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

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#11
Stunts Reverse Engineering / Re: Removing limits on Stunts ...
Last post by HerrNove - Yesterday at 04:20:22 PM
Quote from: Victor Narl on Yesterday at 09:06:36 AMBut I have an unusual suggestion for your mod: Add the ability to create trick elements in the custom track editor not only on asphalt but also directly on dirt or ice surfaces (for example, it would be cool to see slalom on ice or dirt). This would be a real breakthrough in track construction and would take the game to a new level!

Eh, custom track elements would be the Holy Grail of modding Stunts. They are a very hard challenge because Stunts stores them in a very complex way, where the visual and the physical properties of each obstacle are codified in different places.

As far as I know, the only successful attempt to edit the visual model was in @Overdrijf 's Primal Carnage, which features a green road. Nobody, to my knowledge, has ever succeeded in editing the physical properties. @Duplode had left some notes about this topic in 2009, but apart for a brief exchange last year the conversation has not moved.
#12
Stunts Reverse Engineering / Re: Distorted explosion sprite...
Last post by HerrNove - Yesterday at 03:48:09 PM
Well, I managed to implement a quick fix in the assembly.

I found out the exact point where the 2D on-screen bounding box of the 3D primitive are calculated, and disabled the calculation for spheres, since it is bugged. Given that the explosion rectangle is computed by combining the bounding boxes of all the car's primitives, this results in a correct explosion sprite as long as spheres are not part of the external hull, or at least they don't extend the silhouette considerably. If we need one day to have the Death Star as custom car, we might need more sophisticated machinery.

Here the diff of the patch.

I'll add it to the next SuperSight release. The good of my simple fix is that it can also be applied as binary patch in the original exe file.

Here the Williams. Each experiment used up a fresh one, because loading replays is boring. I probably destroyed more racecars than the pilots of Williams GP did in its 49 years of history.

Screenshot_20260118_152954.png

And here the Lola against Default's windmill, as homage to the post that started the discussion in 2022.

Screenshot_20260118_154252.png
#13
Competition 2026 / Re: Cars and rules for 2026
Last post by Duplode - Yesterday at 03:13:12 PM
Quote from: alanrotoi on Yesterday at 02:53:52 PMI don't know. The core of the rule is to help in the same level to top pipsqueaks and also those who follows. Top pipsqueaks will have 2 points more often than the rest so the whole PTB wouldn't have mean to be.

That is a factor too. More points granted overall means bigger gaps between the involved pipsqueaks. Another aspect of the system for which this concern is relevant is carryover. One of the reasons carryover stops at PTB +1 is that it is primarily meant for those fighting for the lower PTB positions, rather than for the lead.
#14
Stunts Reverse Engineering / Re: Crash explosion sprite iss...
Last post by HerrNove - Yesterday at 03:12:28 PM
#15
Competition 2026 / Re: Cars and rules for 2026
Last post by alanrotoi - Yesterday at 02:53:52 PM
I don't know. The core of the rule is to help in the same level to top pipsqueaks and also those who follows. Top pipsqueaks will have 2 points more often than the rest so the whole PTB wouldn't have mean to be.
#16
Competition 2026 / Re: Cars and rules for 2026
Last post by Duplode - Yesterday at 02:50:49 PM
PTB +1.5 is a possibility on the radar for 2027 at least. The system as it currently exists is relatively stingy about points given in order to limit the impact of PTB, both in terms of points accumulated (to avoid PTB deciding the championship on its own) and of spent focus (so that people don't have to defend positions every single week throughout the year to have a fighting chance at the season scoreboard). The flip side is that, given how PTB +2 is currently so hard to achieve, the system could become more dynamic by adding PTB +1.5 as an intermediate step. Since granting more PTB points would have an impact over other aspects of the system, though, IMO additional changes should be considered alongside it to preserve the overall balance.
#17
Chat - Misc / Re: Association game
Last post by dreadnaut - Yesterday at 12:51:10 PM
First aid (via Ruins)
#18
Competition 2026 / Re: Cars and rules for 2026
Last post by Victor Narl - Yesterday at 10:39:55 AM
I propose a slight change to the next PTB rule:

"pipsqueaks who get less than 1 bonus point in a race carry unused hours to the next one."

Instead of "less than 1," change it to "less than 2," and also add the ability to award 1.5 PTB points per race.
#19
@HerrNove, Regarding the camera, I don't think there's any need to change anything at the moment. But I have an unusual suggestion for your mod: Add the ability to create trick elements in the custom track editor not only on asphalt but also directly on dirt or ice surfaces (for example, it would be cool to see slalom on ice or dirt). This would be a real breakthrough in track construction and would take the game to a new level!
#20
Chat - Misc / Re: Association game
Last post by Overdrijf - January 17, 2026, 11:25:39 PM
Ruin