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

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Messages - Cas

#361
Stunts Chat / Re: Combining two tracks into one
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.
#362
Chat - Misc / Re: Association game
June 11, 2023, 07:20:20 PM
Firefox
#363
General Chat - R4K / Re: Track information
June 11, 2023, 07:15:47 PM
Alright, I've been able to adapt the code in R4K to communicate with the API and it's working fine. The API response is good. If there's anything to fine tune later, just let me know :)
#364
Very neat!  That's really useful! :)
#365
Stunts Chat / Re: Combining two tracks into one
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
#366
Competition 2023 / Re: ZCT263 - Secret Level
June 05, 2023, 01:31:42 AM
Looking forward to trying it when I get back home!
#367
General Chat - R4K / Re: Track information
June 04, 2023, 03:22:44 AM
Alright... I've been analysing the code carefully. It seems that what gets me confused is mostly the OOP structure, but also, the fact that I'm unable to see the information I'm passing or receiving. If I can somehow test this, I'll be able to understand it better.

So, what I see is I need to have this client ID and client secret to be able to send the message. I think you had sent me this via e-mail at some point, but I'm not finding it. If you can please do it again, I'll be able to send a test. Is stunts.hu ready to respond and will it update visibly if I send it a message now?

Another thing I'd like to know is a detail about IDs and updating races. Suppose a race called "race1" is running now and is due to end on day 25. I understand that, if I want to change the deadline live, I can use the "race1" ID and pass a new deadline and it'll be updated in the portal. Now, say this race hasn't ended, but now a new race is scheduled for day 31... can I use the ID "race2" for this new race to set it as "scheduled"?  Or will this cause the portal now to only show the scheduled race and no longer the ongoing one?  This is a question mostly to understand what to expect. We don't normally schedule races until a few days after a race is over, but R4K allows it.
#368
Wow!  A significant difference was to be expected, but seeing the actual numbers settles it very well. Stunts cars could not have an "absolute" handicap value because, of course, the track environment makes things different every single time, but the particular feature of PG makes so much a difference that it dwarfs ("dwarves"?) every other quality of a car. If a tournament had fixed handicap values, it could still be stable as long as PG use was a constant yes or no.
#369
Stunts Chat / Re: Combining two tracks into one
June 03, 2023, 10:28:29 PM
That oak tree looks cool!
#370
Stunts Chat / Re: Combining two tracks into one
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.
#371
Stunts Chat / Re: Combining two tracks into one
June 02, 2023, 03:58:27 AM
Very interesting, new elements. I have to get that engine thing working so we can mod more
#372
Just posted my first replay here!:)
#373
@dreadnaut, now that you're working on the portal, I think it could be time I inject that code in R4K so it passes the info to the Stunts portal and we can see what the current race is, time left, etc. I'll PM you about that.
#374
Stunts Chat / Re: Combining two tracks into one
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.
#375
I'm alright with all options!