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

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Messages - Cas

#61
That's very good!  Yes, so mods would be kind of a poor-man-shared-object. I've even thought of the possibility of doing without actually touching the original code. Have a TSR watch Stunts memory region and modify it live, but it's better to actually have it sync with it.
#62
Well, in the beginning, we actually played Stunts "by mail" in tournaments here!  So it is quite appropriate, as a matter of fact
#63
Definitely, the greatest advancement in modding of the actual code for a long time. Will deserve a Wiki article.

How did you do about paragraph alignment?  When I worked with Daniel3D on the needle colour mod, we had to test several times and add padding NOPs to prevent glitches.
#64
Downloaded and updated!  Great work!
#65
Season's chat - R4K / Re: 2025 - Guest tracks - R4K
February 01, 2025, 05:26:47 PM
Added!  So we have all slots filled now. Still, if anybody else would want to post a track this year, let me know and we may be able to arrange it
#66
Chat - Misc / Re: Association game
February 01, 2025, 04:33:31 AM
Christmas
#67
Yep. I wrote the article mostly with the intention of emphasising the non-triviality of the system we use in our tournaments. I think that one thing that stops newcomers is that what seems obvious to us, is not for them. Sometimes, they just can't guess how it works and it takes a few minutes to realise. Then, it becomes very simple.

I used the word "asynchronous" because it was, well, the word I could find that meant this, but I realise it's not a nice, comfortable word like "live" is, so we could also find an alternative or a more friendly synonym. "Async" is good too. Could be "ACS" (Asynchronous Competition/Contest System) or "ATS" (Asynchronous Tournament System). Also, it occurs to me that a non-live replay could be called a "worked" replay, but this term cannot be used on competitions and races... It becomes less clear.
#68
Oh, I do have Wine installed now because I needed it to compile the Windows port of Pretty Garage, but I normally don't use it for anything else. I could try this.

My idea is to actually circumvent the tool chain completely by making a single base mod. Then the actual hub I was mentioning would be an external assembly binary that would load the mods and the mods themselves could also be written in something more comfortable, such as Flat Assembler, so no need to touch the main code any more and mods could be plugged and unplugged hot, without recompilation. But what you're doing is more like the original spirit of the Restunts project, I think.

I'm also planning to make a mod to report the car coordinates and other data to a file during the game loop in every frame and then pick this up with my engine and send it to a small server, so that we can play live in network and actually see other pipsqueaks. Shouldn't be very hard. Only thing I don't have is something to draw wheels, ha, ha.
#69
Hey!  This is really great!  You can do a lot of progress in a little time!  I also tried (and gave up, in my case) to set up the toolchain in Linux, so Daniel3D has been doing the compiling and helping finding code, testing and analysing during my experiments, but this is a higher level than what we achieved.

I've been thinking, regarding Stunts mods, that more efficient results could be obtained by branching out the mod code and using a lightly modded Restunts as a hub. That way, we can write modes directly in separate files and a little piece of code connects them to Stunts and you can plug them and unplug them freely and independently. Same way, if you have access to all polygon data, you don't need to be limited by Stunts: you could write a simple renderer and redirect it. But anyway, it looks great to have it all in a DOS Stunts binary!

A non-important detail: in the first binaries you shared, I could add "/ssb" and it went on with SoundBlaster, but the latter ones always sound like PC Speaker. Is there a reason for it?
#70
Chat - Misc / Re: Dissociation Game
January 31, 2025, 07:45:28 PM
Pope
#71
Chat - Misc / Re: Association game
January 31, 2025, 07:44:49 PM
Close
#72
Competition 2025 / Re: Guest tracks 2025
January 31, 2025, 07:43:29 PM
If necessary, I can take a second one too, but let's see if other folks want to do it
#73
In the Wiki, I have referred in the past to "asynchronous competitions" and "asynchronous races". I created this article some time ago:

https://wiki.stunts.hu/wiki/Asyncrhonous_tournament
#74
Season's chat - R4K / Re: 2025 - Guest tracks - R4K
January 31, 2025, 07:37:38 PM
That'll be a good idea. Let's see if at any time, somebody active here wants to do it... It'll be in November, so there's time. Otherwise, we could look up good options  8)
#75
Season's chat - R4K / Re: 2025 - Guest tracks - R4K
January 27, 2025, 02:41:12 AM
Done!