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Messages - Daniel3D

#2191
I've been thinking.
I think that the opponents driving is done in a similar way as how replays are stored and replayed.

Each track piece has a speed value and a pathway. That gives direction and magnitude.
I don't know how far the 'ai' can see ahead. But I think it is one tile. (Same distance as the placement of corner signs)

The path itself is (I think) based on coordinate like checkpoints.
Stressed can't view this data (I couldn't at least)
So tis is purely speculation on my part.

  8)
EDIT.
After some digging in the file data I have altered my view a little bit. The path is set per tile and stored per tile (combined with collision data?)

The opponent file only contains diffirations from the path. Sid has none, the others have some (based on their weaknesses) and or speed variations.
#2192
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...
#2193
Actualy, i've found only 2 variations in mystery data. and just 3 different height options.
in the picture the bottom left and top right have the same offsets, but different data.

EDIT:
what about this?
I converted the HEX to binary. between the two variations is not 1 common bit ..
0000000001100000 1111111110101000 = 0060 FFA8
0000000010010000 0000000000000110 = 0090 0006
I don't know.. just something i noticed because FFA8 and 0006 are so far apart...
#2194
Quote from: Overdrijf on July 06, 2020, 08:35:35 PM
so you always need to use mystery bites taken from a dashboard part of the same size (from any vehicle).

I'll have to make the dasboard again.. but while i'm at it i will make a overview off the different sizes used in came with the mystery bites so they can be added to the wiki.

next update wil take a few days ..
#2195
I have not.
I'll have to look into this.
#2196
Been busy with stressed,
got a basic dashboard running.  (its a bit to modern for my taste, but the best i could find at the moment)

still sounds like the LM but i don't know how to change that yet.

can somebody help me with the transparency with the dash?
can't get it to work, although stressed does see the alpha.

:)
#2197
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)


#2198
Updated the res file a bit (needs more work)
but i found it irritating that i hadn't changed the name of the car yet.

I have decided it will be a DAF 1300 Turbo.
a 1300CC V6
Build mid 1980's until early 90's.

I've been playing with the car stats a bit (now a 6 gear. but messy work)
But not bad for my first 10 minutes with Carblaster without any help file

I did find the wiki page, but later. I'll read it first before continuing.

a lot of fun to play with.
#2199
Chat - Misc / Re: Association game
July 05, 2020, 11:11:01 AM
jibber jabber
#2200
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.
#2201
Chat - Misc / Re: Association game
July 05, 2020, 07:38:30 AM
Onbeleefd.  ::)

(since I have to use Google translate to know what is said)  8)
#2202
I always used overdrive "it's when the car goes into overdrive" back in the 90's with my stunts buddy's.
Maybe it's a Dutch thing because it sounds almost exectly like the Dutch word 'overdrijf' which means 'exaggerate'

:D
#2203
Stunts Chat / Re: Stunts sequel projects
June 30, 2020, 02:03:53 PM
I've found an other abandoned sequel project.
https://unitylist.com/p/2ap/stunts-Unity

QuoteThis is a toy project to import assets of the original Stunts into Unity, and possibly turning it into a functional demo.

#2204
Stunts Chat / Re: Stunts pages
June 29, 2020, 12:01:19 PM
Hi all,

after some clicking on old links i found a couple of abandoned remake efforts. Most don't even work.
but i found one that had potential, and may still have for research purposes.
It uses the old stunts 1.1 als resource to run. (don't know what, but won't run without)

https://hackage.haskell.org/package/stunts

Made a package (stunts-win32.rar) with the intended stunts version  (was not included)
https://drive.google.com/file/d/1L2APFvmJO_TaCSiA2dmUCD9Y4IRiPIX7/view?usp=sharing

EDIT: ok, after playing it a few times with different cars and tracks i've come to the conclusion that it looks alright (the models and details are just as i would like them).
game play however........
#your game location#..\stunts-win32\stunts.exe" --car=10 --track=DEFAULT.TRK
just go forward (w) and wait..  ;D
#2205
I've found a little bug in the load track part.
When you click in a track name the cursor moves but name blanks out and it doesn't load.
If you manually type the name it loads fine.

can't make a screenshot of it,
But i use Bliss 2.5.5 in W10.
Bliss 2.5.4 did not have this problem.

Its not a big problem, easy way around.