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Topics - Daniel3D

#61
Stunts Reverse Engineering / Scenery
December 20, 2020, 11:22:24 AM
I noticed that not all scenery has collision.
For instance the tree.
The tree is als I believe very low in poly count.
The gas station has I think the most.

Could we make more trees on one tile without exceeding the poly count of other scenery by much so it looks more like a Forrest but doesn't impact the game??
#62
Hi folks.

after looking at the files of the 3 different platform versions i've noticed changes that are probably obvious.
First one is a no brainer, the executables are different.
second, the engine is different. also no surprise because it had to run on different hardware.
The changes however are so severe that even the simplest of resource files had to be changed.
For example.
The horizon texture file " ALPINE.PVS " is 7,24 KB in the DOS version.
The horizon texture file " alpine.psh " is 6,04 KB in the AMIGA version
The horizon texture file " ALPINE.RVS " is 12,6 KB in the FM towns version

Different sizes and different names. The FM towns version can be opend in stressed but the image is scrambled.

However. I'm no programer or hacker and I don't understand much of this.
But maybe the differences can give us new insights about the inner workings of stunts.

NB. collision bugs are consistent in the amiga version vs the dos version. E.G. you can still drive trough the roadblock.
#63
https://gamesnostalgia.com/download/stunts/3719?t=89667750

This is a link to the Amiga version (1.2), i was curious about it after reading in the wiki that it contains les bugs.
QuoteAmiga version
It seems that only publisher for Amiga was Mindscape; therefore, the game was published under the name 4D Sports Driving.
Only one version was available : it was version was 1.2, converted to Amiga from PC version.
This version has less bugs than PC versions.

4D Sports Driving 1.2 (1992-01-10)

I have not tested it yet. I will do that asap.

But the emulator part may be interesting..
#64
Stunts Reverse Engineering / OPP files (opponents)
July 09, 2020, 02:55:56 PM
There is a lot known about the oponents. Mainly because of Oponent blaster.
and some new insights with sterssed.

I read in the wiki page conserning the Pre/res file the folowing.
QuoteIn addition to sped, opp?.pre also contains path, a much larger (186 bytes) numerical data resource which function is not yet understood.
I have some ideas about that and i'm about to do some testing (mostly breaking stuff until it works again)

Usually you don't see your opponent because its so damn slow. But i have studied oponent behavior in the past so i could make personal tracks for them that were better than the base game tracks.

I notised that the have a prefered path on the track. On banked roads and in pipes i notised that especially.
Like the useage blocks in pipes because the Oponents always drive like the are there. They don't seem to see the difference.
Quotethe above statment is from a memory long ago, needs validation and could be based on Stunts 1.0

I also would like to try to add opponents if possible. (i don't want to alter the base opponents, nostalgia)
maybe portraid by people that have kept the game alive like Nailwood, Riebisch, Dstien, duplode and CAS to name a few  8)
in de same sense that the original opponents were portraid by employees of IDS.

Just keeping my mind busy...
#65
Custom Cars with Stressed / Do we need a Volvo?
July 06, 2020, 11:18:00 AM
I remember this one  8)
https://en.wikipedia.org/wiki/Volvo_440/460

Was looking for a DAF dashboard pic and i found this one.
Just filter it through the color pallet and done  8)  (sort off)


#66
Custom Cars with Stressed / RE: Wip : the truck.
July 05, 2020, 10:59:34 AM
Quote from: Duplode on April 22, 2009, 05:18:29 AM

Posts on the "Dissecting" thread


The shape maybe drivable, but you need more  8)
But I like the idea of a truck race one day.
So I'll try to finish wat was intended.
For now I copied the data of the LM,

(Game editing on my phone, haha)

Happy driving.
Daniel.