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

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#11
Stunts Reverse Engineering / Re: Distorted explosion sprite...
Last post by HerrNove - January 18, 2026, 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.
#12
Stunts Reverse Engineering / Re: Distorted explosion sprite...
Last post by Foxpup - January 18, 2026, 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.
#13
Stunts Reverse Engineering / Re: Distorted explosion sprite...
Last post by HerrNove - January 18, 2026, 05:28:27 PM
Here the vanilla game with binary patch.
#14
Competition and Website / Re: New features 2026
Last post by dreadnaut - January 18, 2026, 04:29:02 PM
I'm making some sweeping changes to some back-end code 👀 Let me know if anything looks odd.
#15
Stunts Reverse Engineering / Re: Removing limits on Stunts ...
Last post by HerrNove - January 18, 2026, 04:20:22 PM
Quote from: Victor Narl on January 18, 2026, 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.
#16
Stunts Reverse Engineering / Re: Distorted explosion sprite...
Last post by HerrNove - January 18, 2026, 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
#17
Competition 2026 / Re: Cars and rules for 2026
Last post by Duplode - January 18, 2026, 03:13:12 PM
Quote from: alanrotoi on January 18, 2026, 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.
#18
Stunts Reverse Engineering / Re: Crash explosion sprite iss...
Last post by HerrNove - January 18, 2026, 03:12:28 PM
#19
Competition 2026 / Re: Cars and rules for 2026
Last post by alanrotoi - January 18, 2026, 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.
#20
Competition 2026 / Re: Cars and rules for 2026
Last post by Duplode - January 18, 2026, 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.