Herr Otto Partz says you're all nothing but pipsqueaks!
Quote from: Foxpup on Yesterday at 05:39:00 AMAfter further testing, I discovered something interesting: the start/finish line behaves normally only if at least some portion of the track has been driven in the correct direction (merely driving forward from the starting line until reaching the next tile is sufficient to prevent any weird behaviour). If you initially leave the start/finish tile in the wrong direction, and subsequently never drive any part of the track in the correct direction, the start/finish line either will not work at all, or will instantly end the race when the start/finish tile is entered without actually crossing the line.
Judging from your screenshots, it looks like you triggered the latter behaviour, as the Audi appears to be on the boundary of the start/finish tile rather than the start/finish line itself.
Quote from: Foxpup on September 04, 2026, 03:44:28 AMQuote from: x29retaliator on September 03, 2026, 06:26:34 PMThe car in the top-left drove down the road a bit, turned, and headed back towards the finish line going the wrong way. Just like the original game it then assumes you "finished" and gives you a huge penalty.It really shouldn't though, if all you did was drive the wrong way. I guess you changed the way the start/finish line functions in order to account for cars starting on the previous tile, because in the original game, the start/finish line must be approached from the correct direction to count as completing the race.
Also, it looks like you're unnecessarily truncating the cars' full names to 4 characters depsite cars already having a 4-character short name (the gsna resource in the car*.res file) for exactly this purpose. It is used in the original game to identify the opponent's car on the scoreboard, when a high score is recorded while racing against an AI opponent. (This short name is not to be confused with 4-character filename code used to identify cars, which is often the same but may be different. For example, the Porsche March Indy has a short name of "INDY" and a filename code of "PMIN".)Quote from: HerrNove on September 03, 2026, 08:36:48 PM(some minor glitches in the speedometer of Jaguar and Corvette: maybe a bug when processing the .PVS files? Sorry for raising an issue now, but I cannot keep myselfYeah, I've seen that issue too when converting car files, though I never bothered to investigate the cause.)
Quote from: Foxpup on September 04, 2026, 03:44:28 AMQuote from: HerrNove on September 03, 2026, 08:36:48 PM(some minor glitches in the speedometer of Jaguar and Corvette: maybe a bug when processing the .PVS files? Sorry for raising an issue now, but I cannot keep myselfYeah, I've seen that issue too when converting car files, though I never bothered to investigate the cause.)
QuoteBasically, certain small reductions in speed (such as driving up an inclined plane, or driving in a loop), the game intends to reduce the speed. This is represented as a small, negative products. This negative change is multiplied and shifted, by Borland's unsigned 32-bit division routine (?). The problem is that the quotient is enormous but the game only rtains the low 16 bits and does an arithmetic shift. This results in a significant *positive* speed change.