are web-based platforms comfortable to pull up and use or are they a lot less comfortable than native apps?  I have no idea about how to program cell phone applications. But who knows... maybe, say, there is some software that allows to convert web-based code into compiled apks?  Anyway, I'm here offering any help I can give if needed. Cheers!
#5
Introduction
 >:( I'm very upset because I lost everything I had written when I was trying to upload the image file by dragging it. Recommendation: if you're going to include an image, do it first, then type!  Otherwise, just do it by "browse" button. Avoid dragging.

Now to the point. Feel free to skip sections that you're not interested in. I guess some of you will want to know the whole thing, but most will want to skip the part of the coordinates and angles, so I've marked those as "hardcore".

What this is about
I've been working on a project to create a bridge between ReplDump, which extracts detailed information from replays, and R5E, my graphics engine. This idea came from Daniel3D and Duplode has been helping me by providing ReplDump source code and explaining the game structures. I'm thinking now that the possibilities here are so great that this definitely deserves a thread.

My work today
So... this evening I began by looking at my R5E code and realising I haven't commented it well enough. After an hour or so of examination, I found where to plug my new code. I created a new routine to allow for loading of car shapes. Until now, the engine was working exclusively with track element shapes. The difference is minor, but a special routine was necessary. I tested and it works well. It now renders cars at any desired paint job. No wheels for now, though.

You'll notice that some track elements, such as the tunnel, result in glitches. This is because, while I'm using a painter's algorithm, same as Stunts, it's impossible to guess the exact details of another such algorithm and some of the shapes rely on these details. This can be solved by switching to Z-buffering or by recreating some of the track elements in a way that won't produce the glitches. But let's leave that for later.

Beginning to explore the output of ReplDump (hardcore)
With this working, I started to examine the source Duplode gave me, with the game memory structure and creating test replays to carefully analyse the binary that comes out of ReplDump. I quickly found where the current car coordinates are. However, there are two sets of them, very similar, but not quite the same. Don't know why that is, but taking the first set should work. Right after that, comes the rotation values and there's a funny comment in the source code stating that this is a source of confusion. After some work, I found out why it appeared confusing.

Explanation of the angles used inside Stunts (hardcore)
Stunts works with Euler angles in the same order as my engine, which is the most logical thing to do in a cars game. But it has some curious quadrant representation. First of all, azimuth, that is, the rotational dimension that's change with yaw, always takes precedence. This value is always zero or positive and goes from 0 to 1023 on a full turn. It grows counter-clockwise. Now comes the interesting part.

Banking/roll is the last angle and 0 is what you get when the car is standing. If you roll to your right, the car will bank left and this value will get negative until you're upside down at -512. You'd think that it'd now wrap around, but no, it continues to grow negatively for another quadrant and when it gets to -768, it becomes +256, which means 90 degrees of banking right.

I've saved the middle one for the end of the explanation because it's what I believe caused most of the confusion when this was first inspected. Say you're approaching a loop. Your pitch is 0 because you're standing on the ground, but then you begin to climb and pitch grows positively. When you're around 67 to 70, you're climbing at a typical ramp angle, which I think is 30 degrees. When you get to 90 degrees, this value is +256. What happens past this seems crazy, but is very simple if you think about it. As the car continues through the loop, it's not really climbing anymore. It's pitch is now decreasing, but its yaw and roll have suddenly both been inverted. This has to happen because azimuth is the main angle. So now pitch keeps going down and it becomes zero again when you're upside down. As you keep on moving, it becomes negative because now you're going downhill, even though inverted. Then you reach the point when you're looking straight down and roll and yaw suddenly get inverted again and pitch is still negative, but begins to grow until it reaches zero again at the end of the loop.

What we will be able to do with this
Being able to connect these two tools means a lot. I means, for example, that we will be able to take a set of replays run on the same track and render a video of all cars of different players together, running on the track in high resolution. It also means we can place a camera anywhere we want on a track and create a replay from a perspective that wouldn't be possible natively in Stunts. Needless to say, we'll be able to generate pictures combining cars and track elements in hi-res very quickly. It also is a first step in doing something useful with the engine for the first time!

Questions or suggestions?  Shoot. Also, I'll keep you posted on whatever news come up!
#6
Competition 2023 / ZCT260 - Sheepshank Knot
March 11, 2023, 12:18:55 AM
Hi!  Here I come with another track the style I like to make them. It's not one of my best, but it'll be fun. It's a little long, yet I think shorcuts will make this not long at all. It's more like a roller coaster than an actual track and from the top down, it looks pretty much like one of those scout knots, hence the name I gave it.

I think PG can be exploited, but not to an extent that will make a car competitive just with that. I'm still thinking of the bonuses.
#7
Stunts Forum & Portal / New forum - Dark theme?
September 01, 2022, 09:57:35 PM
Hey!  The new forum looks good :)  I was using a dark theme on the previous forum and now that's gone. I was wondering if there's a possibility of adding a dark theme here.
#8
I'm looking at the assembly source code. We've already been working on it to make the needle colour mod and the contents are pretty clear locally, but I'm very lost as regards the general structure. I'd appreciate if you guys can point me out in the general direction. It'd help me locate some things and organise.

I can see that there are a number of segxxx.asm files, which contains most of the code. For each of these, there's also a corresponding segxxx.inc. But there's also dseg.asm and dseg.inc, there's custom.inc, segments.asm, structs.inc and dseg.map. I think the map file, like the obj files, is something that's produced during compilation and can be ignored, but the other files, I'm not quite sure what they represent. My main question is here is: where is the code start?
#9
General Chat - R4K / Domselaar
August 03, 2022, 02:56:34 AM
We have a new race.  This time, our guest track is by Alan Rotoi!  Waiting for those Porsche March Indys. I'm just about to post a replay myself! :)
#10
Happy day, Dreadnaut, KyLiE and myself and probably several of you, guys  ;D
#11
Live Races / Live races platform website
July 20, 2022, 03:51:25 AM
Well, folks. This is the little project I'm currently working in. I'm making a prototype for a platform to run our live races. As I've learnt to do years ago, I'm working exclusively on the functionality and won't do the looks until everything does what it's supposed to do. This first phase is about 80% complete. When I'm done with that, I'll create a basic look and I'll make it available for some live testing. Then, I'll do some debugging and once it's fully reliable, I'll get to making it look as it deserves.

The intention of the platform is:
  • To automate the track and replay uploading and handling during live races
  • To control the racing times
  • To create a historical database where we can go and look for previous live races

    While this will make it much quicker and more comfortable to get the right version of the track and upload your replays during a live race, I think that the classical way of posting here in the forum has something special, so probably, if this gives good results, a forum thread with the same information should also be created when a live race is held, I don't know. I'll let you guys know once it's up :)
#12
I'm starting this topic so that we can drop any ideas or thought about the possibility that tournaments and other sites related to Stunts could have a unified login system or anything similar. If I know well, we have the following currently:

- ZakStunts
- The forum
- The wiki
- Stunts chat
- Race For Kicks
- CCC (and potentially any other EasyTour-based website)

that use a login system. The forum and Stunts chat use the same login and when you log in to one, you're automatically logged into the other. However, sometimes, you get kicked from the chat and when you re-log-in, you end up in the forum instead. However, you're never kicked from the forum. All others listed use independent login systems. I have the same credentials for the Wiki as for the forum, but I think I purposedly chose to. Yet, I don't remember. But one thing I know: logging into the forum does not log me into the Wiki.

Race For Kicks has a simple system in which, you sign up with a user "name", which is translated to a user "ID", that's much simpler and, for example, is case insensitive. So all transactions are done with the ID and the name is only visual. That means if you signed up as "pipsqueak" you can later login as "pipsqueak", but you will show up as "pipsqueak". You have an avatar image and some permissions. EasyTour-base sites including CCC have mostly the same system, but each will have its own user data base and do not currently interact.

If there's any unification, of course, permissions would not go across websites, but some information could, such as avatars, the ID and name, the password hash, etc. It could be that each site will have its credentials but you can, additionally, use the "universal Stunts ID", ha, ha... or it could be that we simply begin using just one login system. I think the former is safer because if one site goes down, we want the others to still be able to log in users.

Anyway, I'm interested in any ideas regarding this and I'm willing to help in anything I can. Cheers!
#13
Chat - Misc / Visiting Europe
May 28, 2022, 05:08:07 PM
Hi, guys!  I'm beginning to plan a trip to Europe. If everything goes well and according to plan, this could be a reality for next November. However, I don't have a lot of money or a lot of time... yet enough to make it worth it. I really would like to have a whole year to travel through Europe, but I can't even make myself a whole month this time, so I'll have to get picky.

I'm interesting in knowing what the CoViD situation is in your countries. In particular, if people are required to prove vaccination to go to restaurants, shopping centres, etc., and in that case, how they normally prove it. I am vaccinated, but I have the Russian vaccine that's not recognised almost anywhere and even worse right now. I think now it is possible to get other vaccines so if I'm to get another dose, I'll try to pick according to convenience.

Also, if some of you are going to travel within Europe and get together, we could sync. As I said, I don't have a lot of time, but at least meeting some of you guys along the way briefly would be great. I still have to calculate where I can go. I think I'd be visiting probably three countries and one city in each. If I make it to have more stops, it will be too quick.
#14
Stunts Related Programs / EasyTour
March 30, 2022, 07:15:42 AM
EasyTour
Current version uploaded: 2022-06-30

I'm working on this little project since a few days ago. The idea came from a question Alan Rotoi asked me, so hopefully, Alan, it can be of use to you. Also, maybe Duplode is interested. Anyway, it's a very modest thing and far from perfect, but might be of help for somebody who needs to quickly set up a race event.

It's called EasyTour and it's a very small php package that you can simply drop in a web server. It has to support php, but does not need a database system. Also, you don't need to configure anything at server level. You can just work on the same page the package provides. In other words, you drop it and then you load it in your browser. Once there, you log in as "admin" and use the password "admin". Then you can proceed to change the administrator password to whatever you want and you can customise your website look by changing the CSS from the interface!!!

You set up a race by uploading a track and you can edit the tour.cfg file to change things like the tournament name, deadline, etc. You should create a user name for yourself besides the "admin" user, for posting your replays. While logged in as an admin, you can moderate the scoreboard and you can download replays that are private.

If everything went well and I didn't make a mistake, once your server is set up like that, you can add it to Bliss in the Tournament option and it should be able to interact with it. There are many simple features I can easily add, but I'd like to make sure what it has now works well. You can only hold one race at a time, there's no chat, no PM. When a race is over and you upload another track, every replay file is deleted, so you have to download everything (each replay and the track one by one) if you want to keep a backup. The track image is auto-generated.

One thing I would like to do with this project is, as it matures, in future versions, use it as a base for a next version of Race For Kicks, once it becomes more powerful than the current, monolithic version, since this project is fully configurable. But right now, this one can only do about a 5% of what R4K can.

Anyway, feel free to experiment with it and let me know what you guys, think.
#15
I've been getting this error 403 whenever I want to upload a replay and it's been happening since maybe five months or so. It seems I can easily just ignore the error, as I can post and my lap appears on the scoreboard normally, but I wonder if there's anything that can be done about it or an explanation and if anybody else is getting it. I've mentioned it a couple of times in the Shoutbox, but nobody seems to notice, so I reckon you guys don't know what I'm talking about. You probably don't see it. So I took a picture of it, ha, ha.

The error appears after I browse and pick a replay. It happens every time, no matter how long or short the replay, what car I use, anything.
#16
I have been wanting to make an important change to the mentioned article ("Car parameters") for a long time, but because of its significance, before doing it, I would like to explain what it is about and the reasons to check your opinions, guys, and probably I'd also get suggestions to do it some other way or anything helpful... So here I go:

The problem I find with the current form of this article is that it describes the structure of the CAR*.RES files by giving absolute pointers (relative to the beginning of the file) for each parameter. This is OK for original, unmodified car files, but the truth is that the format is much more general than that. These files are composed of four chunks and one of these chunks, "simd", contains virtually all of the parameters. While on original cars, "simd" is always located at the same position, this varies widely when Stressed or CarWorks are used and because these other files work just as well in Stunts, in my opinion, it makes more sense for the parameter positions to be expressed relative to the beginning of the "simd" field.

A note could be added that, for original cars, the beginning of this chunk always lies at the same position and that you can just add that to obtain where each field can be found and the chunk structure should be described. This would make the article valid for every case, not just for original cars.

If you guys think it's fine, I'll proceed to make the changes carefully and making sure it remains perfectly easy to understand and very clear, but I'll take into account any suggestions.
#17
Here's what I have been thinking about how collision and driving physics should be faced when developing a new engine that's compatible with that of Stunts, in the sense of giving a similar feel.

There should be two "moments": one when the car is completely on a driving surface and another in which the car is in the air. Of course, there are some transitions, like when the car has begin to touch the ground, but it's not fully on it yet, but this could be solved by correcting the car orientation and making it part of the "air" moment and there's also when the car is fully on the ground, but upside down. This could be just the same as normal, only the car does not respond to driving. I think this is what Stunts does and then if the car hasn't carshed, it crashes unless it gets back to normal or to the air very soon.

While in the air, the car should respond only to a constant gravity as a force, generating a parabolic movement, and preserve angular momentum, which would cause it to roll until it gets back to a surface. But then there's air friction, which provides many things when the speed is high enough, like terminal fall velocity, dissipation of roll and some air-braking. This is complex. The good thing is that, given that the math has to be done, adding "wind" does not give any additional work, so that could be a new feature. Air density and gravity could be made configurable, which again, wouldn't make it any harder or slower and would allow driving on other planets, ha, ha.

While on the ground or on a driving surface, we can first assume the car is a point and separate azimuth from the other two angles. Azimuth should be constant unless one steers. On the other hand, pitch and roll should be resulting components from the steepness at the point and they can be split via dot product against the gradient and its complement. Then, the altitude of the ground, plus the height of the car become the new altitude of the camera. This appears to be what Stunts does when the car is fully on the ground. There never is a problem with one wheel or two being in the air. Yet there is an effect if one or more wheels are in the air because the car is reaching the end of a bridge, for example. Not sure if each wheel should be calculated separately all the time or only when there are exceptions.

It looks like Stunts loads a number of planes in memory that corresponds to the tiles the car is interacting with. The plane altitude at the car position is calculated via proportions and they are sorted from top to bottom with the current car altitude among them. Then, if the car at a certain moment is no longer on a plane, the next plane towards the ground is found and the car will fall until it reaches that surface. Pretty complex, as this can induce rotation when some wheels are on one plane and others in the air or on another plane.

Then there are walls. I don't know if walls can have a non-vertical steepness. I think it makes more sense for them not to and planes could be flagged as drivable or non-drivable. There's a certain crashing speed. If you hit a wall or plane at over that speed, the car breaks. If you hit it slower, the car will adjust to the surface if drivable or bounce if non-drivable.

All this is blowing my mind. If you guys have any details that could simplify this for me to be able to start working well on physics and collision, I'll be happy to read that. Also, if there's any important detail I'm missing, please let me know. Thanks!
#18
Stunts Chat / How do you guys configure DOSBox?
November 19, 2021, 12:36:18 AM
Hey, guys. I've recently bought a new monitor for my desktop computer. Until a couple of days ago, I was using a monitor at 1360x768 pixels. My new monitor does have full-HD. Among other things, I wanted to have 1920x1080 because, with my previous monitor, 3x was OK for 320x200, filling a significant part of the screen when in a window, but 640x480 looked very small at 1x and doubling it was not possible as it would've been larger than my screen. I was calculating that full-HD would allow very good proportions at 4x for 320x200 and 2x for 640x480.

To my surprise, the new graphics mode did not trigger a larger window in 640x480 and it seems 3x is the maximum (normal3x) for 320x200  :(  I can, of course, use full screen and that looks perfect. The problem with that is that I'm forced to go out of that mode if I need to do anything with another program and then come back and that is slow. With a window, I can disable mouse pointer auto-lock and access the window like it were any other program window, which is great. Also, I would like to use an integer multiplication factor, so that the scaling will look natural and is faster, and I don't want to apply any interpolation, as that makes games look very different from what they were originally and I like the classic look.

So I wanted to ask you what you guys use for a configuration, what you suggest and if you know how I can achieve what I like. The last changes I've been trying to make appear to have no effect or a very different effect from what I look for.
#19
General Chat - R4K / Permanent Competition at R4K
October 04, 2021, 12:34:18 AM
When I coded version 2.0 of Race For Kicks, I made sure to include not just races (also called "challenges"), which are part of the tournament seasons, but also tracks that can be raced occasionally at any time. All tracks used for races appear when you select the "Tracks" menu, but some of them are also active for the Permanent Competition. This includes all original tracks that come with Stunts as well as a few of our own. To quickly filter the tracks, click on "See classic tracks only", which will display only original Stunts tracks (although other tracks are active too, as you can see when you go back to "See full list").

When you post a replay for a track in the Permanent Competition, you are allowed to use any of the cars currently available in R4K and you can select any set of rules (Freestyle, like in ZakStunts; Free OWOOT; Strict OWOOT, like is usual in R4K or GAR). All replays will share the same permanent scoreboard and all replays there are public (if I remember well, because I've coded this long ago). Your replay will be verified according to the rule set you select. Both the replay and the lap information will be kept so there is proof for the future. If you have created a better replay for one of these tracks in the past, you can upload it too.

Since this has been available on the site, few people appear to have noticed it so it is not as thoroughly tested as the race system is, but it should be OK. Let us know if you find any bugs. If we see more activity there, we'll keep improving the system.
#20
Stunts Related Programs / Simple Garage
September 24, 2021, 12:00:47 AM
I have had an idea very similar to Dreadnaut's CarPark in the relatively recent past. That is, besides the idea of a more complex and elaborate car manager more like what Daniël and KyLiE would like, which I also like, at a point, I thought that I could make something command-line-oriented to have it working soon and to make it flexible for the keyboard-centric user like me.

My idea was not exactly the same, but similar. Instead of using command line arguments for the main program, I envisioned the program like you'd call it and you'd get a command line interface inside it. Then you'd type command to list the cars, delete, backup, restore, etc. You'd also have commands to tag cars, so that groups of cars could exist that you could backup or move together quickly.

In my experience, nothing takes more time in developing a program than working on the interface visuals, so making this a command-line program would make it possible to complete the project very quickly, although it wouldn't be the nicest car manager for most users, which leaves space for somebody else making another with a different style as well.

Metadata?  Well, that's another topic. I don't think it should be dynamically added or removed from cars while handled by a car swapping program. Whether metadata should be added by the author when creating the car, that's another thing and I think it's up to the author.

EDIT: OK, I got tempted by the idea and I made this simple command-line-based garage manage. I didn't want to steal the name, so I called it Simple Garage. It's made quickly and my own way, but if you like it, just tell me, or I could just add things to it to make it more like the CarPark idea. Anyway, I'm willing to collaborate. The zip I've uploaded contains the Linux and DOS versions. I can also compile it for Windows if you guys want. If you call it with a command line, it'll execute the command. If you just call it alone, it'll open a console and you can call commands there. Type "HELP" for... well, help. "EXIT" to exit, of course.

Dreadnaut: if you like it and if you want to guide me a little, I can make this one work more and more as you want and then, if you prefer it, we could use the CarPark name. What it currently does is pretty simple. You can create groups of cars and move either individual cars or whole groups between Stunts and the garage. If a car has a number of files other than four, they're still all copied together, but you get a warning when you list them.

Most recent version:
Simple Garage 2.1 - 2023-02-02

Older sgar 1.1 and 2.0 kept just in case for now