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Messages - mrdries

#91
Stunts Chat / Re: Combining two tracks into one
May 30, 2023, 11:50:32 AM
A banked road. Don't think it looks as good as the original. But it is kind of fun when you drive over it at high speeds.



In case anyone wants to check:

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#92
Stunts Chat / Re: Combining two tracks into one
May 30, 2023, 10:44:39 AM
Golden road blocks.  :)  Looks kind of wrong. Just playing around.



I tried exporting the road blocks shape and then importing them to the tunnel shape. But then the tunnel shape is gone. Haven't found an easy way to combine them. I did notice I could open the road blocks shape, once exported, as a text file. And it gives sensible data. Perhaps I could combine them this way.

#93
Stunts Chat / Re: Combining two tracks into one
May 29, 2023, 09:36:05 PM
Alright! I'm running the older stressed 0.2.1
I can see the shapes from Game1.P3S
Also downloaded Stunpack.

I think the newer version of Stressed might not have been Win32. That's the error I got.

Thanks for the help.
Very cool but what I don't understand is how I might transfer one of these shapes to a certain track element. All I seem to see is a list of shapes used by Stunts.

Oh yes... I guess I just have to manage to add those road blocks to the shape of a bridge...or a tunnel.
#94
Stunts Chat / Re: Combining two tracks into one
May 29, 2023, 10:18:42 AM
Thanks. I'm lacking the Stunpack program. I didn't get it while downloading it Stressed20210307. I found the source in the Github. But then I'd have to compile it myself. I'll give that a try.
#95
Stunts Chat / Re: Combining two tracks into one
May 28, 2023, 10:13:30 PM
Cool! So I see that the visual data is stored in Game1.P3S and Game2.P3S
I read that the visual data for track elements, is the same as the visual data for cars. I could do it using Stressed. But I couldn't open it. I'm on... umm... Windows XP. Do I need Stressed? Not sure how I could open P3S files. The visual data for the road blocks is already there so I don't really have to build anything yet.

Man... I'm really no expert in any of this.
#96
Stunts Chat / Re: Combining two tracks into one
May 28, 2023, 01:03:53 PM
How hard would it be to put the graphics of road blocks on a flat bridge?
#97
Stunts Chat / Re: Combining two tracks into one
May 28, 2023, 10:36:57 AM
Okay, thanks for explaining. Very cool stuff that has already been tried out.

I had a third idea though I didn't mention it because you already told me about the limited amount of slots in Stunts.

But it would be possible to change the track elements in Stunts visually. You might, for example, add a wall to a road. Since it would only change the track element visually, you'd be able to drive right through that wall.

However, you might use a second program to check whether you'd have driven against that wall either while you drive or afterwards. I suppose that if you could check it afterwards, by checking the replay data, it would be the easiest. In that way, you would approach that wall as a real obstacle and you'd effectively have a new track element. You wouldn't have to check it every time, after all, you could check it if you'd really want to or for some competition.

The cool thing about this approach, is that you keep the original Stunts in place. Which I personally like as well. Though as you mentioned, the slots are limited. So its use might be limited. Though I guess one could make a second Stunts executable with different track elements if someone wanted to do so.

I guess it may motivate people to start designing new track elements. If you'd be able to play such new track elements already, you could feel the immediate benefit. And this may motivate people to find better ways of handling these track elements in the future. Like, by porting it to c.

I feel like I'm going on like crazy about these track elements. Though I guess people understand that it is what has been missing. You have made all these new cool cars. Yet our tracks are still made up of these same elements. Once you had different ones, it would be a totally different game. And not necessarily a worse one. Perhaps one that has become much more interesting once more.

I guess I could try to make my own track element.
#98
Stunts Chat / Re: Combining two tracks into one
May 27, 2023, 02:07:14 PM
One alternative idea would be to get the necessary data out of Stunts when you drive.
I'm sure this is also difficult but if you'd have the data containing the direction and position of the car from Stunts, as you drive a track on Stunts, then you could use this data to simulate the physics of Stunts into another program.

This program may look similar to Stunts, it may preserve the original graphics as best as possible, it would be like some kind of mod. May have the same track elements, and perhaps even more track elements than Stunts. But the physics of Stunts would be used in that program.

So the idea would be that you'd have two overlapping tracks once more. The input of the keyboard would be sent to Stunts. The data of the car, direction and location, would be sent to this second program. This program would have this overlapping track. And you'd see the visual output of that second program, based on the data from Stunts. So you'd basically be driving a Stunts car with Stunts physics but the visual output would be from that second program. The Stunts car and physics would be basically be imported into that program. And that program may contain different track elements, like road blocks in a tunnel, for example, and that program would determine whether you'd have crashed or not, based on the trajectory you took with that car.

Though I guess it may be pretty hard to get that data out of Stunts. It's a bit like using Stunts' cars and physics as a plugin for a different program. Not sure this is what has been considered before.

One issue would be the difference in the collision data from both tracks. If you'd have a tunnel in track 1 in Stunts and if track 2 in the second program, overlapping track 1, would have a tunnel with road blocks inside at that same position, then this second program couldn't allow you to drive very gently against these road blocks without crashing. Since if these roadblocks aren't there in Stunts, the car would go right through as if they're not there. However, if the second program would decide that you'd have crashed, however gently you drive against such objects, then the issue would be circumvented.
#99
Stunts Chat / Combining two tracks into one
May 27, 2023, 11:47:10 AM
This idea suddenly popped in. Not sure it has been done before.

Suppose you were to make two Stunts tracks. And these tracks would perfectly overlap. So if you would put the map of track 1 over the map of track 2, they'd overlap all the way.

Now suppose you had some kind of software that would allow you to play both tracks simultaneously. So you'd run one instance of Stunts to play track 1 and another instance of Stunts to play track 2. But what if this software would allow your keyboard input to go to both instances? So if you'd press the left key, you'd turn left on both tracks.

Now this would be already quite a challenge. You had two look at two screens at once and manage to complete both tracks.

But what if it would be possible to combine the visual output of both instances into one screen?

Well, then you'd be able to look at one screen. But you'd also see remarkable things. You might see road blocks in a tunnel. And you're not supposed to ignore the road blocks or the tunnel... cause you're supposed to complete both tracks.

You might see road blocks on a bridge, if these road blocks were on a hill, at the same height and location of the bridge.

You might see an icy road or a muddy road in a bridge or tunnel.
You might see a pipe with the roof of a tunnel.

So you'd kind of have new track elements. The tricky thing would be to find a way to combine the two visual outputs of both Stunts instance into one coherent visual output. Perhaps it could be done by analyzing both tracks beforehand. Don't know if it's possible. The visual output of one the tracks, would have to only contain the actual road... and not the grassy terrain around it. And both instances would have to be kept in sync...:-)
#100
Stunts Chat / Re: Stunts trials
May 26, 2023, 10:29:16 PM
Anyway, losing your code sucks. Used to program a little myself, had a backup... till it fell on the ground. Lost it all.

Best of luck to you all. It's pretty cool stuff. I'm going to download the alternative Indy colors.
#101
Stunts Chat / Re: Stunts trials
May 26, 2023, 03:33:58 PM
Thanks!

Yeah, I think I understand. Poking is possible but rather challenging. So you guys are looking for a better long term approach.

It's surprising how fun it would be to be able to play around with track elements.
I mean... road blocks in a tunnel with an icy road surface. :-)
#102
Stunts Chat / Re: Stunts trials
May 25, 2023, 10:23:46 PM
Hmm... I imagine that when there's some willingness to create some new track or terrain element, you'd want to start with something easier than this.

So just supposing for a moment that you'd want to create a Stunts mod, with your own track and terrain elements, as a side project. You don't have to care about deleting or modifying existing elements. You could do whatever you like. But you'd want to do more than just visual effects.

Would anything be somewhat straightforward?

Making a road wider?
Changing the grip of the road to whatever it might be?
Combining an icy road with the collision properties of road blocks?
Adding a sharp corner to an existing tile?
Deleting collision effects on a tile so that your car wouldn't crash?
Deleting the surface properties of a road but without deleting the road visually?

Just wondering.
#103
Stunts Chat / Re: Stunts trials
May 25, 2023, 04:16:09 PM
Yeah, much harder than I thought.

Would it be any easier if you could 'copy' the chicane into the terrain code to make it into a 2x2 terrain element?
#104
Stunts Chat / Re: Stunts trials
May 25, 2023, 11:02:26 AM
Yeah, man... what can I say... I hope you do. Or I hope you guys do. I have this feeling it could be cracked.

Looks like a pretty cool achievement.
When there is room in terrain, you wouldn't even have a terrain element lost.
#105
Stunts Chat / Re: Stunts trials
May 24, 2023, 01:46:18 PM
I know this is all very off topic, but one other idea, would be to use a brown terrain tile and a white terrain tile to simulate the effects of a muddy road or an icy road.

Probably complicated to do but if you had a white terrain tile with two parallel surfaces, a bit like the tunnel where you can drive in it and on it. But the difference between these two surfaces would be minimal. The tile itself would be slippery. If you'd have a road on it and if the track element as well as the terrain element would be active, you would see white spots on the road. That's the second surface of the terrain tile, slightly above the road. It has white spots so it appears that the road is icy. And you would drive on these white spots and they would be actually slippery, so the road becomes slippery.

All this would be to eliminate all the icy roads from the F3 menu.

The same could be done with the muddy roads.

So you'd have lots of new slots by using two terrain tiles like some kind of multiplier. And if you'd have lost terrain elements by doing so, perhaps they could be reinstated as track elements.

It would be like a Stunts mod.