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#1
Stunts Questions / Re: Introduction and some ques...
Last post by Overdrijf - Today at 06:37:28 AM
Late to the party, but I have experimented with "ride height" before.

What I did was try and make a boat that floats in the ground, with the water level at 0. What happened when I loaded the model on is that the point of the keel was on the ground. Stunts seems to be clever enough to always take whatever the lowest value in your model is and make that 0. At least, that's what I remember.

I've never noticed any floating, I suspect it might have happened because of the size of your wheels, knowing which vehicle you were working on. The wheel shape may or may not perfectly fill the space between the vertexes.
#2
Chat - Misc / Re: Association game
Last post by alanrotoi - Today at 01:29:58 AM
Vacations
#3
Competition 2026 / Re: ZCT294 - Quitters Day
Last post by Duplode - Yesterday at 11:40:36 PM
Quote from: CTG on January 12, 2026, 10:20:32 PM
Quote from: CTG on January 04, 2026, 07:27:28 PMTested with LM002 and Jaguar XJR9.
Too bad, I was not aware of the final car pack & bonuses before sending the track - LM002 will win it. Even if this circuit is a lot more enjoyable with IMSA(-like) cars.

I don't think the odds for the LM002 are all that good -- and they may have fallen a bit further with Victor's lead lap ;)   
#4
Chat - Misc / Re: Association game
Last post by Cas - Yesterday at 10:22:31 PM
Live Aid
#5
Stunts Reverse Engineering / Re: Removing limits on Stunts ...
Last post by HerrNove - Yesterday at 10:04:20 PM
Given the voting trend I don't think this poll needs to continue for one full month as I planned. I'll keep it open till next Sunday in case new insights arise, then I will wrap up the new SuperSight edition.
#6
Stunts Reverse Engineering / Re: Removing limits on Stunts ...
Last post by Overdrijf - Yesterday at 06:57:14 PM
There were some later projects around changing visual elements

https://forum.stunts.hu/index.php?topic=4056
https://forum.stunts.hu/index.php?topic=2753

Ironically that last thread already has me complaining that I can't find the most impressive example anymore.

But yeah, physical models are a different thing entirely. They're a much more integral part of the program. We can color the road on the inside of a tunnel white (which will affect all tunnels in that copy of the game, we can't create extra elements, even if they're a copy of an original element), but we don't have a way to alter the grip of that road, not as far as I know.

.

Now that I'm here anyway: No, I would not consider that cheating. I think you could already do the thing you're talking about if you wanted to. There's not a lot on the forum about it, but the Restunts project (contact the members involved for more information) is at this stage kind of an HD replay viewer, with loads more camera options than the game itself.

https://forum.stunts.hu/index.php?topic=3714.0

You could theoretically import all your replays in there to do these measurements (I think), it just takes a bunch of time. In practice, if it's useful to compare section times down to the 20th of a second you're probably looking at two very similar lines, which means you'll be jumping at a very similar height, which means I expect the advantage gained to be very minimal.
#7
Stunts Reverse Engineering / Re: Distorted explosion sprite...
Last post by HerrNove - Yesterday at 06:34:41 PM
That is one of the bugs, the one responsible for the rectangular shape. After fixing that I got the picture of yesterday with a round but off-center explosion.

The other bug, harder to see (without ChatGPT I would have never been able to catch it) is the one before, where the code omits a dereference and treats a int** as if it were a int*. The C language has defences against this kind of mistake, but in Assembly it is very easy to fall for that. Which strongly hints that this part of the engine was directly written in Assembly.
#8
Stunts Reverse Engineering / Re: Distorted explosion sprite...
Last post by Foxpup - Yesterday at 06:25:02 PM
Quote.x2 is written to, but it should be y2
Oof. Yup, pretty sure that's the bug right there. In what perhaps should have been obvious from the start (but hindsight's 20/20), bugged explosions are indeed distorted they way they are because one of their x coordinates is erroneously set to the sphere's y coordinate.
#9
Stunts Reverse Engineering / Re: Distorted explosion sprite...
Last post by HerrNove - Yesterday at 05:28:27 PM
Here the vanilla game with binary patch.
#10
Competition and Website / Re: New features 2026
Last post by dreadnaut - Yesterday at 04:29:02 PM
I'm making some sweeping changes to some back-end code 👀 Let me know if anything looks odd.