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

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#1
Stunts Reverse Engineering / Re: New mod: extended line of ...
Last post by HerrNove - Yesterday at 11:47:39 PM
Needle color added as the Oxia cockpit shows. I could not find a nice car with different colors, but tried the GTON used in the needle thread and the needles appeared one gray and one white, so I think the patching was successful.

One thing I found out is that Restunts crashes (out of memory) if I select the Diablo. None of the other cars has the problem, but it's annoying.

I do not release yet this version in the modification thread because I want to keep that thread relatively clean and not spam everyone. I'll test this version for some time, then I'll publish it. But you can already test it.

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#2
Competition 2025 / Re: Guest tracks 2025
Last post by Duplode - Yesterday at 10:01:43 PM
Quick update on ZCT283: I currently have two sketches unrelated to each other. I'm not satisfied with any of them right now, but something is going to come out of it -- hopefully within this evening, as I'm already late  ::)
#3
Stunts Reverse Engineering / Re: New mod: extended line of ...
Last post by Duplode - Yesterday at 06:36:30 PM
Quote from: HerrNove on Yesterday at 08:42:32 AMI was able to determine that the fault happens somewhere in update_car_speed. I cannot find where the conversion from assembly to C introduced a discrepancy wrt the original Stunts, but simply replacing the function with its original asm version solves the issue.

Good move! My guess is that the porting bug in update_car_speed is something like a subtle truncation discrepancy. I'll investigate that at some point in the coming week.

Quote from: Cas on Yesterday at 06:19:18 PMCan you compile the colour needle mod into this modded binary? Here are the details on how it works:

I believe the mods are currently separate because the needle mod was done on asmorig, while SuperSight was done on the ported code. That said, as long as the code touched by the two mods doesn't overlap (and I think it doesn't) it should be straightforward for us to compile a bespoke binary combining the two -- that's the same kind of thing HerrNove has done to avoid runniing into the de-syncing bug.
#4
Stunts Reverse Engineering / Re: New mod: extended line of ...
Last post by Cas - Yesterday at 06:19:18 PM
It's great that you managed to stabilise it!  Can you compile the colour needle mod into this modded binary? Here are the details on how it works:

https://wiki.stunts.hu/wiki/Needle_colour_mod

I think we should sync to discuss how we could implement plugins for mods. We could join forces there.
#5
Stunts Modification Projects / Re: Stunts SuperSight (extende...
Last post by Cas - Yesterday at 06:15:24 PM
I have to use this mod on 4:00am!  I created the track putting scenery very packed to counteract the poor visibility of Stunts engine. It'll look amazing with this
#6
Custom Cars with Stressed / Re: Zapper's car pack (vannila...
Last post by Cas - Yesterday at 06:09:52 PM
Really, extremely good looking!  Very neat, professional work!
#7
Custom Cars with Stressed / Re: Zapper's car pack (vannila...
Last post by alanrotoi - Yesterday at 01:07:05 PM
Beatiful enhancement. You know I'm a fan of your work.
#8
Stunts Reverse Engineering / Re: New mod: extended line of ...
Last post by HerrNove - Yesterday at 12:19:21 PM
OK, I published the fixed version in the other thread! Now the vanilla replays play correctly – and, as expected, your files recorded with the Restunts builds with ported code desync. But I fixed Restunts master too, so from now on, if we take my fixed version as base, we should not have this problem anymore: the replays of BB Stunts and future Restunts versions will be compatible; the replays made with older Restunts will stay broken but I think this is not particularly worrying.
#9
Stunts Modification Projects / Re: Stunts SuperSight (extende...
Last post by HerrNove - Yesterday at 12:09:55 PM
New version (v1.2)! New features:

* correct processing of illusion tiles
* fixes for some older Restunts bugs:
** the replays made with the vanilla game now play correctly!
** the audio options work (start with /ssb for the Adlib audio)
* Press F5 to toggle the debug infos

I attach here a new screenshot, but if you go to my personal site you can enjoy the whole video, showcasing the fastest replay currently available for ZCT282, courtesy of Argammon. Also, the page allows also people not registered in the forum to download the mod.

https://marnetto.net/projects/stunts

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#10
Stunts Reverse Engineering / Re: New mod: extended line of ...
Last post by HerrNove - Yesterday at 08:42:32 AM
On second thought, this replay issue seems pretty important. First because I want that SuperSight is able to be used with 35 years worth of past replays, second (and more important!) because if replays desync it means that the repldump version in master is broken.

I was able to determine that the fault happens somewhere in update_car_speed. I cannot find where the conversion from assembly to C introduced a discrepancy wrt the original Stunts, but simply replacing the function with its original asm version solves the issue. I'll publish a fixed Restunts and a fixed SuperSight soon.