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

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Messages - Duplode

#4051
Stunts Questions / Re: Hi guys
September 30, 2007, 12:25:11 AM
Welcome aboard! And be sure, as Mark said, there is so much below surface about Stunts... 8)
#4052
Stunts Drivers Races / Re: NORH - R8/2007 - "CALIBER"
September 28, 2007, 02:51:51 AM
Quote from: Chulk on September 28, 2007, 12:16:22 AM
Duplode, did you race?

Sort of - pulled off only two quick tries, the first ones since... the beginning  :D.
#4053
Stunts Drivers Races / Re: RH - R8/2007 - "CUTS"
September 23, 2007, 10:45:51 PM
Quote from: Mark L. Rivers on September 23, 2007, 06:58:44 PM
And now, final rush! Remember, only 4 days for the deadline, that is 27 September at 23:59:59:

Nooo :o I was hoping to find time to race on Friday, having glossed over previous warinings...
#4054
Racing Games & Other Competitions / Re: EA F1 2002
September 22, 2007, 02:04:34 AM
So here is my ranking, based on GP4. Order is loose, and I don't fancy numerical marks (after all, I sorta like most tracks).

A1 Ring FTW! (there is something special about it, don't know quite what)
Spa-Francorchamps (what to say... Malmedy-to-Fagnes stretch, split 2, is as fun to drive as the legendary parts)
Montreal (fast chicanes with inch-close walls - raw excitement!)
Magny-Cours (so little love for it... quite a number of unusual, technical corners for such a short track)

Hockenheimring (ancient layout rules... 8) )
Suzuka (Difficult and distinctive tracts, worth the effort)
Interlagos (a model for slow infield sections)
Nurburgring (pre-2002 layout, the rhythm used to be very nice before they put the damn slow first section and tightened the final chicane...)
Hungaroring (the karting feel can be a nice change of pace contrasted to  the other tracks - in a game, that is)

Silverstone (OK track, those fast round corners in split 1 remind me of IRC-Stunts...)
Imola (The Tosa-to-Acqua Minerale section, split 2, is lovely. Too bad new Tamburello/Villeneuve is that sterile...)
Monaco (can be fun when I'm in the mood)
Monza (Ascari/Parabolica is great, but oh how I *hate* the first chicane, it is so easy to get punished for shortcutting there...)
Indianapolis (Fine, but slightly bland other than the banking)

Albert Park (pseudo-street circuit, not my cup of tea)
Barcelona (talk about conventional...)
Sepang (damn complicated track, tires the hell off me)


#4055
Stunts Drivers Races / Re: RH - R8/2007 - "CUTS"
September 20, 2007, 01:07:39 AM
Damn, racing is all that sharper this month and I won't have time to follow the action properly...
#4056
Month`s Tracks - USC / Re: Mak?
September 20, 2007, 01:04:37 AM
Quote from: CTG on September 19, 2007, 03:43:45 PM
This time I won't publish the full replay, because the original goal is to help less experienced or just slower pipsqueaks. But I don't want to help those who fight for the victory (we have quite a lot of good pipsqueaks now). From now only pipsqueaks out of TOP6 or 8 can get whole replay help from the manager. Do you agree with this?

Full agreement. It sorta reflects a change of status for USC...
#4057
Racing Games & Other Competitions / Re: EA F1 2002
September 20, 2007, 12:54:47 AM
I could do that - in GP4, though (where handling feels rather more on the low sensibility side). Never got past ~15 laps anyway...
#4058
Month`s Tracks - USC / Re: Mak?
September 15, 2007, 08:13:38 PM
Quote from: CTG on September 15, 2007, 10:00:40 AM
Trick around 20 seconds: http://www.youtube.com/watch?v=Dyu2S50lR_Y

I knew there had to be a way to cut that...
#4059
Racing Games & Other Competitions / Re: EA F1 2002
September 14, 2007, 03:34:37 AM
Oh yes, F12002... if you're afraid of shortcutting, you might as well check stability help and the likes. Too liberal settings and you won't be really obliged to drive IRC-style  :D
#4060
I'd take it  :P ah, good ol' times...
#4061
General Chat - ZSC / Re: Future of ZakStunts
September 08, 2007, 01:04:16 AM
Quote from: CTG on September 07, 2007, 01:56:41 PM
Yes, I also want to design a cruel track. Come on! :)

Yay, I'm eager to bring hell in the form of a GTO track... :D
#4062
General Chat - ZSC / Re: Announcement
September 08, 2007, 01:00:16 AM
Seeing one join the "elder gods" makes me, from the other end of the spectrum, (i.e, newbie racing hard to master the basics and gain fluency, thus learning how to do the same in less time) quite reflexive... anyway, I am sure CTG will keep provoking us to higher standards, whether on or off track  ;D Grats for all...
#4063
Month`s Tracks - USC / Re: Mak?
September 05, 2007, 04:42:16 PM
Newbie lesson #46: Friendly joke jabbing gets even better when CTG is caught off guard.

J/K as well  ;)
#4064
Month`s Tracks - USC / Re: Mak?
September 04, 2007, 03:25:58 PM
O RLY?

(newbie lesson #43: CTG's winning time predictions are actually output from a random number generator)
#4065
Stunts Chat / Re: Stunts sequel projects
September 02, 2007, 05:31:20 AM
Finally got to see Ultimate Stunts v0.72 . Didn't spent much time on it, mainly due to god-awful framerate while driving through some elements at current configuration. Even considering it's still far from finished, some observations are already pertinent, so I'll attempt an improvised pre/review.

First thing to look for was the track editor, which looks cool but is still rather featureless (no critcism intended, evidently), so I wasn't motivated to design a track. There is some really cool stuff at the sample tracks: cliffs, mountain underpasses,  A-to-B tracks (Krys will surely find use for this) ... the editor will be my main reason to play (or not) the game when it's ready . Importing tracks from Stunts works pretty fine - except for fast chicanes (they get loaded as a pair of normal 90?s, probably because corner radius is/will be adjustable) all default elements are present. And even though it's possible, at least while collision system is not implemented, to drive underwater ;D),  drowned tracks of course do not work as in TB. I would say this will be a minor issue, however, as the game flow is very amenable to IRC-rules. Most objects have higher walls than we are used to, handling still has rather high sensibility and penalty system is strictier in that one needs to miss less track pieces to take punishment (at least there are no ridiculous ten seconds losses for a piece of straight road...). One last observation is that tile desing is still rather rough at places, particularly banked corners which are almos too bumpy to be driven at reasonable speed.

Overall, it still looks quite promising. If in the future the powerful track editor gets matched by precise, yet simple enough, physics we will get lots of fun...