PiBoSo Official Forum

General => General Discussion => Topic started by: Alby46 on June 21, 2016, 09:07:24 AM

Title: Questions about daily development
Post by: Alby46 on June 21, 2016, 09:07:24 AM
I start with this:

Quote* WRS: stagger support debug

* KRP: added stagger support

what is exactly?
Title: Re: Questions about daily development
Post by: PiBoSo on June 21, 2016, 10:29:39 AM

(https://upload.wikimedia.org/wikipedia/commons/thumb/6/63/Sprint_Car_Stagger_Plymouth_Dirt_Track_Wisconsin.jpg/220px-Sprint_Car_Stagger_Plymouth_Dirt_Track_Wisconsin.jpg)
Title: Re: Questions about daily development
Post by: HornetMaX on June 21, 2016, 10:45:47 AM
Wheels of different sizes (diameter) on the left/right of the car.
Title: Re: Questions about daily development
Post by: Alby46 on June 21, 2016, 03:38:39 PM
cool, thanks for the answers
Title: Re: Questions about daily development
Post by: iVolution on June 21, 2016, 03:52:42 PM
@piboso

When do you expect us to see some improvements that are netcode related. Thought this was going to have one of the highest priorities aside from finishing KRP.
Title: Re: Questions about daily development
Post by: PiBoSo on June 21, 2016, 05:46:49 PM
Quote from: iVolution on June 21, 2016, 03:52:42 PM
@piboso

When do you expect us to see some improvements that are netcode related. Thought this was going to have one of the highest priorities aside from finishing KRP.

The plan is to update WRS and KRP first... There still are some tasks to complete unfortunately :(
Then it should be netcode all the way.
Title: Re: Questions about daily development
Post by: iVolution on June 22, 2016, 02:19:36 AM
Ok thanks piboso.
Title: Re: Questions about daily development
Post by: Napalm Nick on July 20, 2016, 07:54:12 AM
Some really exciting posts going in the dev Log last two days - dampers and natural suspension frequencies etc.

Any chance of a titbit of information as to what these will add/cure/enhance?  :)
Title: Re: Questions about daily development
Post by: PiBoSo on July 20, 2016, 03:17:22 PM
Quote from: Napalm Nick on July 20, 2016, 07:54:12 AM
Some really exciting posts going in the dev Log last two days - dampers and natural suspension frequencies etc.

Any chance of a titbit of information as to what these will add/cure/enhance?  :)

The changes will improve the dampers, therefore making the simulation more realistic.
Title: Re: Questions about daily development
Post by: Hawk on July 20, 2016, 04:42:10 PM
Quote from: PiBoSo on July 20, 2016, 03:17:22 PM
Quote from: Napalm Nick on July 20, 2016, 07:54:12 AM
Some really exciting posts going in the dev Log last two days - dampers and natural suspension frequencies etc.

Any chance of a titbit of information as to what these will add/cure/enhance?  :)

The changes will improve the dampers, therefore making the simulation more realistic.

V/Nice! Thank you Pib!  ;D 8)

Hawk.
Title: Re: Questions about daily development
Post by: PiBoSo on July 20, 2016, 05:00:23 PM
Quote from: PiBoSo on July 20, 2016, 03:17:22 PM
Quote from: Napalm Nick on July 20, 2016, 07:54:12 AM
Some really exciting posts going in the dev Log last two days - dampers and natural suspension frequencies etc.

Any chance of a titbit of information as to what these will add/cure/enhance?  :)

The changes will improve the dampers, therefore making the simulation more realistic.

Dampers AKA shocks, by the way :)
Title: Re: Questions about daily development
Post by: Napalm Nick on July 20, 2016, 05:33:59 PM
Thank you for that snippet.  :) sounds like it will be great to experience and test. Appreciated.
Title: Re: Questions about daily development
Post by: Furious on July 31, 2016, 11:47:47 AM
Quote from: PiBoSo

* KRP: race manager debug

That race manager seems buged as hell :P
Keep up the good work ;)
Title: Re: Questions about daily development
Post by: PiBoSo on July 31, 2016, 12:33:11 PM
Quote from: Furious on July 31, 2016, 11:47:47 AM
Quote from: PiBoSo

* KRP: race manager debug

That race manager seems buged as hell :P
Keep up the good work ;)

It's actually more of a re-write / refactoring / adding missing features... It shouldn't take much more time, hopefully...

In the meantime the Vive arrived... And the desktop parts I had to buy the day after because my laptop couldn't handle it  :'(
Haven't built / used a desktop in ages... Can't wait to have free time to put it together and test the OpenVR I wrote some weeks ago.
Title: Re: Questions about daily development
Post by: grimm on July 31, 2016, 02:49:36 PM
Quote from: PiBoSo on July 20, 2016, 05:00:23 PM
Quote from: PiBoSo on July 20, 2016, 03:17:22 PM
Quote from: Napalm Nick on July 20, 2016, 07:54:12 AM
Some really exciting posts going in the dev Log last two days - dampers and natural suspension frequencies etc.

Any chance of a titbit of information as to what these will add/cure/enhance?  :)

The changes will improve the dampers, therefore making the simulation more realistic.


I just fired up GP Bikes for the first time in months (been playing ALOT of MX Bikes) and was rather bothered by how GPB feels compared. I know they are two completely different approaches to motorcycle disciplines in a simulation, but, it feels like GP Bikes still needs "more" in development. Good to see you are still tuning and tweaking it! I get the feeling both sims are nearly perfect, just a few small changes and they will both shine brighter than anything currently offered in the market!  ;)


Keep up the good work, I'm nearing a point financially where I can afford a VR setup... just for Piboso titles. I've no interest in anything else with it really, just want to look around when I'm riding on GP Bikes and MX Bikes.  ;D
Dampers AKA shocks, by the way :)
Title: Re: Questions about daily development
Post by: PiBoSo on August 01, 2016, 09:33:24 PM

Oh by the way: Snappe last week fixed the rider model.
As soon as I have some free time I will export it and post a screenshot...
Title: Re: Questions about daily development
Post by: Hawk on August 01, 2016, 09:44:53 PM
Quote from: PiBoSo on August 01, 2016, 09:33:24 PM

Oh by the way: Snappe last week fixed the rider model.
As soon as I have some free time I will export it and post a screenshot...

Nice! Looking forward to seeing the screenshots..... I presume you do mean the GPB rider model?  ;D

Hawk.
Title: Re: Questions about daily development
Post by: Blackheart on August 01, 2016, 09:50:32 PM
fixed rider model?  :o

Do u mean feet and shaders or what else?
Title: Re: Questions about daily development
Post by: Vini on August 01, 2016, 09:51:57 PM
very good news!

can't wait for the screens.
Title: Re: Questions about daily development
Post by: teeds on August 02, 2016, 07:46:12 AM
Quote from: PiBoSo on July 31, 2016, 12:33:11 PM
In the meantime the Vive arrived... And the desktop parts I had to buy the day after because my laptop couldn't handle it  :'(
Haven't built / used a desktop in ages... Can't wait to have free time to put it together and test the OpenVR I wrote some weeks ago.

Good news, hopefully you have a GFX card that'll let you turn up your supersampling which I highly recommended if possible. I just wondered if the OVR SS will cause the same issue as the same Nvidia setting talked about on here a while back?
Title: Re: Questions about daily development
Post by: Vini on August 15, 2016, 04:18:51 AM
does the "Xinput fix" in the daily development mean that the game no longer crashes when you exit the pits with the controller disconnected/turned off?
Title: Re: Questions about daily development
Post by: PiBoSo on August 15, 2016, 10:16:48 PM
Quote from: vin97 on August 15, 2016, 04:18:51 AM
does the "Xinput fix" in the daily development mean that the game no longer crashes when you exit the pits with the controller disconnected/turned off?

No, a bug with POV support.
Title: Re: Questions about daily development
Post by: TFC on August 20, 2016, 06:47:54 AM
PiBoSo..

'completed work on shape blend support'

Sounds great!.. Will this also be applicable to other parts / Will the modeller be able to specify parts?

I could see this being very useful elsewhere, specifically the front brake cable so it doesn't split, and possibly front fork gators on older bikes and other things along these lines.

Could it also be used to better improve the tyre deformation model, even if only visually? Or is that just not worth it / not possible..
Title: Re: Questions about daily development
Post by: PiBoSo on August 20, 2016, 09:43:32 AM
Quote from: TheFatController on August 20, 2016, 06:47:54 AM
PiBoSo..

'completed work on shape blend support'

Sounds great!.. Will this also be applicable to other parts / Will the modeller be able to specify parts?

I could see this being very useful elsewhere, specifically the front brake cable so it doesn't split, and possibly front fork gators on older bikes and other things along these lines.

Could it also be used to better improve the tyre deformation model, even if only visually? Or is that just not worth it / not possible..

Ah yes, for sure, thank you for the ideas!
Tyre deformation would work better with a new ad-hoc code, though.
Title: Re: Questions about daily development
Post by: TFC on August 20, 2016, 12:47:00 PM
Awesome :)
Title: Re: Questions about daily development
Post by: h106frp on August 21, 2016, 11:13:12 AM
If we have support for deform-able springs will we also have support for the fixed pivot points for the rods and linkages?
Title: Re: Questions about daily development
Post by: PiBoSo on August 21, 2016, 01:24:37 PM
Quote from: h106frp on August 21, 2016, 11:13:12 AM
If we have support for deform-able springs will we also have support for the fixed pivot points for the rods and linkages?

Do you mean for the rear suspension linkages?
Title: Re: Questions about daily development
Post by: h106frp on August 21, 2016, 05:07:20 PM
Mainly rear suspension to stop it interfering with the spring, but also hoping it would work for the 1P steer damper
Title: Re: Questions about daily development
Post by: HornetMaX on August 22, 2016, 06:57:39 AM
Quote* GPB / MXB: brand new bike reset system

Sounds interesting ! Details ?
Title: Re: Questions about daily development
Post by: TFC on August 22, 2016, 10:27:32 AM
Yeah, please explain that one, sounds good!
Title: Re: Questions about daily development
Post by: Blackheart on August 26, 2016, 09:59:03 PM
Quote from: PiBoSo
* GPB / WRS: fixed a mirror rendering bug that generated a crash

(https://s-media-cache-ak0.pinimg.com/564x/e8/0f/2d/e80f2da54be6e1c201f43c38c7dcab45.jpg)

Title: Re: Questions about daily development
Post by: Alby46 on August 27, 2016, 01:10:23 PM
Good news, people! The new Dacia... oh wait, no
Title: Re: Questions about daily development
Post by: Blackheart on August 27, 2016, 01:27:32 PM
What does it mean?

It's a great fix for road bikes.
Title: Re: Questions about daily development
Post by: PiBoSo on August 27, 2016, 01:59:43 PM
Quote from: Alby46 on August 27, 2016, 01:10:23 PM
Good news, people! The new Dacia... oh wait, no

???
Title: Re: Questions about daily development
Post by: matty0l215 on August 27, 2016, 06:01:02 PM
https://www.youtube.com/v/ylxcU7E8if0

Old top gear joke
Title: Re: Questions about daily development
Post by: Blackheart on August 27, 2016, 06:11:06 PM
I realized later that it was part of a Top Gear sketch but still dont understand...
Title: Re: Questions about daily development
Post by: matty0l215 on August 27, 2016, 06:18:21 PM
James May was obsessed with the Dacia Sandero and whenever a new version came out he would always say-

"Good news, the new Dacia... etc"

and nobody gave an F

Put 2 and 2 together...
Title: Re: Questions about daily development
Post by: Blackheart on August 27, 2016, 06:22:17 PM
Quote from: matty0l215 on August 27, 2016, 06:18:21 PM
James May was obsessed with the Dacia Sandero and whenever a new version came out he would always say-

"Good news, the new Dacia... etc"

and nobody gave an F

Put 2 and 2 together...

lol I understand that ... but I do not understand how it can be a bad thing, since it was a specific fix request of a modder (me)

Or im James...
Title: Re: Questions about daily development
Post by: Alby46 on August 27, 2016, 07:13:18 PM
it's just a joke, i'm happy for the crash fixes tbh
Title: Re: Questions about daily development
Post by: Blackheart on August 27, 2016, 07:22:11 PM
My fault that I had misunderstood, however peaceful it took very little for a fix, (1 day since I sent to Pibo the model) did not steal time from other more important things  ;)
Title: Re: Questions about daily development
Post by: matty0l215 on September 01, 2016, 10:59:42 PM
Quote
* GPB / MXB: finally found a way to reliably replicate the ODE crash. Started debugging.

(https://a.disquscdn.com/get?url=http%3A%2F%2Fm0.joe.co.uk%2Fwp-content%2Fuploads%2F2016%2F05%2F10104300%2FxtlvW1m.gif&key=o-zB2a8WzPBrETXBSEKj0g)
Title: Re: Questions about daily development
Post by: Hawk on September 01, 2016, 11:05:35 PM
Quote from: matty0l215 on September 01, 2016, 10:59:42 PM
Quote
* GPB / MXB: finally found a way to reliably replicate the ODE crash. Started debugging.


Is this what is causing the Core.exe crash?

Hawk.
Title: Re: Questions about daily development
Post by: matty0l215 on September 01, 2016, 11:08:29 PM
Some of them.
Title: Re: Questions about daily development
Post by: Warlock on September 02, 2016, 12:20:01 AM
Great!  , hope this will lead to finally discover also the core crash cause
Title: Re: Questions about daily development
Post by: TFC on September 02, 2016, 04:10:25 AM
That is great news! What does ODE stand for / reference?
Title: Re: Questions about daily development
Post by: HornetMaX on September 02, 2016, 06:30:47 AM
Best daily dev news ever.

ODE = Open Dynamics Engine (http://www.ode.org/ (http://www.ode.org/)), the library that computes how the bike's state evolves over time given its mathematical description.
The ODE crashes are the ones that end up with a "normalization error" pop-up.
Title: Re: Questions about daily development
Post by: Alby46 on September 02, 2016, 10:24:31 AM
Quote from: HornetMaX on September 02, 2016, 06:30:47 AM
The ODE crashes are the one that end up with a "normalization error" pop-up.
and it is the most common too
Title: Re: Questions about daily development
Post by: janaucarre on September 02, 2016, 10:34:45 AM
Oooooooooooooooooooh YESSSSSSSSSSSSS
Title: Re: Questions about daily development
Post by: Alone on September 02, 2016, 11:26:43 AM
YEEEEEEEESSSSSS :D
Title: Re: Questions about daily development
Post by: RiccoChicco on September 02, 2016, 11:32:10 AM
(https://media3.giphy.com/media/JltOMwYmi0VrO/200.gif)
Title: Re: Questions about daily development
Post by: Vini on September 02, 2016, 05:34:29 PM
Quote from: Alby46 on September 02, 2016, 10:24:31 AM
Quote from: HornetMaX on September 02, 2016, 06:30:47 AM
The ODE crashes are the one that end up with a "normalization error" pop-up.
and it is the most common too
not for me.
the untrapped, classic core.exe is the most common for me.
i usually only get the ODE one when there are extreme forces involved (high speed collision, extreme brake pressure, etc.).

nonetheless, very very good news!!
Title: Re: Questions about daily development
Post by: doubledragoncc on September 02, 2016, 05:37:32 PM
Never had one ODE?

DD
Title: Re: Questions about daily development
Post by: matty0l215 on September 02, 2016, 05:40:53 PM
It is a lot more common on Unfinished/poor tracks or bikes. Gaps in plans or models can cause the issue.
Title: Re: Questions about daily development
Post by: Hawk on September 02, 2016, 05:55:22 PM
Core.exe crash is 99% of all GPB crashes I've had too. ODE like Vin said is only when I've gone full speed into a wall or barrier or similar(had very few of those crashes). This is why I asked if this is what causes "Core.exe" multiplayer crashes because it's the core.exe crash for me that is most common not the ODE crash.

But yeah still great news that at least one of the crash bugs is being worked on, just hope you can find the reason for the core.exe multiplayer crash bug too(though we know gaps in track models does have some cause to it, we also know that core.exe crashes and instability happens when a lot of riders are online and riding on dynamic surface tracks also.

So are all these crash bugs and instabilities related to the ODE bug? Would be nice to think so and know they will soon be sorted.  ;)

Hawk.
Title: Re: Questions about daily development
Post by: Mace-x on September 13, 2016, 09:15:31 PM
Quote* MXB: added a new control that allows to place a track marker, and reset the bike to it

So, now we can practice any track part over and over again? Freaking fantastic!  ;D
Title: Re: Questions about daily development
Post by: Blackheart on September 14, 2016, 09:32:30 PM
Question for Piboso; realistically when might be released gpb beta 9?
Title: Re: Questions about daily development
Post by: PiBoSo on September 14, 2016, 09:41:18 PM
Quote from: Blackheart on September 14, 2016, 09:32:30 PM
Question for Piboso; realistically when might be released gpb beta 9?

Beta9 should be ready for release in roughly one week.
Title: Re: Questions about daily development
Post by: Blackheart on September 14, 2016, 09:55:18 PM
Quote from: PiBoSo on September 14, 2016, 09:41:18 PM
Quote from: Blackheart on September 14, 2016, 09:32:30 PM
Question for Piboso; realistically when might be released gpb beta 9?

Beta9 should be ready for release in roughly one week.

Very well, I did not think it was already almost ready  8)
Title: Re: Questions about daily development
Post by: PiBoSo on September 14, 2016, 10:00:29 PM
Quote from: Blackheart on September 14, 2016, 09:55:18 PM
Quote from: PiBoSo on September 14, 2016, 09:41:18 PM
Quote from: Blackheart on September 14, 2016, 09:32:30 PM
Question for Piboso; realistically when might be released gpb beta 9?

Beta9 should be ready for release in roughly one week.

Very well, I did not think it was already almost ready  8)

Of course it depends on what you mean with "almost ready".
There are enough fixes and updates for a new release, but for sure many will not consider it "ready".
Title: Re: Questions about daily development
Post by: Manu on September 14, 2016, 10:03:02 PM
Quote from: PiBoSo on September 14, 2016, 09:41:18 PM
Beta9 should be ready for release in roughly one week.

Great news! waiting impatiently
Title: Re: Questions about daily development
Post by: Blackheart on September 14, 2016, 10:31:50 PM
Quote from: PiBoSo on September 14, 2016, 10:00:29 PM
Quote from: Blackheart on September 14, 2016, 09:55:18 PM
Quote from: PiBoSo on September 14, 2016, 09:41:18 PM
Quote from: Blackheart on September 14, 2016, 09:32:30 PM
Question for Piboso; realistically when might be released gpb beta 9?

Beta9 should be ready for release in roughly one week.

Very well, I did not think it was already almost ready  8)

Of course it depends on what you mean with "almost ready".
There are enough fixes and updates for a new release, but for sure many will not consider it "ready".

Personally I do not expect big changes, but with each update, it's fun to test new things, and see what works and what does not.

The "problem" for me is that today we users use practically only mods, and not the official contents. Although in some cases them are very unrealistic, example my nr750 was my first (for fun and learn) mod, has a orrible geom and also other bad stuff, I should redo from scratch, now that I know a little more than before.

I say this because many do not realize what a good job and what a poor job  :P

I follow the project, bacause with gpb is possible generate infinite contents,  But my dream is a complete wiki with every single detail of gpb (and wrs, mx bikes, krp), to create higher quality contents for all users with skills.

Almost every day we discover new things, and it's genuinely funny, but very slow without an official guide.

Title: Re: Questions about daily development
Post by: Vini on September 18, 2016, 05:37:44 PM
Quote* GPB / WRS / KRP / MXB: completed self-lighting emission support
Will this include a "sound trigger"?
Title: Re: Questions about daily development
Post by: TFC on September 18, 2016, 05:51:14 PM
Where did you find that post! I searched for that for half a damn hour the other day lol..
Title: Re: Questions about daily development
Post by: Blackheart on September 18, 2016, 05:59:10 PM
Old post:

http://forum.piboso.com/index.php?topic=2765.msg53863#msg53863 (http://forum.piboso.com/index.php?topic=2765.msg53863#msg53863)
Title: Re: Questions about daily development
Post by: TFC on September 18, 2016, 06:03:17 PM
Thanks ;)
Title: Re: Questions about daily development
Post by: Vini on September 22, 2016, 03:51:03 PM
hmm, maybe piboso missed it due to quick responses by other users, so i'll just repeat my question:

Quote* GPB / WRS / KRP / MXB: completed self-lighting emission support
Will this include a "sound trigger"?
Title: Re: Questions about daily development
Post by: PiBoSo on September 22, 2016, 05:26:39 PM
Quote from: vin97 on September 22, 2016, 03:51:03 PM
hmm, maybe piboso missed it due to quick responses by other users, so i'll just repeat my question:

Quote* GPB / WRS / KRP / MXB: completed self-lighting emission support
Will this include a "sound trigger"?

???
Title: Re: Questions about daily development
Post by: Vini on September 22, 2016, 05:43:35 PM
maybe i misunderstood it.
i thought it was about engine backfire.
Title: Re: Questions about daily development
Post by: PiBoSo on September 22, 2016, 05:46:31 PM
Quote from: vin97 on September 22, 2016, 05:43:35 PM
maybe i misunderstood it.
i thought it was about engine backfire.

No. It's meant for lit trackside objects with night lighting.
Title: Re: Questions about daily development
Post by: Vini on September 22, 2016, 05:51:31 PM
ahh okay then :D
Title: Re: Questions about daily development
Post by: HornetMaX on September 23, 2016, 06:34:14 AM
Why the youtube video with the new animations (nice !!)  is named "Ride 2 - Gameplay" ?  :o

https://www.youtube.com/watch?v=GcFwpxjFack (https://www.youtube.com/watch?v=GcFwpxjFack)

[EDIT] OK, got my answer in the other topic :)
Title: Re: Questions about daily development
Post by: h106frp on September 23, 2016, 06:45:46 AM
Will the new rider animations fully effect the movement of the 'helmet cam' view in first person riding?
Title: Re: Questions about daily development
Post by: doubledragoncc on October 25, 2016, 10:31:41 PM
Daily report looks great.

So dynamic tracks will work in next release?

DD
Title: Re: Questions about daily development
Post by: Warlock on October 25, 2016, 10:35:59 PM
Indeed looks great :)
Title: Re: Questions about daily development
Post by: Warlock on November 04, 2016, 04:03:45 AM
Quote* GPB / WRS / KRP / MXB: general multiplayer testing and debugging

Let us know if you need people to stress the server in multiplayer  :)
Title: Re: Questions about daily development
Post by: PiBoSo on November 04, 2016, 09:22:12 AM
Quote from: Warlock on November 04, 2016, 04:03:45 AM
Quote* GPB / WRS / KRP / MXB: general multiplayer testing and debugging

Let us know if you need people to stress the server in multiplayer  :)

Beta10 coming soon, for public tests.
Title: Re: Questions about daily development
Post by: HornetMaX on November 04, 2016, 09:24:00 AM
Quote from: PiBoSo on November 04, 2016, 09:22:12 AM
Quote from: Warlock on November 04, 2016, 04:03:45 AM
Quote* GPB / WRS / KRP / MXB: general multiplayer testing and debugging

Let us know if you need people to stress the server in multiplayer  :)
Beta10 coming soon, for public tests.
Xmas before time !
Title: Re: Questions about daily development
Post by: TFC on November 04, 2016, 09:28:04 AM
Will there be a public test version of MXB too?
Title: Re: Questions about daily development
Post by: doubledragoncc on November 04, 2016, 09:47:34 AM
That is great news

Thank you very much for the hard work Piboso

DD
Title: Re: Questions about daily development
Post by: teeds on November 04, 2016, 10:02:27 AM
Quote from: TheFatController on November 04, 2016, 09:28:04 AM
Will there be a public test version of MXB too?

Pibs said he would be using GPB to do the testing with. What works for GPB should work for all Piboso sims, so makes sense.
Title: Re: Questions about daily development
Post by: TFC on November 04, 2016, 10:23:20 AM
Thanks teeds.. I'm sure I remembered reading that somewhere but couldn't find it.
Title: Re: Questions about daily development
Post by: PiBoSo on November 04, 2016, 10:32:40 AM
Quote from: TheFatController on November 04, 2016, 09:28:04 AM
Will there be a public test version of MXB too?

The problem with releasing MXB beta5 is that it would need some physics work, too... And this would delay netcode work.
Nonetheless, it will be released as soon as possible, to stress-test the online terrain deformation.
Title: Re: Questions about daily development
Post by: Stout Johnson on November 04, 2016, 11:47:38 AM
Quote from: PiBoSo on November 04, 2016, 09:22:12 AM
Quote from: Warlock on November 04, 2016, 04:03:45 AM
Quote* GPB / WRS / KRP / MXB: general multiplayer testing and debugging

Let us know if you need people to stress the server in multiplayer  :)

Beta10 coming soon, for public tests.

Reading the daily dev blog and reading that you include us for your netcode testing is like a dream come true. I have never been more optimistic about the future of GPB (and all other sims).  :)
Title: Re: Questions about daily development
Post by: TFC on November 04, 2016, 03:20:06 PM
Ok pib thanks, looking forward to it ;)
Title: Re: Questions about daily development
Post by: Stout Johnson on November 05, 2016, 06:05:59 AM
Quote from: PiBoSo
* GPB / WRS / KRP / MXB: more small bug fixes
Piboso, have you already eliminated the bug that causes crashes during wet conditions? Once beta10 is out, it would be great to also test your new netcode in rain :)
Title: Re: Questions about daily development
Post by: PiBoSo on November 05, 2016, 09:12:20 AM
Quote from: Stout Johnson on November 05, 2016, 06:05:59 AM
Quote from: PiBoSo
* GPB / WRS / KRP / MXB: more small bug fixes
Piboso, have you already eliminated the bug that causes crashes during wet conditions? Once beta10 is out, it would be great to also test your new netcode in rain :)

Yes, the bug was fixed. It is listed on the devlog: http://forum.piboso.com/index.php?topic=2765.msg65458#msg65458
Title: Re: Questions about daily development
Post by: Stout Johnson on November 05, 2016, 01:38:54 PM
Oh great! I missed that...
Title: Re: Questions about daily development
Post by: Vini on November 05, 2016, 03:17:00 PM
Will the reintroduction of the old respawn systems mean that we can reset runaway/ghost bikes?
Title: Re: Questions about daily development
Post by: PiBoSo on November 05, 2016, 03:32:43 PM
Quote from: vin97 on November 05, 2016, 03:17:00 PM
Will the reintroduction of the old respawn systems mean that we can reset runaway/ghost bikes?

This should already be possible.
A check has been added to Beta9: if the bike has been riderless for more than 5 seconds, it should be possible to use the "3 seconds reset" regardless of the bike speed.
Title: Re: Questions about daily development
Post by: PiBoSo on November 05, 2016, 03:37:02 PM
Quote from: PiBoSo on November 05, 2016, 03:32:43 PM
Quote from: vin97 on November 05, 2016, 03:17:00 PM
Will the reintroduction of the old respawn systems mean that we can reset runaway/ghost bikes?

This should already be possible.
A check has been added to Beta9: if the bike has been riderless for more than 5 seconds, it should be possible to use the "3 seconds reset" regardless of the bike speed.

Mmmmh... Actually...
Nevermind, there is a bug and it doesn't work  :-[
It will be fixed in Beta10.
Title: Re: Questions about daily development
Post by: doubledragoncc on November 05, 2016, 05:27:48 PM
Will the downshift not working right while using the rear brake also be fixed Mr P?

DD
Title: Re: Questions about daily development
Post by: PiBoSo on November 05, 2016, 06:02:44 PM
Quote from: doubledragoncc on November 05, 2016, 05:27:48 PM
Will the downshift not working right while using the rear brake also be fixed Mr P?

DD

Gearbox simulation improvements are very, VERY low on the tasks list at the moment.
Title: Re: Questions about daily development
Post by: iVolution on November 05, 2016, 06:03:56 PM
Quote from: PiBoSo on November 05, 2016, 03:37:02 PM
Quote from: PiBoSo on November 05, 2016, 03:32:43 PM
Quote from: vin97 on November 05, 2016, 03:17:00 PM
Will the reintroduction of the old respawn systems mean that we can reset runaway/ghost bikes?

This should already be possible.
A check has been added to Beta9: if the bike has been riderless for more than 5 seconds, it should be possible to use the "3 seconds reset" regardless of the bike speed.

Mmmmh... Actually...
Nevermind, there is a bug and it doesn't work  :-[
It will be fixed in Beta10.
Either way, sounds like you made some good progress already. Cant wait to do some massive group testing with the new beta. Keep up the good work, heading in the right direction  :D
Title: Re: Questions about daily development
Post by: HornetMaX on November 06, 2016, 09:09:41 AM
Quote
* GPB / WRS / KRP / MXB: fixed the rendering of surfaces with texture blending and bump but no shadows

Will this have any impact on the issue we have with Suzuka (http://forum.piboso.com/index.php?topic=3794.msg64320#msg64320 (http://forum.piboso.com/index.php?topic=3794.msg64320#msg64320)) ?
Title: Re: Questions about daily development
Post by: PiBoSo on November 06, 2016, 09:21:31 AM
Quote from: HornetMaX on November 06, 2016, 09:09:41 AM
Quote
* GPB / WRS / KRP / MXB: fixed the rendering of surfaces with texture blending and bump but no shadows

Will this have any impact on the issue we have with Suzuka (http://forum.piboso.com/index.php?topic=3794.msg64320#msg64320 (http://forum.piboso.com/index.php?topic=3794.msg64320#msg64320)) ?

No. The Suzuka asphalt DOES have shadows. The only solution at the moment is for the track maker to update the track.
The alternative would be to create a tool to unpack the textures and shaders of a MAP file and then repacking them, thus allowing modifications.
However, that would be a lot of work and probably not something all modders would like.
Title: Re: Questions about daily development
Post by: HornetMaX on November 06, 2016, 10:56:12 AM
What I thought, unfortunately. I think Ricco tried to get in touch with Noss but no joy yet.
Title: Re: Questions about daily development
Post by: Manu on November 07, 2016, 07:20:33 AM
Piboso, will fix support for Steam VR in beta 10?
Title: Re: Questions about daily development
Post by: TFC on November 08, 2016, 11:18:49 PM
I'm probably missing the obvious here, but what is the remote vehicle in the pits all about?
Title: Re: Questions about daily development
Post by: HornetMaX on November 08, 2016, 11:36:01 PM
Quote from: TheFatController on November 08, 2016, 11:18:49 PM
I'm probably missing the obvious here, but what is the remote vehicle in the pits all about?
Vehicle staying in the pits (and hence visible by other vehicles) when the rider is back to the garage page ? Right now, it disappears.
Title: Re: Questions about daily development
Post by: TFC on November 09, 2016, 05:03:26 AM
Ah yeah that would make sense, thanks MaX :)
Title: Re: Questions about daily development
Post by: TFC on December 07, 2016, 05:52:46 AM
Hey pib, what is the 'engine blending'? Is that something to do with things like heightmap/object clipping?
Title: Re: Questions about daily development
Post by: PiBoSo on December 07, 2016, 10:55:55 AM
Quote from: TheFatController on December 07, 2016, 05:52:46 AM
Hey pib, what is the 'engine blending'? Is that something to do with things like heightmap/object clipping?

No. It was written in a rush. It means engine sound blending.
Title: Re: Questions about daily development
Post by: C21 on December 12, 2016, 09:17:51 AM
Quote« Reply #384 on: December 10, 2016, 11:58:41 PM »

* MXB: added support for the limiter engine sound
Could you please add the limiter back to GPB as well?
Title: Re: Questions about daily development
Post by: PiBoSo on December 12, 2016, 10:11:30 AM
Quote from: C21 on December 12, 2016, 09:17:51 AM
Quote« Reply #384 on: December 10, 2016, 11:58:41 PM »

* MXB: added support for the limiter engine sound
Could you please add the limiter back to GPB as well?

That is a dedicated engine limiter sample.
The GPB engine sound at limiter, with semi-automatic gearshifts and with ECU cutting the throttle has been fixed. It will come back in the next build.
Title: Re: Questions about daily development
Post by: Mace-x on December 13, 2016, 02:34:01 AM
Rear tyre steering?
Do i smell monster trucks?  ;D
Title: Re: Questions about daily development
Post by: C21 on December 13, 2016, 07:11:41 AM
QuoteThe GPB engine sound at limiter, with semi-automatic gearshifts and with ECU cutting the throttle has been fixed. It will come back in the next build.
Thank you for your Reply.
Much appreciated! :)
Title: Re: Questions about daily development
Post by: PiBoSo on December 13, 2016, 10:14:59 AM
Quote from: Mace-x on December 13, 2016, 02:34:01 AM
Rear tyre steering?
Do i smell monster trucks?  ;D

http://forum.piboso.com/index.php?topic=2747.0
Title: Re: Questions about daily development
Post by: Mace-x on December 13, 2016, 05:33:57 PM
sorry, i mean, do i smell the monster truck release?  ;D
Title: Re: Questions about daily development
Post by: Phathry25 on January 02, 2017, 12:29:47 AM
Quote from: PiBoSoWRS: live axle reaction torque simulation

Good news!  Will we be able to set pinion angle in the GEOM to tune the effect?
Title: Re: Questions about daily development
Post by: PiBoSo on January 02, 2017, 04:25:22 PM
Quote from: Phathry25 on January 02, 2017, 12:29:47 AM
Quote from: PiBoSoWRS: live axle reaction torque simulation

Good news!  Will we be able to set pinion angle in the GEOM to tune the effect?

Good point.
It will be added. It's probably better to calculate the angle dynamically, though, as the axle moves up and down.
Title: Re: Questions about daily development
Post by: AUSSIEDIRT on January 06, 2017, 07:42:14 AM
Hey piboso,
The video you put up of the bike on the speedway was that in reference to flat track motocross bikes on speedways or are u looking at introducing speedway bikes at some point (this is where particle physics are going to be more required as speedway bike less deform rather build up of loose soil) 

Speedway bikes
https://youtu.be/ocLBkNJV9x4
Title: Re: Questions about daily development
Post by: PiBoSo on January 06, 2017, 10:21:28 AM
Quote from: AUSSIEDIRT on January 06, 2017, 07:42:14 AM
Hey piboso,
The video you put up of the bike on the speedway was that in reference to flat track motocross bikes on speedways or are u looking at introducing speedway bikes at some point (this is where particle physics are going to be more required as speedway bike less deform rather build up of loose soil) 

Speedway bikes
https://youtu.be/ocLBkNJV9x4

The plan is to allow modders to simulate the correct suspensions for the speedway bikes.
There is definitely interest in creating them: https://www.youtube.com/watch?v=D9ZzifQPU1U
Title: Re: Questions about daily development
Post by: AUSSIEDIRT on January 06, 2017, 01:26:21 PM
There is a whole separate universe out there that's amazing looks like old school speedway bikes. This isn't going to be do able in wrs tho is it that's for one of the bike games?
Title: Re: Questions about daily development
Post by: PiBoSo on January 06, 2017, 04:29:22 PM
Quote from: AUSSIEDIRT on January 06, 2017, 01:26:21 PM
This isn't going to be do able in wrs tho is it that's for one of the bike games?

Yes, it's mainly for MX Bikes, even if the new suspensions will be available in GPB, too.
Title: Re: Questions about daily development
Post by: DarkHorse0 on January 08, 2017, 07:19:37 AM
Quote from: PiBoSo on January 02, 2017, 04:25:22 PM
Quote from: Phathry25 on January 02, 2017, 12:29:47 AM
Quote from: PiBoSoWRS: live axle reaction torque simulation

Good news!  Will we be able to set pinion angle in the GEOM to tune the effect?

Good point.
It will be added. It's probably better to calculate the angle dynamically, though, as the axle moves up and down.




Pinion angle is usually set at ride height of the vehicle. All you are trying to do is get the drive line angle to be perfect on accel/decel so the ujoints are not binding on the drive shaft. A lot of hp loss is through the drive line and if you can accurately adjust the pinion in real life it is worth a lot of speed.
Title: Re: Questions about daily development
Post by: JJS209 on January 15, 2017, 04:26:08 PM
hey pib, werent there plans to make a road racing / tt game?
is it already an actual theme or not anymore?
Title: Re: Questions about daily development
Post by: Donnie on January 15, 2017, 04:49:02 PM
Quote from: JJS209 on January 15, 2017, 04:26:08 PM
hey pib, werent there plans to make a road racing / tt game?
is it already an actual theme or not anymore?

Yeah i was thinking the same thing. Especially as it seems the console version is dead.
Title: Re: Questions about daily development
Post by: lkslodzkzn on January 15, 2017, 09:07:36 PM
Quote from: PiBoSo on January 06, 2017, 04:29:22 PM
Yes, it's mainly for MX Bikes, even if the new suspensions will be available in GPB, too.
if I live to see good speedway race in GPB and will be the happiest man of this planet; p
Title: Re: Questions about daily development
Post by: PiBoSo on January 15, 2017, 09:10:34 PM
Quote from: lkslodzkzn on January 15, 2017, 09:07:36 PM
Quote from: PiBoSo on January 06, 2017, 04:29:22 PM
Yes, it's mainly for MX Bikes, even if the new suspensions will be available in GPB, too.
if I live to see good speedway race in GPB and will be the happiest man of this planet; p

It will probably be simulated much better in MXB.
Title: Re: Questions about daily development
Post by: lkslodzkzn on January 15, 2017, 09:21:23 PM
extinguished me like cigarette  :P
Title: Re: Questions about daily development
Post by: JJS209 on January 23, 2017, 07:50:10 PM

* GPB / WRS: started the release TODO list

Does that means V1.0?
Title: Re: Questions about daily development
Post by: PiBoSo on January 23, 2017, 08:00:22 PM

Beta11.
Title: Re: Questions about daily development
Post by: doubledragoncc on January 25, 2017, 12:06:29 AM
GPB: Nvidia Shield controller profile

So sheild will recognze gpb for recording and streaming ???

lf yes many thanks big guy

dd
Title: Re: Questions about daily development
Post by: TFC on January 25, 2017, 09:09:00 AM
Quote* GPB / WRS / KRP / MXB: setup of the new dedicated server machine to replace the broken one

Awesome.. Should this contribute to a better online experience? If so, I guess it's more to do with server restarts, servers going down etc.. over performance, or both?
Title: Re: Questions about daily development
Post by: PiBoSo on January 25, 2017, 10:13:55 AM
Quote from: doubledragoncc on January 25, 2017, 12:06:29 AM
GPB: Nvidia Shield controller profile

So sheild will recognze gpb for recording and streaming ???

No, sorry.
It only means the Shield controller will not have to be calibrated and assigned to work.
Title: Re: Questions about daily development
Post by: doubledragoncc on January 25, 2017, 10:41:56 AM
Ah ok

Thanks for the reply. My new system should be fine using OBS. Just waant to make the best vids and streams I can.

DD
Title: Re: Questions about daily development
Post by: BOBR6 84 on January 26, 2017, 11:55:59 PM
What made you decide to work on the brakes physics data? Good to know what's going on but confusing at the same time..  ;D
Title: Re: Questions about daily development
Post by: PiBoSo on January 27, 2017, 10:24:38 AM
Quote from: BOBR6 84 on January 26, 2017, 11:55:59 PM
What made you decide to work on the brakes physics data? Good to know what's going on but confusing at the same time..  ;D

To make Beta11 a bit more interesting, and to try to finalize modding.
Title: Re: Questions about daily development
Post by: HornetMaX on January 30, 2017, 07:27:24 AM
Quote
* GPB / WRS / KRP / MXB: removed the number of centerline segments limit

Does this mean anything on TT bikes ?
Title: Re: Questions about daily development
Post by: PiBoSo on January 30, 2017, 12:47:22 PM
Quote from: HornetMaX on January 30, 2017, 07:27:24 AM
Quote
* GPB / WRS / KRP / MXB: removed the number of centerline segments limit

Does this mean anything on TT bikes ?

No  :(
Title: Re: Questions about daily development
Post by: Manu on February 08, 2017, 11:33:53 AM
Quote* GPB: rider model selection support

Different rider models to choose? Is it possible to create new models?
Title: Re: Questions about daily development
Post by: PiBoSo on February 08, 2017, 11:57:15 AM
Quote from: Manu on February 08, 2017, 11:33:53 AM
Quote* GPB: rider model selection support

Different rider models to choose? Is it possible to create new models?

Yes.
No.
Title: Re: Questions about daily development
Post by: LOOPATELI on February 08, 2017, 12:18:47 PM
so are you going to make any new model or leather for this new beta or is just a feature for the future
Title: Re: Questions about daily development
Post by: Urban Chaos 2.0 on February 08, 2017, 03:21:44 PM
It would be nice to be able to choose skin colour as well as gender.
Title: Re: Questions about daily development
Post by: JamoZ on February 08, 2017, 06:56:36 PM
Quote from: Urban Chaos 2.0 on February 08, 2017, 03:21:44 PM
It would be nice to be able to choose skin colour as well as gender.

I knew it, you`re a teenage girl!  ;D
Title: Re: Questions about daily development
Post by: matty0l215 on February 08, 2017, 06:59:19 PM
Quote from: JamoZ on February 08, 2017, 06:56:36 PM
Quote from: Urban Chaos 2.0 on February 08, 2017, 03:21:44 PM
It would be nice to be able to choose skin colour as well as gender.

I knew it, you`re a teenage girl!  ;D

;D
Title: Re: Questions about daily development
Post by: Warlock on February 08, 2017, 08:30:56 PM
Quote from: JamoZ on February 08, 2017, 06:56:36 PM
Quote from: Urban Chaos 2.0 on February 08, 2017, 03:21:44 PM
It would be nice to be able to choose skin colour as well as gender.

I knew it, you`re a teenage girl!  ;D

Lol  ;D
Title: Re: Questions about daily development
Post by: Urban Chaos 2.0 on February 08, 2017, 08:39:53 PM
Quote from: JamoZ on February 08, 2017, 06:56:36 PM
Quote from: Urban Chaos 2.0 on February 08, 2017, 03:21:44 PM
It would be nice to be able to choose skin colour as well as gender.

I knew it, you`re a teenage girl!  ;D

Haha nah, I'm just a brown-skinned African dude who'd like to see some resemblance in his in-game rider. The gender thing would just be a nice addition for folks like "girlracerTracey".
Title: Re: Questions about daily development
Post by: doubledragoncc on February 08, 2017, 09:10:14 PM
I would love to see some girls figures during racing, will remind me of an ex who was a proddy racer back in the old dayz lol (None of my mates in Basingstoke could keep up with her lol)

Sorry but I like lookiing at a female bum in tight leathers

DD
Title: Re: Questions about daily development
Post by: h106frp on February 13, 2017, 11:32:56 PM
Can you give any clues on the scope of improvements to the 1P views?

Better rain?
Dirt on the windshield?
Full hemet?
Animated damper?
Rider shadows project onto bike?

Just part of my personal wishlist so curious  ;)

Thanks
Title: Re: Questions about daily development
Post by: PiBoSo on February 13, 2017, 11:48:00 PM
Quote from: h106frp on February 13, 2017, 11:32:56 PM
Can you give any clues on the scope of improvements to the 1P views?

Better rain?
Dirt on the windshield?
Full hemet?
Animated damper?
Rider shadows project onto bike?

Just part of my personal wishlist so curious  ;)

Thanks

Nothing of that.

The plan is to:
1) keep the pitch level with the ground, rather than the bike
2) keep the view pointed to the direction of motion, rather than where the bike is pointing
Preliminary results are interesting, but the old views will probably be kept as default, and the new ones as option.
Title: Re: Questions about daily development
Post by: Vini on February 14, 2017, 12:12:36 AM
What about implementing the "dampened 1P cam" from MXB?
Title: Re: Questions about daily development
Post by: h106frp on February 15, 2017, 08:32:19 AM
For the next beta are the issues with the default 125 resolved?

I am interested because in attempting to generate a tyre set with similar narrow widths i am observing similar handling traits.

Thanks
Title: Re: Questions about daily development
Post by: PiBoSo on February 15, 2017, 11:46:55 AM
Quote from: h106frp on February 15, 2017, 08:32:19 AM
For the next beta are the issues with the default 125 resolved?

I am interested because in attempting to generate a tyre set with similar narrow widths i am observing similar handling traits.

Thanks

No  :-[
Title: Re: Questions about daily development
Post by: Urban Chaos 2.0 on February 15, 2017, 12:32:13 PM
Quote from: PiBoSo on February 15, 2017, 11:46:55 AM
Quote from: h106frp on February 15, 2017, 08:32:19 AM
For the next beta are the issues with the default 125 resolved?

I am interested because in attempting to generate a tyre set with similar narrow widths i am observing similar handling traits.

Thanks

No  :-[

How about a variable "motion blur" graphics option? That would be nice.
Title: Re: Questions about daily development
Post by: PiBoSo on February 15, 2017, 01:17:20 PM
Quote from: Urban Chaos 2.0 on February 15, 2017, 12:32:13 PM
Quote from: PiBoSo on February 15, 2017, 11:46:55 AM
Quote from: h106frp on February 15, 2017, 08:32:19 AM
For the next beta are the issues with the default 125 resolved?

I am interested because in attempting to generate a tyre set with similar narrow widths i am observing similar handling traits.

Thanks

No  :-[

How about a variable "motion blur" graphics option? That would be nice.

This has nothing to do with "Questions about daily development".
Please post this request in "Suggestions and Wishlist".
Title: Re: Questions about daily development
Post by: tchemi on February 15, 2017, 11:36:33 PM
Quote from: PiBoSo on February 13, 2017, 11:48:00 PM
Quote from: h106frp on February 13, 2017, 11:32:56 PM
Can you give any clues on the scope of improvements to the 1P views?

Nothing of that.

The plan is to:
1) keep the pitch level with the ground, rather than the bike
2) keep the view pointed to the direction of motion, rather than where the bike is pointing
Preliminary results are interesting, but the old views will probably be kept as default, and the new ones as option.

If I knew where you live, I would come to hug you, send you pizzas, take a selfie with you, cook you a cappuccino with cream, clean your car, wash your dishes, hug you again...
Title: Re: Questions about daily development
Post by: JMTRacing on February 17, 2017, 03:14:59 PM
* KRP: got a new official track license

What track are we getting?
Title: Re: Questions about daily development
Post by: PiBoSo on February 17, 2017, 03:17:19 PM
Quote from: Jon_Of_Mine on February 17, 2017, 03:14:59 PM
* KRP: got a new official track license

What track are we getting?

Surprise  ;)
Title: Re: Questions about daily development
Post by: JMTRacing on February 17, 2017, 03:21:14 PM
Quote from: PiBoSo on February 17, 2017, 03:17:19 PM
Quote from: Jon_Of_Mine on February 17, 2017, 03:14:59 PM
* KRP: got a new official track license

What track are we getting?

Surprise  ;)

RELEASE1 CONFIRMED ??1111111!!!!!!?!??!?!?!?!?!!?!?!??!
(http://i2.kym-cdn.com/photos/images/newsfeed/000/946/695/ab6.gif)
Title: Re: Questions about daily development
Post by: TFC on February 19, 2017, 10:46:47 PM
Hey Pib..

QuoteRe: Daily development
« Reply #279 on: August 19, 2016, 10:12:50 PM »

* GPB / WRS / MXB: completed work on shape blend support, and modified FBX2EDF to convert it ( integration in the 3dsmax export plugins coming later )

Could you please explain how to do this using Blender? Thanks :)
Title: Re: Questions about daily development
Post by: PiBoSo on February 19, 2017, 11:06:16 PM
Quote from: TheFatController on February 19, 2017, 10:46:47 PM
Hey Pib..

QuoteRe: Daily development
« Reply #279 on: August 19, 2016, 10:12:50 PM »

* GPB / WRS / MXB: completed work on shape blend support, and modified FBX2EDF to convert it ( integration in the 3dsmax export plugins coming later )

Could you please explain how to do this using Blender? Thanks :)

Unfortunately shape blend support had to be dropped, because it wasn't correctly implemented.
It will be rewritten as soon as possible.
Title: Re: Questions about daily development
Post by: TFC on February 19, 2017, 11:33:46 PM
Great, and no rush.. Don't prioritize it over other important things, I think I was the only one interested in using it from the community anyhow :)
Title: Re: Questions about daily development
Post by: Hawk on February 20, 2017, 12:04:32 AM
Quote from: TheFatController on February 19, 2017, 11:33:46 PM
Great, and no rush.. Don't prioritize it over other important things, I think I was the only one interested in using it from the community anyhow :)

Oh no you weren't! Lol!  ;D ;D

That and integrating the export of normal, spec and occlusion maps, and transparency channel compatible with Maya .fbx file export I've been wanting for a long time from the FBX2EDF Converter.  ;)

Agree it's not the highest of priority by any means, but at the same time it would be great to have that functionality at our disposal from the FBX2EDF converter as soon as possible.  :)

Hawk.
Title: Re: Questions about daily development
Post by: h106frp on February 20, 2017, 12:07:36 AM
+1  :)  I would really like to improve the rear suspension animation
Title: Re: Questions about daily development
Post by: TFC on February 20, 2017, 07:02:20 AM
Sorry guys, didn't realise anyone else was waiting for this.. I guess it makes sense, it's something every modeler or bike importer should be interested in :)
Title: Re: Questions about daily development
Post by: davidboda46 on February 20, 2017, 11:42:17 PM
Hi Piboso. Are you planing to release a hotfix for Beta 11:s rider suit bug and if "yes", approximately when?

Cheers,

/David "Gonzo" Boda #46
Title: Re: Questions about daily development
Post by: doubledragoncc on February 20, 2017, 11:50:58 PM
Can we please have a pnt file for legends rider suit too kind sir

DD
Title: Re: Questions about daily development
Post by: PiBoSo on February 21, 2017, 10:15:22 AM
Quote from: davidboda46 on February 20, 2017, 11:42:17 PM
Hi Piboso. Are you planing to release a hotfix for Beta 11:s rider suit bug and if "yes", approximately when?

Cheers,

/David "Gonzo" Boda #46

A patch is planned.
Waiting for more feedback to pack more fixes into one update.
Title: Re: Questions about daily development
Post by: davidboda46 on February 21, 2017, 12:33:28 PM
Quote from: PiBoSo on February 21, 2017, 10:15:22 AM
Quote from: davidboda46 on February 20, 2017, 11:42:17 PM
Hi Piboso. Are you planing to release a hotfix for Beta 11:s rider suit bug and if "yes", approximately when?

Cheers,

/David "Gonzo" Boda #46

A patch is planned.
Waiting for more feedback to pack more fixes into one update.

Ok, thanks for the update.
Title: Re: Questions about daily development
Post by: tchemi on March 01, 2017, 08:57:08 AM
Hello Piboso.

Quote* GPB / WRS / KRP / MXB: work on the vehicle selection user interface

Interesting. Is there any goal to make it load faster ?? Some UI only load an image of the desired object. If we want to see it and move around with the mouse, we can load a scene or theatre to admire the model. But if you just want to choose your bike, a name and a thumbnail could be enough.

Title: Re: Questions about daily development
Post by: Blackheart on March 01, 2017, 10:15:36 AM
Quote from: tchemi on March 01, 2017, 08:57:08 AM
Hello Piboso.

Quote* GPB / WRS / KRP / MXB: work on the vehicle selection user interface

Interesting. Is there any goal to make it load faster ?? Some UI only load an image of the desired object. If we want to see it and move around with the mouse, we can load a scene or theatre to admire the model. But if you just want to choose your bike, a name and a thumbnail could be enough.

+1
Title: Re: Questions about daily development
Post by: PiBoSo on March 01, 2017, 10:24:42 AM
Quote from: tchemi on March 01, 2017, 08:57:08 AM
Hello Piboso.

Quote* GPB / WRS / KRP / MXB: work on the vehicle selection user interface

Interesting. Is there any goal to make it load faster ?? Some UI only load an image of the desired object. If we want to see it and move around with the mouse, we can load a scene or theatre to admire the model. But if you just want to choose your bike, a name and a thumbnail could be enough.

Please...
There is a whole "Suggestions and wishlist" section for requests.
Title: Re: Questions about daily development
Post by: tchemi on March 01, 2017, 03:50:00 PM
Yes Piboso, sorry but, my first intention was to ask if the ongoing devs were about perfs or were about customisation or anything else.
I wont make any suggestion if it goes the opposite way of ongoing developments.
Title: Re: Questions about daily development
Post by: Blackheart on March 17, 2017, 12:08:13 AM
Quote* GPB / WRS / KRP / MXB: started work on a launcher to better handle updates and modding

Grazie  ;D
Title: Re: Questions about daily development
Post by: Napalm Nick on March 17, 2017, 08:26:30 AM
Please could you update us on the netcode fix plan if possible. Many thanks.
Title: Re: Questions about daily development
Post by: Meyer#12 on March 17, 2017, 11:22:14 AM
Quote from: Napalm Nick on March 17, 2017, 08:26:30 AM
Please could you update us on the netcode fix plan if possible. Many thanks.

+1

would be nice to know how it is going. I think this could bring back old players and bring some new when online racing with big grid is actually possible.

Title: Re: Questions about daily development
Post by: Warlock on March 17, 2017, 01:58:12 PM
Quote from: Napalm Nick on March 17, 2017, 08:26:30 AM
Please could you update us on the netcode fix plan if possible. Many thanks.

+1

We already saw big problems in our attempt to race a championship.
Title: Re: Questions about daily development
Post by: Alone on March 17, 2017, 04:00:13 PM
Quote from: Napalm Nick on March 17, 2017, 08:26:30 AM
Please could you update us on the netcode fix plan if possible. Many thanks.

+1
Title: Re: Questions about daily development
Post by: PiBoSo on March 17, 2017, 05:04:49 PM

Unfortunately now the focus is 100% on KRP, to release it on Steam  :-[
Title: Re: Questions about daily development
Post by: Napalm Nick on March 17, 2017, 05:50:07 PM
Well I think that is very good idea so good luck with it! :)

I will hope netcode for all games is priority no 2 lol  ;)

Good luck in your aim.
Title: Re: Questions about daily development
Post by: HornetMaX on March 17, 2017, 07:38:35 PM
Quote from: PiBoSo on March 17, 2017, 05:04:49 PM

Unfortunately now the focus is 100% on KRP, to release it on Steam  :-[
Somehow that could be good news too. Good luck !
Title: Re: Questions about daily development
Post by: PeterV on March 17, 2017, 07:49:01 PM
Quote from: PiBoSo on March 17, 2017, 05:04:49 PM

Unfortunately now the focus is 100% on KRP, to release it on Steam  :-[
That is very good indeed, but could we have a quick fix for the legend rider bug in Beta11b ?
Title: Re: Questions about daily development
Post by: Alone on March 17, 2017, 07:57:42 PM
Good luck!
Title: Re: Questions about daily development
Post by: Hawk on March 17, 2017, 10:34:45 PM
Quote from: PeterV on March 17, 2017, 07:49:01 PM
Quote from: PiBoSo on March 17, 2017, 05:04:49 PM

Unfortunately now the focus is 100% on KRP, to release it on Steam  :-[
That is very good indeed, but could we have a quick fix for the legend rider bug in Beta11b ?

+1

Hawk.
Title: Re: Questions about daily development
Post by: Napalm Nick on March 17, 2017, 10:52:47 PM
+2 would be great if possible . If someone joins a server facing backwards it won't clear until the server is restarted  :(
Title: Re: Questions about daily development
Post by: TFC on March 19, 2017, 10:40:42 PM
Pib, could you give us a quick rundown on this dedicated mod folder? What's it all about?
Title: Re: Questions about daily development
Post by: matty0l215 on March 19, 2017, 10:45:32 PM
I'm guessing that it means that we can set the location for the bikes/tracks folder.

Or are we seeing the Core engine put in one folder with each game being a "MOD" (So one folder for core.exe engine, then you select in the game/launcher which game to play)

Or something completely different :P
Title: Re: Questions about daily development
Post by: PiBoSo on March 19, 2017, 11:01:05 PM
Quote from: matty0l215 on March 19, 2017, 10:45:32 PM
I'm guessing that it means that we can set the location for the bikes/tracks folder.

This.
By default it will be in "My Documents", so it will not be needed anymore to create folders and copy files in the installation folder that, if using the default one, is protected by Windows.
Title: Re: Questions about daily development
Post by: TFC on March 19, 2017, 11:03:57 PM
Awesome, thanks :)
Title: Re: Questions about daily development
Post by: matty0l215 on March 19, 2017, 11:04:47 PM
Ah, okay.

What happened to the launcher? And quite how would it work (download a pack, then have the launcher install it?)

Title: Re: Questions about daily development
Post by: PiBoSo on March 20, 2017, 02:36:43 PM
Quote from: matty0l215 on March 19, 2017, 11:04:47 PM
Ah, okay.

What happened to the launcher? And quite how would it work (download a pack, then have the launcher install it?)

Thank you for the idea of allowing installation from a downloaded pack, too.
Title: Re: Questions about daily development
Post by: matty0l215 on March 20, 2017, 03:00:18 PM
No worries :)
Title: Re: Questions about daily development
Post by: Alby46 on March 20, 2017, 08:30:06 PM
an rfactor2 like launcher for mods would be great
Title: Re: Questions about daily development
Post by: PiBoSo on March 20, 2017, 09:39:52 PM
Quote from: Alby46 on March 20, 2017, 08:30:06 PM
an rfactor2 like launcher for mods would be great

Could you please describe how it works?
Title: Re: Questions about daily development
Post by: matty0l215 on March 20, 2017, 09:47:07 PM
A modder would put all of a Mods files (weather it be a track, a car or a collection of many things) in to a pack file (Similar to how your .pkz files are) then the launcher takes this and puts the files in the relevant places.

Just a bit more user friendly, over having to individually place bikes and tracks.

Also good for things like a race series mod (Say the Mazda MX5 cup, with 5 tracks) The series host uploads one file that all participants then know they can all get onto the servers.
Title: Re: Questions about daily development
Post by: Boerenlater on March 22, 2017, 12:09:34 PM
 :) Do you have any marketing plans for the KRP Steam release?
For example giving a review code to well known youtubers like Totalbiscuit?
Title: Re: Questions about daily development
Post by: PiBoSo on March 22, 2017, 04:03:22 PM
Quote from: Boerenlater on March 22, 2017, 12:09:34 PM
:) Do you have any marketing plans for the KRP Steam release?
For example giving a review code to well known youtubers like Totalbiscuit?

No marketing plans yet  :-[
No idea who Totalbiscuit was. He seems a very generic PC gamer ( so popular that maybe he asks for money to review? ). It would probably be much better to give keys to simracing youtubers.
Title: Re: Questions about daily development
Post by: guigui404 on March 22, 2017, 04:34:29 PM
Quote from: PiBoSo on March 22, 2017, 04:03:22 PM
Quote from: Boerenlater on March 22, 2017, 12:09:34 PM
:) Do you have any marketing plans for the KRP Steam release?
For example giving a review code to well known youtubers like Totalbiscuit?

No marketing plans yet  :-[
No idea who Totalbiscuit was. He seems a very generic PC gamer ( so popular that maybe he asks for money to review? ). It would probably be much better to give keys to simracing youtubers.

Maybe , but are there Simracers with a big audience ?
Title: Re: Questions about daily development
Post by: doubledragoncc on March 22, 2017, 05:59:22 PM
Quote from: PiBoSo on March 22, 2017, 04:03:22 PM
Quote from: Boerenlater on March 22, 2017, 12:09:34 PM
:) Do you have any marketing plans for the KRP Steam release?
For example giving a review code to well known youtubers like Totalbiscuit?

No marketing plans yet  :-[
No idea who Totalbiscuit was. He seems a very generic PC gamer ( so popular that maybe he asks for money to review? ). It would probably be much better to give keys to simracing youtubers.

If I got a penny for every youtuber that is so kind to do a reveiw on my system if I give the a grands worth oe harware I would be the first anti mollionaire

Please try SimUK though, Mike is honest and puts his whole heart into a review

DD
Title: Re: Questions about daily development
Post by: PiBoSo on March 22, 2017, 09:17:45 PM
Quote from: guigui404 on March 22, 2017, 04:34:29 PM
Quote from: PiBoSo on March 22, 2017, 04:03:22 PM
Quote from: Boerenlater on March 22, 2017, 12:09:34 PM
:) Do you have any marketing plans for the KRP Steam release?
For example giving a review code to well known youtubers like Totalbiscuit?

No marketing plans yet  :-[
No idea who Totalbiscuit was. He seems a very generic PC gamer ( so popular that maybe he asks for money to review? ). It would probably be much better to give keys to simracing youtubers.

Maybe , but are there Simracers with a big audience ?

Not really. But KRP doesn't target a big audience anyway  :)
From a quick search, there seem to be a few relatively popular channels, though: Inside Sim Racing, Empty Box, The Simpit, GamerMuscle, Jimmy Broadbent, ... There also are several channels about racing games, like Team VVV, but they probably wouldn't appreciate an hardcore simulator.
Title: Re: Questions about daily development
Post by: guigui404 on March 22, 2017, 09:36:04 PM
Quote from: PiBoSo on March 22, 2017, 09:17:45 PM
Quote from: guigui404 on March 22, 2017, 04:34:29 PM
Quote from: PiBoSo on March 22, 2017, 04:03:22 PM
Quote from: Boerenlater on March 22, 2017, 12:09:34 PM
:) Do you have any marketing plans for the KRP Steam release?
For example giving a review code to well known youtubers like Totalbiscuit?

No marketing plans yet  :-[
No idea who Totalbiscuit was. He seems a very generic PC gamer ( so popular that maybe he asks for money to review? ). It would probably be much better to give keys to simracing youtubers.

Maybe , but are there Simracers with a big audience ?

Not really. But KRP doesn't target a big audience anyway  :)
From a quick search, there seem to be a few relatively popular channels, though: Inside Sim Racing, Empty Box, The Simpit, GamerMuscle, Jimmy Broadbent, ... There also are several channels about racing games, like Team VVV, but they probably wouldn't appreciate an hardcore simulator.
Give a key could be good , or also all the contrary , so if you do it , you need to be really smart on the youtuber you will choose , IMO
Title: Re: Questions about daily development
Post by: doubledragoncc on March 22, 2017, 11:09:14 PM
Quote from: PiBoSo on March 22, 2017, 09:17:45 PM
Quote from: guigui404 on March 22, 2017, 04:34:29 PM
Quote from: PiBoSo on March 22, 2017, 04:03:22 PM
Quote from: Boerenlater on March 22, 2017, 12:09:34 PM
:) Do you have any marketing plans for the KRP Steam release?
For example giving a review code to well known youtubers like Totalbiscuit?

No marketing plans yet  :-[
No idea who Totalbiscuit was. He seems a very generic PC gamer ( so popular that maybe he asks for money to review? ). It would probably be much better to give keys to simracing youtubers.

Maybe , but are there Simracers with a big audience ?

Not really. But KRP doesn't target a big audience anyway  :)
From a quick search, there seem to be a few relatively popular channels, though: Inside Sim Racing, Empty Box, The Simpit, GamerMuscle, Jimmy Broadbent, ... There also are several channels about racing games, like Team VVV, but they probably wouldn't appreciate an hardcore simulator.

Last post from ISR about KRP was not so great and no link to you in any way but they posted a link on the same post for KartKraft!!!!

I am done with ISR as they have become very much American sims rule the rest sucks and its all about how they know everything and the world knows jack shit!!!

Allan from VVV is actually pretty fair in his reviews but too much into Mario cart racing for my liking lol.

Hope you get aa good a fair review from somewhere

DD
Title: Re: Questions about daily development
Post by: tchemi on March 27, 2017, 03:48:41 PM
Quote from: PiBoSo
* GPB / WRS / KRP / MXB: a few changes to VR support

Hello PiBoSo. Does it means that the new camera modes will be availables in VR in future (next) beta release ??
Title: Re: Questions about daily development
Post by: PiBoSo on March 27, 2017, 04:14:28 PM
Quote from: tchemi on March 27, 2017, 03:48:41 PM
Quote from: PiBoSo
* GPB / WRS / KRP / MXB: a few changes to VR support

Hello PiBoSo. Does it means that the new camera modes will be availables in VR in future (next) beta release ??

So far the changes have only been to improve VR support.
Title: Re: Questions about daily development
Post by: AUSSIEDIRT on April 18, 2017, 06:40:48 AM
That's a great question guida. That would be good given it kinda removes the threat of theft of content to be claimed by someone else
Title: Re: Questions about daily development
Post by: PiBoSo on April 18, 2017, 09:57:28 AM
Quote from: Guiga on April 17, 2017, 11:09:54 PM
Will you add Steam Workshop integration into your titles, as you port them over?

No, sorry, at the moment there are no plans to integrate Steam Workshop.
Title: Re: Questions about daily development
Post by: JMTRacing on April 23, 2017, 01:55:51 PM
* KRP: integration of the updated models

Are these chassis models or...?
Title: Re: Questions about daily development
Post by: PiBoSo on April 23, 2017, 02:29:20 PM
Quote from: JonOfMine on April 23, 2017, 01:55:51 PM
* KRP: integration of the updated models

Are these chassis models or...?

All models ( chassis, bodyworks, engines, intakes ) have been updated to be more optimized and, in the case of bodyworks, easier to mod.
Title: Re: Questions about daily development
Post by: Vergio101 on April 30, 2017, 07:27:53 AM
A  Little preview of launcher?  ;) its possible?
Title: Re: Questions about daily development
Post by: doubledragoncc on April 30, 2017, 08:48:08 AM
Will the new dedicated mod folder automatically handle the transfer of paints from an old version of a bike model to the new one and then delete the old version to save on the manual transfer of paints due to the bike mod server NOT having custom paints in the mod folders?

Great to see more work on GPB Mr P and best of luck with KRP on Steam.

DD
Title: Re: Questions about daily development
Post by: PiBoSo on May 01, 2017, 12:01:41 AM
Quote from: Vergio101 on April 30, 2017, 07:27:53 AM
A  Little preview of launcher?  ;) its possible?

Attached, a couple screenshots of the launcher.
There still are a few tweaks to do, but this is mostly it. Nothing fancy  :-[
It may feel like a huge waste of time for the experienced users, but it's probably a good idea anyway, considering the number of emails asking for support to update.
Title: Re: Questions about daily development
Post by: TFC on May 01, 2017, 08:01:32 AM
No I think that's an integral part of any game or software, good stuff!
Title: Re: Questions about daily development
Post by: PiBoSo on May 01, 2017, 09:24:37 AM
Quote from: TheFatController on May 01, 2017, 08:01:32 AM
No I think that's an integral part of any game or software, good stuff!

With the upcoming Steam release, many could feel it doesn't make sense.
However, the plan is to keep supporting the standalone version.
Title: Re: Questions about daily development
Post by: Alby46 on May 01, 2017, 11:17:46 AM
it is great indeed, an auto updater is what your games missed imo
Title: Re: Questions about daily development
Post by: Hawk on May 01, 2017, 01:11:12 PM
An auto updater is a great idea so long as it works properly and is reliable. Thank you Piboso.  ;) 8)

Hawk.
Title: Re: Questions about daily development
Post by: Boerenlater on May 13, 2017, 10:13:55 AM
What are those Misc Tasks which take more time? :(
Title: Re: Questions about daily development
Post by: matty0l215 on May 13, 2017, 11:10:02 AM
Getting KRP ready for release on steam i assume?

Must be a lot of work for a small dev team to get everything ready especially for steam.
Title: Re: Questions about daily development
Post by: Hawk on May 26, 2017, 08:01:10 AM
http://forum.piboso.com/index.php?topic=2765.msg76068#msg76068

Any chance of giving us more details of the FBX2EDF bug fix please Piboso?  :)

Hawk.
Title: Re: Questions about daily development
Post by: PiBoSo on May 26, 2017, 09:47:25 AM
Quote from: Hawk on May 26, 2017, 08:01:10 AM
http://forum.piboso.com/index.php?topic=2765.msg76068#msg76068

Any chance of giving us more details of the FBX2EDF bug fix please Piboso?  :)

Hawk.

Fixed a crash when an object had no mapping.
Title: Re: Questions about daily development
Post by: Hawk on May 26, 2017, 02:56:27 PM
Quote from: Guiga on May 26, 2017, 02:52:46 PM
Quote from: PiBoSo on May 01, 2017, 09:24:37 AM
With the upcoming Steam release, many could feel it doesn't make sense.
However, the plan is to keep supporting the standalone version.


This is a key thing to a few people in the simracing world, especially older folks. I personally will keep my standalone over Steam version too.

You should be able to use your standalone version the same as a steam version.... All you have to do is enter your standalone product key into steam and then you can use the steam version too. No difference at all.  ;)

Hawk.
Title: Re: Questions about daily development
Post by: tchemi on May 28, 2017, 12:37:01 AM
Hey Piboso,

Just saw that you have been working on OpenVR. Have you planned to implement the new camera mode for VR or is it still to be planned ?
Title: Re: Questions about daily development
Post by: Manu on May 28, 2017, 07:40:06 AM
Quote from: tchemi on May 28, 2017, 12:37:01 AM
Hey Piboso,

Just saw that you have been working on OpenVR. Have you planned to implement the new camera mode for VR or is it still to be planned ?

OpenVR is already running on gpbikes

http://forum.piboso.com/index.php?topic=3770.0
Title: Re: Questions about daily development
Post by: tchemi on May 28, 2017, 07:07:43 PM
Yes, thx Manu,

IIRC, Piboso said that the camera mode=1 is not yet available with VR. That was the subject of my question.
Title: Re: Questions about daily development
Post by: Mace-x on June 14, 2017, 03:44:25 PM
so 14-06-2017 and i dont see krp on steam, where is it pibs?  ;D
Title: Re: Questions about daily development
Post by: Hawk on July 03, 2017, 08:14:50 AM
Hmmm.... Is something "a foot" in the Piboso camp I wonder? I noticed there's been no daily dev posting from Piboso since June 16th 2017.

Hawk.
Title: Re: Questions about daily development
Post by: matty0l215 on July 05, 2017, 08:51:33 PM
Still nothing?

Everything alright boss??
Title: Re: Questions about daily development
Post by: poumpouny on July 06, 2017, 07:58:30 AM
I think it has Something to do with the "Massive news" SIM UK is talking about, let's hope Piboso Found Big sponsor, won the Moto gp liscence and will fix core and release V1 for christmass  ;D
Title: Re: Questions about daily development
Post by: matty0l215 on July 06, 2017, 09:31:53 AM
I lost £50 because a comment like that :P

Did go to a worthwile cause mind you ;D
Title: Re: Questions about daily development
Post by: HornetMaX on July 06, 2017, 09:55:15 AM
Quote from: matty0l215 on July 06, 2017, 09:31:53 AM
I lost £50 because a comment like that :P

Did go to a worthwile cause mind you ;D
Not really lost then :)

Bet still available: GPB v1 for xmas anyone ?! :)
Title: Re: Questions about daily development
Post by: doubledragoncc on July 06, 2017, 11:12:48 AM
Its not to do with SimUK's post.....I know lol

It is a mystery as P has not commented?

@matty, still waiting on an email and will call you as soon as I get it to finalize detail m8

DD
Title: Re: Questions about daily development
Post by: matty0l215 on July 06, 2017, 03:30:42 PM
 ;D
Title: Re: Questions about daily development
Post by: Alby46 on July 07, 2017, 08:43:18 AM
Quote from: HornetMaX on July 06, 2017, 09:55:15 AM
Not really lost then :)

Bet still available: GPB v1 for xmas anyone ?! :)
Ok for xmas, but which year? :D
Title: Re: Questions about daily development
Post by: Mace-x on July 13, 2017, 09:26:11 PM
Krp released!!!  ;D

Steam release or just standalone?
Title: Re: Questions about daily development
Post by: PiBoSo on July 13, 2017, 09:30:00 PM
Quote from: Mace-x on July 13, 2017, 09:26:11 PM
Krp released!!!  ;D

Steam release or just standalone?

Standalone only.
Still waiting for the Steam review of the submitted build  :-\
Title: Re: Questions about daily development
Post by: HornetMaX on July 13, 2017, 09:31:28 PM
Congrats PiBoSo for KRP rel1 !

A true ... milestone :) :)
Title: Re: Questions about daily development
Post by: davidboda46 on July 13, 2017, 09:32:42 PM
@Piboso: Is it better for you (commercially) if I by the KRP license from you or from Steam (when it is released)?

Cheers,

/David "Gonzo" Boda #46
Title: Re: Questions about daily development
Post by: doubledragoncc on July 13, 2017, 09:35:53 PM
You just beat to it Max lol, was munching chips

Piboso, you deserver to go far. I wish you all the best in all your dreams as they are all we have.

Make it happen!!! Only you can

DD
Title: Re: Questions about daily development
Post by: Mace-x on July 13, 2017, 09:54:53 PM
Quote from: davidboda46 on July 13, 2017, 09:32:42 PM
@Piboso: Is it better for you (commercially) if I by the KRP license from you or from Steam (when it is released)?

Cheers,

/David "Gonzo" Boda #46

From piboso, Steams cut around a 30% of a game´s price, not sure if a little lower or higher tho.
Title: Re: Questions about daily development
Post by: PiBoSo on July 13, 2017, 09:56:31 PM
Quote from: HornetMaX on July 13, 2017, 09:31:28 PM
Congrats PiBoSo for KRP rel1 !

A true ... milestone :) :)

Meh...
Nothing to smile about.
A long list of tasks had to be cut out. At least three of them are very important ones  :'(
In theory this build should again be labelled as "Beta". However, in practice, names are not so important, since the project is still ongoing.
Title: Re: Questions about daily development
Post by: PiBoSo on July 13, 2017, 10:04:16 PM
Quote from: davidboda46 on July 13, 2017, 09:32:42 PM
@Piboso: Is it better for you (commercially) if I by the KRP license from you or from Steam (when it is released)?

Cheers,

/David "Gonzo" Boda #46

Thank you for the support.
The standalone would be definitely better. PayPal "only" takes, on average, 4.5%, while Valve's "sticky hands" keep around 30%. Maybe a little less ( haven't published on Steam yet  :( ), but it's still a robbery, especially considering that Steam is now the de facto standard for PC game publishing, and no developer can escape its clutches, like it or not >:(
Title: Re: Questions about daily development
Post by: Napalm Nick on July 13, 2017, 10:17:11 PM
Well done and congratulations on getting to a V1!

Like a painter, you are probably cursed with never being content with your releases but we love 'em. Gratz.
Title: Re: Questions about daily development
Post by: HornetMaX on July 13, 2017, 10:47:05 PM
Quote from: PiBoSo on July 13, 2017, 09:56:31 PM
Meh...
Nothing to smile about.
A long list of tasks had to be cut out. At least three of them are very important ones  :'(
In theory this build should again be labelled as "Beta". However, in practice, names are not so important, since the project is still ongoing.
Everything is in beta from a given point of view.
It's a v1 and if it goes on Steam too, it's definitely an event.

Grab the congrats, feel (at least) a bit proud and good luck for what's next.
Title: Re: Questions about daily development
Post by: PiBoSo on July 13, 2017, 11:03:21 PM
Quote from: HornetMaX on July 13, 2017, 10:47:05 PM
Quote from: PiBoSo on July 13, 2017, 09:56:31 PM
Meh...
Nothing to smile about.
A long list of tasks had to be cut out. At least three of them are very important ones  :'(
In theory this build should again be labelled as "Beta". However, in practice, names are not so important, since the project is still ongoing.
Everything is in beta from a given point of view.
It's a v1 and if it goes on Steam too, it's definitely an event.

Grab the congrats, feel (at least) a bit proud and good luck for what's next.

The Steam release will definitely be an event.
But still a disappointing one. It took way too long and it's not even as planned. It's very difficult to be proud and feel like the congratulations are earned.

That said, Steam just sent an email: "Your game build has been reviewed and approved for release".
(https://img.memecdn.com/soon-cat_o_1257027.jpg)
Title: Re: Questions about daily development
Post by: HornetMaX on July 13, 2017, 11:31:34 PM
Quote from: PiBoSo on July 13, 2017, 11:03:21 PM
The Steam release will definitely be an event.
But still a disappointing one. It took way too long and it's not even as planned. It's very difficult to be proud and feel like the congratulations are earned.
See it half full: for MXB it will take much less :)

Quote from: PiBoSo on July 13, 2017, 11:03:21 PM
That said, Steam just sent an email: "Your game build has been reviewed and approved for release".
(https://img.memecdn.com/soon-cat_o_1257027.jpg)
w00t!!11
Title: Re: Questions about daily development
Post by: matty0l215 on July 14, 2017, 07:45:33 AM
Well done Piboso!

Not every person can say their game is on steam.

CAWS will a mirror up later today
Title: Re: Questions about daily development
Post by: PiBoSo on July 14, 2017, 09:50:53 PM
The refunds rate is brutal!  :-\
Over 12%!  :'(
Title: Re: Questions about daily development
Post by: HornetMaX on July 14, 2017, 10:02:19 PM
Quote from: PiBoSo on July 14, 2017, 09:50:53 PM
The refunds rate is brutal!  :-\
Over 12%!  :'(
It's a sim, kids won't like it.
Title: Re: Questions about daily development
Post by: Warlock on July 15, 2017, 02:17:14 AM
Quote from: HornetMaX on July 14, 2017, 10:02:19 PM
Quote from: PiBoSo on July 14, 2017, 09:50:53 PM
The refunds rate is brutal!  :-\
Over 12%!  :'(
It's a sim, kids won't like it.

Agree m8, its a sim.
Its something you will have to live with, steam is full of kids, that think they are buying mario karts...


Title: Re: Questions about daily development
Post by: Asdrael on July 15, 2017, 10:40:07 AM
Congratulations on the milestone and best of luck for the near future. I hope it picks up on Steam.
Title: Re: Questions about daily development
Post by: Boerenlater on July 15, 2017, 11:25:55 AM
I hope the marketing will do it's job and hopefully many people will buy it.
Title: Re: Questions about daily development
Post by: PiBoSo on July 15, 2017, 08:52:46 PM

Grace under pressure. Everything passes.
Grace under pressure. Everything passes.
Grace under pressure. Everything passes.
Grace under pressure. Everything passes.
Grace under pressure. Everything passes.
Grace under pressure. Everything passes.
Grace under pressure. Everything passes.
Grace under pressure. Everything passes.
Grace under pressure. Everything passes.
Grace under pressure. Everything passes.
...
Title: Re: Questions about daily development
Post by: HornetMaX on July 15, 2017, 09:06:14 PM
https://www.youtube.com/v/mLPJy1VS27U
Title: Re: Questions about daily development
Post by: h106frp on July 16, 2017, 01:26:51 PM
Just had a look at the steam page; very nice  :)

Most of the negatives appear related to VR issues - so I guess they are fixable and it suggests this is a selling point if you get it right.

The comment about vibrations feedback should be addressed, full telemetry is available and if I fire up the 4 seismic shakers I built and attached to my chair its easily enough to get complaints from the household - maybe you should add buttshaker support as an option. Maybe you should get a demo/review from someone with a full kart simulation  rig to add to the videos.

Well done - a 'milestone' for PiBosos games  :)
Title: Re: Questions about daily development
Post by: PiBoSo on July 18, 2017, 02:54:49 PM
Unfortunately the latest Kart Racing Pro release didn't go as planned.
There are a couple show-stopping bugs that must be addressed as soon as possible.
The Steam version is getting "Mixed" reviews and a disheartening refund rate over 20%  :'(

Work on GPB, WRS and MXB will resume as soon as possible.


P.S.
Not to mention the obscene amount of messages that clutter the inbox.
Apologies for the lack of replies.
Title: Re: Questions about daily development
Post by: Napalm Nick on July 18, 2017, 04:53:21 PM
4 out of 5 people love your game! Thats a great result  :)
Title: Re: Questions about daily development
Post by: TFC on July 18, 2017, 05:12:25 PM
I think that is a great result to be honest. I remember reading something a year or two ago, when Steam refunds were a relitively new thing. A developer (forget who) had something like 20 refund requests over the course of their game being on Steam, couple of years I think, and in the first week of Steam refunds being active it shot up to over 30%.

There are always people who will refund. People who can't really afford, people who want to try and exploit and those who just don't like. But, considering how long it's been on Steam I think it's pretty good going, damn good exposure and hey, extra publicity if you ever choose to put it on sale!
Title: Re: Questions about daily development
Post by: PiBoSo on July 18, 2017, 05:17:11 PM

It is true that 80% approval is not bad in the grand scheme of things.
However, Steam has a neat feature that allows buyers to write the reasons they ask for a refund.
Roughly half of them complained about bugs, so hopefully the update will bring refunds to a less gruesome rate.
Title: Re: Questions about daily development
Post by: Napalm Nick on July 18, 2017, 05:23:43 PM
 All feedback is good i guess. I wonder why those bugs are not already being reported from the KRP community before release? Or maybe they are paralleled now.

But it could be used back to your advantage as you fix the bugs and update Steam. Please though, engage with the Steamers with a mere line of comment either about what you are fixing or have fixed. It will go a long way I'm sure.
Title: Re: Questions about daily development
Post by: HornetMaX on July 18, 2017, 05:49:59 PM
The refund policy (pretty permissive) is to blame: people will just try it out via steam and ask for a refund after 5min (even if they could try the demo version for far less hassle).

I see a very good start. And everybody knows I'm not the most optimistic person on earth.
Don't forget to point the people to the forum: they will realise there's already a community, and it matters.
Title: Re: Questions about daily development
Post by: Napalm Nick on July 18, 2017, 06:00:43 PM
Yes some comments about content suggest they dont know a community already exists
Title: Re: Questions about daily development
Post by: HornetMaX on July 18, 2017, 07:37:11 PM
Quote from: Napalm Nick on July 18, 2017, 06:00:43 PM
Yes some comments about content suggest they dont know a community already exists

Exactly. The "need moar tracks" / "need moar karts" ...
Title: Re: Questions about daily development
Post by: Warlock on July 19, 2017, 01:06:10 AM
Yeah i was thinking the same when i read the comments.

Also as Nick pointed a few words from the developer to them i'm sure will be very valuable so they feel they are not abandoned with a buggy product.
Some are pointing the fact that is a new product and putting confidence in it to be updated and fixed, let them know you are aware of it.
Title: Re: Questions about daily development
Post by: Alby46 on July 19, 2017, 11:04:24 AM
Will there be a steam greenlight integration? if so, it will be easier to install mods for noobs that want "moar tracks and karts"
Title: Re: Questions about daily development
Post by: Napalm Nick on July 19, 2017, 11:17:22 AM
Do you mean Workshop integration?
Title: Re: Questions about daily development
Post by: Alby46 on July 19, 2017, 12:36:26 PM
yeah sorry lol i meant workshop integration
Title: Re: Questions about daily development
Post by: HornetMaX on July 19, 2017, 08:09:25 PM
Last time PiBoSo said: "no, too much work for that".
Title: Re: Questions about daily development
Post by: AUSSIEDIRT on July 24, 2017, 04:47:37 AM
Shape animations?
Title: Re: Questions about daily development
Post by: h106frp on July 24, 2017, 07:33:45 AM
suspension springs animation I think - maybe crash damage
Title: Re: Questions about daily development
Post by: HornetMaX on July 24, 2017, 07:37:00 AM
Quote from: h106frp on July 24, 2017, 07:33:45 AM
suspension springs animation I think - maybe crash damage
I doubt crash damage, but was wondering, maybe it could be used for hub steering (even if the physics will stay the usual fork one).
Title: Re: Questions about daily development
Post by: Hawk on July 24, 2017, 08:14:59 AM
Shape animations: I'm hoping it's to allow modders to rig and animate any object they wish, including new riders. That to me would be more logical than limiting object animation only to certain objects.  :)

Hawk.
Title: Re: Questions about daily development
Post by: PiBoSo on July 24, 2017, 12:58:15 PM
Quote from: AUSSIEDIRT on July 24, 2017, 04:47:37 AM
Shape animations?

To be used for animated flags, coils, brake lines and motocross dust guards.
Not the most important feature to tackle, but still on the list. I felt like doing something different, a bit more on the "fun" side, after so many months of work on KRP that, sadly, didn't pay off at all.
Don't worry, though. Everyone seems to hate the idea, so I'm back to the more useful tasks.
Title: Re: Questions about daily development
Post by: BOBR6 84 on July 24, 2017, 01:30:37 PM
* GPB: porting of the latest features and improvements

Can i ask what these are??
Title: Re: Questions about daily development
Post by: PiBoSo on July 24, 2017, 01:34:54 PM
Quote from: BOBR6 84 on July 24, 2017, 01:30:37 PM
* GPB: porting of the latest features and improvements

Can i ask what these are??

Support for the external mod folder, code to lower the connection lag, VR reset key setting, revised aero sounds mixing, support for the engine limiter sound, and more...
Title: Re: Questions about daily development
Post by: BOBR6 84 on July 24, 2017, 01:36:35 PM
Nice!! Thankyou
Title: Re: Questions about daily development
Post by: h106frp on July 24, 2017, 02:21:09 PM
+1 for shape animations, correctly animated 3P rear suspension and steering dampers in 1P would finish the bikes nicely.

The ability to add animation for object and characters would improve track  immersion.
Title: Re: Questions about daily development
Post by: TFC on July 24, 2017, 03:44:47 PM
Quote from: PiBoSo on July 24, 2017, 12:58:15 PM
Don't worry, though. Everyone seems to hate the idea, so I'm back to the more useful tasks.

Guess that's a reference to me since I'm the only one who mentioned something negative. I didn't mean I hate the idea, I love the idea.

In fact I really wanted it to be included in the last beta so I could correctly model the brake lines on the bike I made.

I was just voicing my opinion on the MXB board.. I don't expect it to change your development plan. You're right, it doesn't matter what order things are done in when they're all going to be part of the same release. :)
Title: Re: Questions about daily development
Post by: Boerenlater on July 27, 2017, 09:00:47 AM
Can you tell us about the sales numbers in Steam?
Title: Re: Questions about daily development
Post by: PiBoSo on July 27, 2017, 01:40:23 PM
Quote from: Boerenlater on July 27, 2017, 09:00:47 AM
Can you tell us about the sales numbers in Steam?

There is no need to divulge sensitive data, as this website is accurate enough:
http://steamspy.com/app/415600

Probably the only fair comparison would be this software:
http://steamspy.com/app/335070
It is comparable to KRP in several ways:
1) It is an hardcore simulator aimed at a niche, mostly made of real-life enthusiasts ( this is something most simracers don't get about KRP, probably because half-assed karts can be found in almost every car simulator and simcade )
2) It has been on sale on their own website for years prior to landing on Steam
3) The price is relatively high, but very low compared to the expenses of the real-life counterpart ( even more for kart racing )
Title: Re: Questions about daily development
Post by: Phathry25 on July 27, 2017, 04:17:40 PM
They do a really good job of marketing that game, before and after steam. I haven't seen much noise being made about KRP being released on steam. The one review I have come across mentioned lack of content and lack of activity as the only negatives. Both fixable things, but you need to allow the community to help you out. Sell the community. Put the forums in the preview video, add on karts and tracks, skins, helmets etc.... Get some servers going. Host community races or skin competitions. Hot lap competitions. Anything! Give people a reason to play your game other than it being a great kart simulator. I get that you don't want to compromise the simulation quality in your games, that's a great selling point to a lot of people. But you still need to work to attract the non hardcore kart racing customers.

Iit only takes one spark to start a fire.

Tha'st my opinion at least. I sell forklift parts for a living though, so it's probably not extremely valid. I wish you nothing but the best and hope you find a path to success.
Title: Re: Questions about daily development
Post by: poumpouny on July 27, 2017, 05:41:49 PM
Dirt rally/dirt 4 is i think the best example of the recontiliation of thoses userbase. You can choose between a hardcore sim or a simcadey with one click. you get the best of both word and the graphic lift doest the rest of the  (even if the physics isnt as accurate as RBR for example)
Title: Re: Questions about daily development
Post by: PiBoSo on July 27, 2017, 07:51:04 PM
Quote from: Phathry25 on July 27, 2017, 04:17:40 PM
They do a really good job of marketing that game, before and after steam. I haven't seen much noise being made about KRP being released on steam. The one review I have come across mentioned lack of content and lack of activity as the only negatives. Both fixable things, but you need to allow the community to help you out. Sell the community. Put the forums in the preview video, add on karts and tracks, skins, helmets etc.... Get some servers going. Host community races or skin competitions. Hot lap competitions. Anything! Give people a reason to play your game other than it being a great kart simulator. I get that you don't want to compromise the simulation quality in your games, that's a great selling point to a lot of people. But you still need to work to attract the non hardcore kart racing customers.

Iit only takes one spark to start a fire.

Tha'st my opinion at least. I sell forklift parts for a living though, so it's probably not extremely valid. I wish you nothing but the best and hope you find a path to success.

The lack of promotion around KRP has nothing to do with compromising the simulation quality. It's hard to see how they could be linked anyway.
While there is a common misconception that PiBoSo is a one-man show, reality isn't so distant: there are only a full-time and two part-time developers on the five projects ( GPB, WRS, KRP, MXB and editing tools ). It is also worth noting that we are running on a shoe string, so no money to hire help.
You opinion is valid indeed, and the idea prior to KRP release was to create an official championship with prizes at some point, but who has the free time? Where are the funds?
I am using every spare minute to try to update the other projects as soon as possible. I'm also trying to give support to the customers ( hundreds of emails in a few days...  :'( ). Snappe is working on MXB, Kevin is busy with his real job, ...
Title: Re: Questions about daily development
Post by: HornetMaX on July 27, 2017, 08:25:31 PM
Put the forums forward on steam.
There's plenty of help that could be given by the community instead of you.
Also, as said, it will make it clear there are players, modders, supporters etc. It counts. A lot.

Side note: how many mails have you received by users that do not understand that they have to calibrate *all* their input devices at the same time ?
It probably indicated the current calibrate "UI" is bad / not clear enough.
Title: Re: Questions about daily development
Post by: Stout Johnson on July 27, 2017, 08:26:39 PM
Quote from: PiBoSo on July 27, 2017, 07:51:04 PM
I am using every spare minute to try to update the other projects as soon as possible. I'm also trying to give support to the customers ( hundreds of emails in a few days...  :'( ). Snappe is working on MXB, Kevin is busy with his real job, ...
In my opinion ALL your time atm should go to KRP. It is a great sim as it is and I think you would get a solid community in a short period of time, if only the online play would work. While you seem to have made significant progress concerning the smoothness of other driver's and the lack of core.exe errors, there are still 2 major issues:
1) major lags when other player's connect to a server, which makes it impossible to drive at times
2) the server just goes nuts over time, especially if many people are connecting and disconnecting; I had some major fun today in wet conditions with some other drivers, but like after 10mins the server just went out; other drivers disappeared, next session would not load; I had that happen 3-times in 4 servers... that is where new players just say "f..k it".

Get the online play stable and you will get a solid and active community of die-hard sim fans. All other sims can wait, but they will profit from that in the long run too. If you cannot get the online play stable, then KRP will be a flop and it will damage the brand "PiBoSo" and probably all other sims.

Quote from: Phathry25 on July 27, 2017, 04:17:40 PM
it only takes one spark to start a fire.
Exactly... if Piboso could only overcome the netcode issues, then he is over the hump in my opinion.

Edit: I can provide you with a replay file of one KRP session in the wet, where the server just broke down, if that is any help. Also you could host netcode debug sessions again. We sure would love to help you.
Title: Re: Questions about daily development
Post by: Phathry25 on July 28, 2017, 05:03:50 AM
Quote from: PiBoSo on July 27, 2017, 07:51:04 PMThe lack of promotion around KRP has nothing to do with compromising the simulation quality. It's hard to see how they could be linked anyway.
While there is a common misconception that PiBoSo is a one-man show, reality isn't so distant: there are only a full-time and two part-time developers on the five projects ( GPB, WRS, KRP, MXB and editing tools ). It is also worth noting that we are running on a shoe string, so no money to hire help.
You opinion is valid indeed, and the idea prior to KRP release was to create an official championship with prizes at some point, but who has the free time? Where are the funds?
I am using every spare minute to try to update the other projects as soon as possible. I'm also trying to give support to the customers ( hundreds of emails in a few days...  :'( ). Snappe is working on MXB, Kevin is busy with his real job, ...

I didn't mean to say that promotion and simulation are mutually exclusive.  I meant that simulation isn't enough for you to survive on, you need to attract the casual users to your simulation.  Sure the game offers a great driving experience, and it will pull people in and keep them active.  Problem being that is all that it offers right now.  Sure the other features are there, but they are not being utilized fully.  Something needs to be done to get people playing consistently, make them want to tell their friend about this awesome game they came across.

Firstly I think something needs to be done about the lack of content.  To a person not already invested in the community this is the biggest drawback to buying a new game.  You see it all the time, reviewers saying everything about a game is great, but lack of content, so don't buy it.  Yes there are add on tracks and skins available, but as a base package the game is lacking.  Tracks aren't cost effective, so you have to look to skins.  Why not have a skin contest to generate interest in the game?  No copyright infringement, you take ownership of the skins when they are submitted etc, etc... rFactor2 just held such a contest, I'm sure PiBoSo can handle one too.  Promote the crap out of it, post it anywhere that will allow you.  Reddit, racedepartment, sim racing paddock, heck have pretend race cars get involved. (if you dare) Give best kart, best driver and best helmet a free copy of the game this way you can include people that aren't yet active, label a set of bodywork templates so someone who doesn't have the game can make it work, or include an example layer for each template.  Anyone who has a skin that you decide to include in the game gets a 20% off coupon, redeemable only through your website.  You still come out ahead of the steam price and generate a lot of sales and excitement.  These people will have a stake in the game and tell their friends about it... Maybe I'm making it too simple in my head.

When it comes to racing you absolutely need to bite the bullet and rent your own servers.  Weekly events, hotlap competitions, heck even utilize the mysterious "challenge" section of the game.  There needs to be an official server.  It shows that you are actively supporting the game.  Every developer in the market does it, it doesn't look good to a new user to not even have a single officially supported race server. Pick a track for each week. Monday KF3, Tuesday KZ1, Wednesday FS250, etc...  Give people a reason to play, something to look forward to.  Use your stats page to track results, average their points for however many races they run per class or something.  It doesn't need to be a rival to iRacing, something just needs to exist to get people involved.  Something to strive for.

As far as a premier race series goes you can start small, no need to throw cash at the competitors.  Talk to the karting companies you already have relationships, see if they will donate soft goods, you'd be surprised what people will do for a chance at a free shirt.  MX simulator was a community of about 500 total, maybe 100 active back in 2010 before the first series that the developer hosted.  Through a sponsorship he was able to offer simple prizes (shirts, discount codes, etc) word got out, players joined, prizes got better.  The community is over 20,000 people now, that's impressive IMO considering how niche motocross simulators are.  This was all done and very minimal costs to the developer. (server hosting) He also had to pump out 17 replica tracks each year, but with no licensing fees it was just his time.  Obviously the landscape and expectations of new tracks yearly are different here, I don't feel that bookoo tracks would be expected.

Ultimately if you want to grow your audience you will need to sacrifice development time. Look, I HATE that you can't devote the time to make WRS better for dirt track racing.  It's spilling over with potential to be absolutely epic.  It kills me that it will probably never realize it's full potential.  I've been around here for much longer than my forum accounts and activity would lead you to believe, and I've gotten to see how passionate you are.  I like how well you interact with your users, and how candid you are about the struggles you face.  You seem like a really nice person. (whoever posts as PiBoSo, it seems like one person at least)  I want to see your team enjoy all the success they deserve.  But developing four titles at once will never allow that.  You need to focus on having one great game.  And then another great game.  All of your titles have the potential to be great, but not if you are only focused on software development. In today's sim racing market you need more. I've been sim racing for over 20 years now and what your team has developed here is nothing short of amazing.  You had dynamic tracks before anyone else, and your system is still more accurate than anything else on the market.

IMHO, of course.
Title: Re: Questions about daily development
Post by: Phathry25 on August 09, 2017, 02:01:55 AM
Quote from: PiBoSo* GPB: started experimenting with a new riding style

?
Title: Re: Questions about daily development
Post by: HornetMaX on August 09, 2017, 08:22:06 AM
Quote from: Phathry25 on August 09, 2017, 02:01:55 AM
Quote from: PiBoSo* GPB: started experimenting with a new riding style

?

Marquez-sque ?
Title: Re: Questions about daily development
Post by: Manu on August 09, 2017, 09:13:47 AM
Quote from: PiBoSo* GPB: started experimenting with a new riding style

Leg dangle animation?
Title: Re: Questions about daily development
Post by: PiBoSo on August 09, 2017, 11:34:26 AM
Quote from: Manu on August 09, 2017, 09:13:47 AM
Quote from: PiBoSo* GPB: started experimenting with a new riding style

Leg dangle animation?

(https://media.giphy.com/media/ui1hpJSyBDWlG/giphy.gif)
Title: Re: Questions about daily development
Post by: Manu on August 09, 2017, 12:35:31 PM
(https://media.giphy.com/media/gcinxbKrQkIcE/giphy.gif)
Title: Re: Questions about daily development
Post by: PiBoSo on August 09, 2017, 02:58:46 PM
Please don't get too excited.
Unfortunately the first tests proved that a lot of code is needed to make it work properly.
Creating a new animation is not enough.
Title: Re: Questions about daily development
Post by: Manu on August 09, 2017, 03:54:28 PM
Quote from: PiBoSo on August 09, 2017, 02:58:46 PM
Please don't get too excited.
Unfortunately the first tests proved that a lot of code is needed to make it work properly.
Creating a new animation is not enough.

(http://i.imgur.com/Eag3zA7.gif)
Title: Re: Questions about daily development
Post by: Hawk on August 12, 2017, 11:49:13 PM
Quote* GPB / WRS / KRP / MXB: completed support for the animated flags ( it's not just a visual feature. They give a clue about the wind strength and direction )

Sounds very good!  8)

I presume we will still be able to animate the flag movement as we wish the flags to animate via a sequence of animation-frames, but I presume there is now code in there for wind direction to trail the flag animation direct into the wind itself?

Can we export animations now instead of having to script them? This would be a great help.....  It would also be great to be able to export the shaders and maps instead of having to script them too. Just makes more sense to be able to export everything in one job-lot with the exporter rather than sticking with the current shader scripts process(it's a pain in the ass), then we can apply everything in the 3D app, get it all how we like it and then just export. Easy(especially for the FBX exporter). :)

Hawk.
Title: Re: Questions about daily development
Post by: poumpouny on August 17, 2017, 08:51:40 AM

Quote
* GPB: misc tasks for release
;D :D
Title: Re: Questions about daily development
Post by: Manu on August 20, 2017, 07:18:41 PM
Hi Piboso. Will you provide information on how to upgrade the models to the new shape animation system?
Title: Re: Questions about daily development
Post by: PiBoSo on August 20, 2017, 10:55:41 PM
Quote from: Manu on August 20, 2017, 07:18:41 PM
Hi Piboso. Will you provide information on how to upgrade the models to the new shape animation system?

It hasn't been tested yet.
It should be ready for Beta13.
Title: Re: Questions about daily development
Post by: doubledragoncc on August 21, 2017, 09:28:02 AM
@Piboso, is beta 12 going to be released this week or should I plan on keeping beta11b for the Dorna demo?

Thanks for all your hard work Mr P

DD
Title: Re: Questions about daily development
Post by: PiBoSo on August 21, 2017, 12:16:51 PM
Quote from: doubledragoncc on August 21, 2017, 09:28:02 AM
@Piboso, is beta 12 going to be released this week or should I plan on keeping beta11b for the Dorna demo?

Thanks for all your hard work Mr P

DD

Trying to release GP Bikes beta12 on Wednesday.
Hopefully it will not be too late.
Title: Re: Questions about daily development
Post by: Hawk on August 21, 2017, 01:34:17 PM
Quote from: PiBoSo on August 21, 2017, 12:16:51 PM
Quote from: doubledragoncc on August 21, 2017, 09:28:02 AM
@Piboso, is beta 12 going to be released this week or should I plan on keeping beta11b for the Dorna demo?

Thanks for all your hard work Mr P

DD

Trying to release GP Bikes beta12 on Wednesday.
Hopefully it will not be too late.

Would appreciate, if the exporter is already sorted then please release the exporter now so we can work on getting the Silverstone TrackMOD sorted for the weekend for DD. Thank you. ;)
Title: Re: Questions about daily development
Post by: PiBoSo on August 21, 2017, 02:07:37 PM
Quote from: Hawk on August 21, 2017, 01:34:17 PM
Quote from: PiBoSo on August 21, 2017, 12:16:51 PM
Quote from: doubledragoncc on August 21, 2017, 09:28:02 AM
@Piboso, is beta 12 going to be released this week or should I plan on keeping beta11b for the Dorna demo?

Thanks for all your hard work Mr P

DD

Trying to release GP Bikes beta12 on Wednesday.
Hopefully it will not be too late.

Would appreciate, if the exporter is already sorted then please release the exporter now so we can work on getting the Silverstone TrackMOD sorted for the weekend for DD. Thank you. ;)

No changes to the exporter are needed.
Title: Re: Questions about daily development
Post by: doubledragoncc on August 21, 2017, 02:43:00 PM
You guys rock

Hope my designs for promoting GPB are okay for you Piboso. I will be posting them later today. All of the team are ready to rock n roll to show the world what GPBikes can do.

Please trust me on how I present you Simulation and work. I swear to do it in the most professional way possible.

DD
Title: Re: Questions about daily development
Post by: doubledragoncc on August 22, 2017, 05:23:10 AM
Thanks for saying Guiga

I ALWAYS have a copy of the last beta installrd incase of problems. I will leave beta11b on my system as long as it has no conflict with beta12.

DD
Title: Re: Questions about daily development
Post by: HornetMaX on August 22, 2017, 06:41:56 AM
Quote from: doubledragoncc on August 22, 2017, 05:23:10 AM
I ALWAYS have a copy of the last beta installrd incase of problems. I will leave beta11b on my system as long as it has no conflict with beta12.
No conflict, especially if you use the "compatibility=1" option in core.ini.
Title: Re: Questions about daily development
Post by: doubledragoncc on August 22, 2017, 07:21:25 AM
I meant with the profile Max. Forgotten when it changed but the profile once got stored in the games install folder I think then went to as it is now.

DD
Title: Re: Questions about daily development
Post by: HornetMaX on August 22, 2017, 07:23:26 AM
Quote from: doubledragoncc on August 22, 2017, 07:21:25 AM
I meant with the profile Max. Forgotten when it changed but the profile once got stored in the games install folder I think then went to as it is now.

DD
The "compatibility=1" option does exactly that: it stores the profiles (and also reads the license.ini file) from the installation folder instead of from the "My Documents/Piboso/GP Bikes" folder.
Using "compatibility=1" will make sure each installed GPB version uses its own profiles folder instead of a shared one.
Title: Re: Questions about daily development
Post by: doubledragoncc on August 22, 2017, 09:44:23 AM
Ah okay but I have that and it still uses My Documents?

DD

Title: Re: Questions about daily development
Post by: HornetMaX on August 22, 2017, 10:02:51 AM
Quote from: doubledragoncc on August 22, 2017, 09:44:23 AM
Ah okay but I have that and it still uses My Documents?

DD

Sorry, my mistake. It's "compatibility=0" that does what you need:

Quote from: PiBoSo on February 17, 2013, 05:15:03 PM
To increase compatibility with Windows, all data is saved under "My Documents"\PiBoSo\GP Bikes\
If you prefer to have everything saved in installation folder, edit core.ini file ( located where GP Bikes is installed ) and set compatibility to 0:

[windows]
compatibility=0

Title: Re: Questions about daily development
Post by: doubledragoncc on August 22, 2017, 11:48:22 AM
Ah like for the server

Thanks Max

DD
Title: Re: Questions about daily development
Post by: PiBoSo on August 23, 2017, 09:25:56 PM

Unfortunately there still is some more debugging to do, so release has to be postponed to tomorrow.
Title: Re: Questions about daily development
Post by: doubledragoncc on August 24, 2017, 05:23:34 AM
Hope that means today now lol

We are leaving at 5AM Friday so hope it is during today to install and setup/test
DD
Title: Re: Questions about daily development
Post by: doubledragoncc on August 24, 2017, 02:24:54 PM
THANKYOU Mr P

Downloading now and praying

DD
Title: Re: Questions about daily development
Post by: h106frp on August 26, 2017, 08:09:39 AM
Does the new SIGN_ prefix need a new version of the exporter or will it just work with b12?

When will new version of tracked and mapviewer be available ?
Title: Re: Questions about daily development
Post by: PiBoSo on August 26, 2017, 06:29:17 PM
Quote from: h106frp on August 26, 2017, 08:09:39 AM
Does the new SIGN_ prefix need a new version of the exporter or will it just work with b12?

When will new version of tracked and mapviewer be available ?

The SIGN_ prefix requires new track tools.
They will be updated as soon as possible.
Title: Re: Questions about daily development
Post by: Hawk on August 26, 2017, 09:19:04 PM
Quote from: PiBoSo on August 26, 2017, 06:29:17 PM
Quote from: h106frp on August 26, 2017, 08:09:39 AM
Does the new SIGN_ prefix need a new version of the exporter or will it just work with b12?

When will new version of tracked and mapviewer be available ?

The SIGN_ prefix requires new track tools.
They will be updated as soon as possible.

Why did you have to create the "SIGN" prefix to fix the flickering sign textures? Couldn't that have been solved in the graphics code instead of creating a separate prefix that we have to assign? It just seems to me to be an additional nonsensical parameter for track makers? :)
Title: Re: Questions about daily development
Post by: Hawk on September 01, 2017, 01:40:59 PM
* GPB / MXB: fixed a multiplayer bug

Any chance we can get these app-fixes as hotfix patches(released as they are fixed) so we don't have to wait so long for them? Then only release anything newly deveoped as the next full beta release? After all, if it's fixed it's fixed and ready to go, right?   ;D 8)
Title: Re: Questions about daily development
Post by: Mace-x on September 06, 2017, 01:13:30 PM
is the flag animations based on realtime physics or is a baked animation?
Title: Re: Questions about daily development
Post by: PiBoSo on September 06, 2017, 02:39:31 PM
Quote from: Mace-x on September 06, 2017, 01:13:30 PM
is the flag animations based on realtime physics or is a baked animation?

Animation.
Cloth simulation for a minor feature like flags would be overkill.
Title: Re: Questions about daily development
Post by: doubledragoncc on September 07, 2017, 11:52:50 AM
Your priority should be stability of your sims

Flags and shit are just pretty. Keep your goal and be the only one for pure simulaton based on physics. That is what make you different.

We got your back no matter what

DD
Title: Re: Questions about daily development
Post by: Mace-x on September 07, 2017, 03:05:22 PM
Quote* MXB: work on the physics ( this may sound repetitive and meaningless, so here's the details: working to make the rider a lot less stiff on the bike, and to try to minimize the bike bounciness )

(https://media.tenor.com/images/46255db0fbcf0170ba6190528b446047/tenor.gif)

Awesome, rider stiffness and bike bounciness is the major issue in mxb physics, thank you mr pibs!

another major issue is the glitch where, the rear wheel goes to the inside in uphill/downhill, makes the game fel so weird, will this be issued aswell?

Quote from: doubledragoncc on September 07, 2017, 11:52:50 AM
Your priority should be stability of your sims

i agree, but he has the right to work on something else from time to time, stability has been worked and improved already, is still far from perfect but i´m sure it will continue to be worked on.
the last fix to enable online deformation was pretty stable and the game was so much more fun!
Title: Re: Questions about daily development
Post by: Manu on September 11, 2017, 07:54:31 AM

* GPB / MXB: completed work on support for the suspensions, spring, cables and brake lines animations

Awesome. We will have information on how to do this?
Title: Re: Questions about daily development
Post by: PiBoSo on September 11, 2017, 12:43:23 PM
Quote from: Manu on September 11, 2017, 07:54:31 AM

* GPB / MXB: completed work on support for the suspensions, spring, cables and brake lines animations

Awesome. We will have information on how to do this?

For sure.
Title: Re: Questions about daily development
Post by: Hawk on September 19, 2017, 02:02:29 PM
Good job on the flag animation Piboso; from what I see in the video it looks pretty good.  :)

Question: Are you providing a way to animate each flag differently and independently? I ask because in a test I did with many animated flags all moving the same way it looked very odd and unrealistic, so what I did was create a flag simulation in Maya so I could capture frame animation so each flag animation would move slightly differently and it looks a lot more realistic; would I still be able to do this in your new flag animation implementation?
Title: Re: Questions about daily development
Post by: philiaN on September 19, 2017, 02:30:55 PM
Dont know if that answers your question
https://www.youtube.com/v/5KeB01t8JTE
Title: Re: Questions about daily development
Post by: Hawk on September 19, 2017, 04:42:54 PM
Quote from: philiaN on September 19, 2017, 02:30:55 PM
Dont know if that answers your question

@philian: Not really because we don't now how Piboso has implemented the flag animation and what functions we will have as part of that implementation until he releases it. It could be totally different implementation to what it is now.  :)
Title: Re: Questions about daily development
Post by: Napalm Nick on September 23, 2017, 10:12:26 PM
New track tools! Wonderful thanks PiB!

"ESC KEY NO LONGER QUITS" - KISSES  :-* :-* :-*
Title: Re: Questions about daily development
Post by: Grooveski on October 01, 2017, 09:07:27 AM
QuoteKRP: fix of the jump-start detection code

KRP specific?
...or something that'll have us all grinning from ear-to-ear the next time we see:

* GPB: started the porting of the latest features and improvements.

Hell, I'm grinning anyway just knowing it's on your mind.   ;D
Title: Re: Questions about daily development
Post by: TFC on October 01, 2017, 09:13:48 AM
+1 for MXB.. Where people jump start without even touching controller!
Title: Re: Questions about daily development
Post by: Hawk on October 14, 2017, 10:47:47 PM
"* GPB: fixed a couple more bugs"

@Piboso: Can you elaborate what these bugs are and what they affected in sim please? Thanks. :)
Title: Re: Questions about daily development
Post by: PiBoSo on October 14, 2017, 10:50:57 PM
Quote from: Hawk on October 14, 2017, 10:47:47 PM
"* GPB: fixed a couple more bugs"

@Piboso: Can you elaborate what these bugs are and what they affected in sim please? Thanks. :)

While porting the code to reduce the connection lag, some bugs showed up in GPB.
They probably cause crashes when someone connects or when going to pits.
Title: Re: Questions about daily development
Post by: PiBoSo on October 14, 2017, 10:54:24 PM

Another bug found and fixed probably caused animation problems in remote riders.
Title: Re: Questions about daily development
Post by: matty0l215 on October 15, 2017, 06:14:34 AM
That is excellent news!  ;D
Title: Re: Questions about daily development
Post by: Hawk on October 15, 2017, 08:45:33 AM
+1 That is good news. Thank you Pib.  ;)
Title: Re: Questions about daily development
Post by: janaucarre on October 15, 2017, 11:58:16 AM
wow great news
Title: Re: Questions about daily development
Post by: KG_03 on October 15, 2017, 05:43:15 PM
Fantastic :-)
Title: Re: Questions about daily development
Post by: tchemi on October 20, 2017, 02:48:50 PM
Quote from: PiBoSoGPB / WRS / KRP / MXB: improved the ambient shadow rendering

Are you talking about ambient occlusion or just normal shadows rendering ?
Title: Re: Questions about daily development
Post by: PiBoSo on October 20, 2017, 04:54:07 PM
Quote from: tchemi on October 20, 2017, 02:48:50 PM
Quote from: PiBoSoGPB / WRS / KRP / MXB: improved the ambient shadow rendering

Are you talking about ambient occlusion or just normal shadows rendering ?

Normal fake ambient occlusion.
Title: Re: Questions about daily development
Post by: doubledragoncc on November 10, 2017, 11:48:11 PM
So were you successful with optimization of the online memory usage for your sims Piboso???

If so, fantastic news and is there a chance to get GPB a patch with it asap so we can get back to racing online?

Thanks for any info

DD
Title: Re: Questions about daily development
Post by: TFC on November 10, 2017, 11:49:23 PM
Quote from: doubledragoncc on November 10, 2017, 11:48:11 PM
So were you successful with optimization of the online memory usage for your sims Piboso???

If so, fantastic news and is there a chance to get GPB a patch with it asap so we can get back to racing online?

Thanks for any info

DD

+1 to that if you've made any progress, would be good to get a hotfix for MXB too.
Title: Re: Questions about daily development
Post by: PiBoSo on November 11, 2017, 12:51:16 AM

The fix was successful. MX Bikes' online memory usage dropped 570MB with two mod bikes.

However, please wait until WRS is updated. The latest build was 9 months ago  :'(
Title: Re: Questions about daily development
Post by: doubledragoncc on November 11, 2017, 08:42:41 AM
That sounds great for MXB, but all about MXB is better than GPB so how much did GPB usage drop please? Quoting MXB facts in a GPB forum dont give us an answer about GPB by the way.

We understand about the update for WRS, unfortunately it means NO online racing in GPB until when you decide to give us the fix and MANY are VERY unhappy with GPB for this right now.

A prudent move would be a memory usage patch for ALL games if possible I think WRS guys would agree too.

DD
Title: Re: Questions about daily development
Post by: PiBoSo on November 11, 2017, 10:37:58 AM
Quote from: doubledragoncc on November 11, 2017, 08:42:41 AM
That sounds great for MXB, but all about MXB is better than GPB so how much did GPB usage drop please? Quoting MXB facts in a GPB forum dont give us an answer about GPB by the way.

We understand about the update for WRS, unfortunately it means NO online racing in GPB until when you decide to give us the fix and MANY are VERY unhappy with GPB for this right now.

A prudent move would be a memory usage patch for ALL games if possible I think WRS guys would agree too.

DD

To be honest, haven't tested GP Bikes in a while. Sadly, GPB is now third in the update line: WRS -> KRP -> GPB -> MXB
Apologies for the multiplayer problems. A new build will be published as soon as possible  :-[

P.S.
This is the "PiBoSo Official Forum", so no harm in occasionally discussing projects that are not GPB :)
Title: Re: Questions about daily development
Post by: matty0l215 on November 11, 2017, 10:50:19 AM
Good hear the optimsation was sucessful :)

Will you be taking a look at the Go to track drop that is at the moment our main issue with racing when you re-start looking at GPB?. Stability online is a lot better and Cores are at a minimum when actually racing (I havent had one that is seld caused for a very long time) and this one issue is the main reason no-one can hold races/championships

Thanks :)
Title: Re: Questions about daily development
Post by: doubledragoncc on November 11, 2017, 11:03:09 AM
So are we looking at no more online racing for another 6 months or so as it is killing GPB as it is right now?.

Im asking as most on the GPB forum are dying to hold more championships and just hot lapping has got old to be very honest and is boring to host videos for a YouTube channel, not lol.

We know you have much to do and thank you for the hard work.

DD

Title: Re: Questions about daily development
Post by: PiBoSo on November 11, 2017, 01:11:12 PM
Quote from: doubledragoncc on November 11, 2017, 11:03:09 AM
So are we looking at no more online racing for another 6 months or so as it is killing GPB as it is right now?.

Please note that a lot of time passed between Beta11 and Beta12 because of the release of Kart Racing Pro on Steam, and because of substantial engine code refactoring.
After the upcoming WRS update, the releases cycle should be a lot shorter.
Title: Re: Questions about daily development
Post by: matty0l215 on November 11, 2017, 01:17:00 PM
Quote from: PiBoSo on November 11, 2017, 01:11:12 PM
After the upcoming WRS update, the releases cycle should be a lot shorter.

Good to hear :)
Title: Re: Questions about daily development
Post by: Alby46 on November 11, 2017, 02:04:36 PM
What about krp? Is it finished or does it still need tweaks?
Title: Re: Questions about daily development
Post by: PiBoSo on November 11, 2017, 02:17:43 PM
Quote from: Alby46 on November 11, 2017, 02:04:36 PM
What about krp? Is it finished or does it still need tweaks?

Finished?

(https://media.tenor.com/images/4709fd752c04c28f650351ac6baf3c72/tenor.gif)
Title: Re: Questions about daily development
Post by: Alby46 on November 11, 2017, 05:01:04 PM
Don't get me wrong, I asked because you said you implemented new fixes for mxb and i was wondering if there will be a next release of Krp to fix the same issues
Title: Re: Questions about daily development
Post by: Vergio101 on November 11, 2017, 06:39:52 PM
Quote from: Alby46 on November 11, 2017, 05:01:04 PM
Don't get me wrong, I asked because you said you implemented new fixes for mxb and i was wondering if there will be a next release of Krp to fix the same issues
+1
Title: Re: Questions about daily development
Post by: HornetMaX on November 11, 2017, 06:50:33 PM
Quote from: PiBoSo on November 11, 2017, 12:51:16 AM
The fix was successful. MX Bikes' online memory usage dropped 570MB with two mod bikes.
That's spectacular.
Title: Re: Questions about daily development
Post by: Phathry25 on November 11, 2017, 08:05:45 PM
Quote from: doubledragoncc on November 11, 2017, 08:42:41 AM
I think WRS guys would agree too.

Wrong.We've been waiting far too long for some show stopping bugs to be fixed.  Plus we'll get the memory usage fixes faster too. This bug was just found. I first reported the beam axle bug on September 21st of 2016....
Title: Re: Questions about daily development
Post by: PiBoSo on November 11, 2017, 08:42:59 PM
Quote from: HornetMaX on November 11, 2017, 06:50:33 PM
Quote from: PiBoSo on November 11, 2017, 12:51:16 AM
The fix was successful. MX Bikes' online memory usage dropped 570MB with two mod bikes.
That's spectacular.

Only because it was spectacularly bad before  :-[
Title: Re: Questions about daily development
Post by: HornetMaX on November 11, 2017, 09:00:58 PM
Quote from: PiBoSo on November 11, 2017, 08:42:59 PM
Quote from: HornetMaX on November 11, 2017, 06:50:33 PM
Quote from: PiBoSo on November 11, 2017, 12:51:16 AM
The fix was successful. MX Bikes' online memory usage dropped 570MB with two mod bikes.
That's spectacular.

Only because it was spectacularly bad before  :-[
All is relative :)
Title: Re: Questions about daily development
Post by: TFC on November 11, 2017, 10:39:00 PM
Definitely good news!

I understand other sims need releases and MXB is at the back of the queue, but would it be possible to push a hotfix for the multiplayer, like a beta 7.1 or 7a? It would go a long way to securing some of the new community we've inherited recently.
Title: Re: Questions about daily development
Post by: PiBoSo on November 11, 2017, 10:52:45 PM
Quote from: TheFatController on November 11, 2017, 10:39:00 PM
Definitely good news!

I understand other sims need releases and MXB is at the back of the queue, but would it be possible to push a hotfix for the multiplayer, like a beta 7.1 or 7a? It would go a long way to securing some of the new community we've inherited recently.

Not sure it would be worth releasing a patch with one fix only, that doesn't guarantee to solve the online crashes with mod bikes  :-\
Title: Re: Questions about daily development
Post by: Napalm Nick on November 11, 2017, 11:11:42 PM
But its not online crashes with Mod bikes that are the problem - its the dropping to track/dsq problem that's been fed back since B12 came out making online races a farce - a problem introduced with the latest Beta.

You know that one right ?  ??? :-\ :'(
Title: Re: Questions about daily development
Post by: PiBoSo on November 11, 2017, 11:24:19 PM
Quote from: Napalm Nick on November 11, 2017, 11:11:42 PM
But its not online crashes with Mod bikes that are the problem - its the dropping to track/dsq problem that's been fed back since B12 came out making online races a farce - a problem introduced with the latest Beta.

You know that one right ?  ??? :-\ :'(

TFC is talking about MXB.
Title: Re: Questions about daily development
Post by: Napalm Nick on November 11, 2017, 11:27:31 PM
Ah yes I missed that TFC post in the unread post precis.
Sorry to jump in  :-[.

I guess we all want hotfixes then  ::)
Title: Re: Questions about daily development
Post by: Asdrael on November 12, 2017, 12:14:55 PM
Talking about memory usage and online (I come from the MXB side but I guess it's valid everywhere).

I don't understand why you dropped the temporary model of bikes (the "ghost"). To me it would have made a lot more sense to keep the ghost but set it to being the same for all bikes. So you load it once, and everytime someone connects you simply display the ghost that you already have stored. Then next time you go to pits, you proceed with the complete loading of bike + rider. Currently (at least on MXB) each new client connecting is up to 2s frame freeze here.

Anyhow, good to know you found the hole - hoping it address the freeze on connection issue too.
Title: Re: Questions about daily development
Post by: pacopastor34 on November 12, 2017, 07:03:11 PM
Will be helpful if we do the mods lighter?
Title: Re: Questions about daily development
Post by: doubledragoncc on November 14, 2017, 11:49:33 PM
MX Bikes beta7b - 2017/11/14
Mx Bikes beta7b available.

Changelog:
fix: memory optimizations
fix: freeze when another client connects while on track
fix: "very high" network connection setting
fix: supermoto tyres ambient shadow
fix: Nevada sky

This is great news, but I have to ask as I am sure others will.

You said a few days ago:

To be honest, haven't tested GP Bikes in a while. Sadly, GPB is now third in the update line: WRS -> KRP -> GPB -> MXB
Apologies for the multiplayer problems. A new build will be published as soon as possible

Yet MXB jumped the queue and just got an update before its time so can we guys with GPB get a bone too, pretty please kind sir?

DD
Title: Re: Questions about daily development
Post by: doubledragoncc on November 18, 2017, 08:00:28 PM
If a major company asks for it, would you give GPB priority?

I need to know this as I have been communicating about GPB for a major VR company and their main worry is the issue of development for GPB for LAN and internet useage with VR support.

As you hardly reply to PM messages I have to ask this on the forum and request you reply either here or with an actual PM. I try my best to push your product, but with your lack of acknolidgement, I can only try. Please understand, YOU need to respond to requests. There are companies that wish to use GPB, but due to the lack of development, they wont. Please PM me for further details!!!

Yours very sincerly
Allan Beaton (DD)
Title: Re: Questions about daily development
Post by: PiBoSo on November 18, 2017, 08:52:39 PM
Quote from: doubledragoncc on November 18, 2017, 08:00:28 PM
If a major company asks for it, would you give GPB priority?

I need to know this as I have been communicating about GPB for a major VR company and their main worry is the issue of development for GPB for LAN and internet useage with VR support.

As you hardly reply to PM messages I have to ask this on the forum and request you reply either here or with an actual PM. I try my best to push your product, but with your lack of acknolidgement, I can only try. Please understand, YOU need to respond to requests. There are companies that wish to use GPB, but due to the lack of development, they wont. Please PM me for further details!!!

Yours very sincerly
Allan Beaton (DD)

It wouldn't be very respectful of the community to give priority to GPB just because a major company asks for it, while longtime loyal supporters unfortunately are forced to wait.
Nonetheless, please report what the problems and requests are, and if there is a deadline.
Thank you for your support  :)
Title: Re: Questions about daily development
Post by: doubledragoncc on November 19, 2017, 10:05:49 AM
Thank you for the reply Mr P

The main issue is multiplayer concerns. Holovis not only needs VR support but the ability for multiple user based use of GPB. This is at present a major issue and one that is to be quite honest destroyting the reputation of the simulation as it is based on multyplayer and not single player as a sim.

Howerver, when all is said and done, it is the ONLY road based sim there is. Your work is amazing, but the world can not wait forever to use it at its full protential.

I will PM with full details after testing with Holovis in the near future.

DD
Title: Re: Questions about daily development
Post by: HornetMaX on January 04, 2018, 12:23:12 AM
Quote* GPB / WRS / KRP / MXB: update to the latest version of the rigid body dynamics library

Interesting. Anything major ?
Title: Re: Questions about daily development
Post by: PiBoSo on January 04, 2018, 10:07:00 AM
Quote from: HornetMaX on January 04, 2018, 12:23:12 AM
Quote* GPB / WRS / KRP / MXB: update to the latest version of the rigid body dynamics library

Interesting. Anything major ?

Major change in the gyroscopic forces calculation.
The new gyro computation makes the simulation explode with very fast spinning objects, like wheels, so it has to be disabled.
The bike is then less stable, but it's not necessarily a bad thing, as it looked a bit over-damped previously.
Testing is still in progress.
Title: Re: Questions about daily development
Post by: HornetMaX on January 04, 2018, 10:58:36 AM
Ugh, no gyro at all sounds pretty bad though. And doesn't cope well with the "I'm a sim not a game" tagline :)
Title: Re: Questions about daily development
Post by: Vini on January 04, 2018, 12:28:12 PM
hmmm....
Title: Re: Questions about daily development
Post by: PiBoSo on January 04, 2018, 01:21:47 PM
Quote from: HornetMaX on January 04, 2018, 10:58:36 AM
Ugh, no gyro at all sounds pretty bad though. And doesn't cope well with the "I'm a sim not a game" tagline :)

It should be easy enough to revert to the old gyroscopic calculation.
However, that probably wasn't correct either, given the super-stable wild-running bikes after some crashes or, most important, the difficulty in doing whips with MX bikes.
The new gyroscopic code is probably more accurate but, sadly, not stable enough with very high velocity spinning objects.
Title: Re: Questions about daily development
Post by: h106frp on January 04, 2018, 04:06:59 PM
Would have thought a gyroscopic force was more stable with higher rim velocity?
Title: Re: Questions about daily development
Post by: HornetMaX on January 04, 2018, 04:55:29 PM
Quote from: PiBoSo on January 04, 2018, 01:21:47 PM
It should be easy enough to revert to the old gyroscopic calculation.
However, that probably wasn't correct either, given the super-stable wild-running bikes after some crashes or, most important, the difficulty in doing whips with MX bikes.
The new gyroscopic code is probably more accurate but, sadly, not stable enough with very high velocity spinning objects.
Is the "gyro code" yours or is it part of ODE ? I was under the impression gyro forces are automatically computed by ODE given the rigid body description (bodies, linkages, dofs etc).
Title: Re: Questions about daily development
Post by: PiBoSo on January 04, 2018, 05:17:28 PM
Quote from: HornetMaX on January 04, 2018, 04:55:29 PM
Quote from: PiBoSo on January 04, 2018, 01:21:47 PM
It should be easy enough to revert to the old gyroscopic calculation.
However, that probably wasn't correct either, given the super-stable wild-running bikes after some crashes or, most important, the difficulty in doing whips with MX bikes.
The new gyroscopic code is probably more accurate but, sadly, not stable enough with very high velocity spinning objects.
Is the "gyro code" yours or is it part of ODE ? I was under the impression gyro forces are automatically computed by ODE given the rigid body description (bodies, linkages, dofs etc).

It's part of ODE, but the library is open source, so it's easy to change it.
Title: Re: Questions about daily development
Post by: HornetMaX on January 04, 2018, 05:23:57 PM
Quote from: PiBoSo on January 04, 2018, 05:17:28 PM
Quote from: HornetMaX on January 04, 2018, 04:55:29 PM
Quote from: PiBoSo on January 04, 2018, 01:21:47 PM
It should be easy enough to revert to the old gyroscopic calculation.
However, that probably wasn't correct either, given the super-stable wild-running bikes after some crashes or, most important, the difficulty in doing whips with MX bikes.
The new gyroscopic code is probably more accurate but, sadly, not stable enough with very high velocity spinning objects.
Is the "gyro code" yours or is it part of ODE ? I was under the impression gyro forces are automatically computed by ODE given the rigid body description (bodies, linkages, dofs etc).

It's part of ODE, but the library is open source, so it's easy to change it.
Clear, thx !
Title: Re: Questions about daily development
Post by: Stout Johnson on January 04, 2018, 08:42:41 PM
Quote from: PiBoSo on January 04, 2018, 10:07:00 AM
The new gyro computation makes the simulation explode with very fast spinning objects, like wheels, so it has to be disabled.
Hope it is just a temporary workaround.  :-\  with the new gyroscopic code the sim would probably have the potential to be more accurate. Might mean a lot of tweaking for your sims, but in the end it will surely be for the better.
Title: Re: Questions about daily development
Post by: PiBoSo on January 04, 2018, 09:47:10 PM
Quote from: Stout Johnson on January 04, 2018, 08:42:41 PM
Quote from: PiBoSo on January 04, 2018, 10:07:00 AM
The new gyro computation makes the simulation explode with very fast spinning objects, like wheels, so it has to be disabled.
Hope it is just a temporary workaround.  :-\  with the new gyroscopic code the sim would probably have the potential to be more accurate. Might mean a lot of tweaking for your sims, but in the end it will surely be for the better.

Snappe tested the MXB without gyroscopic forces extensively today, and it's worse in every area.
Same for GPB, so the gyroscopic forces have been re-enabled, but using the previous, stable, code.
Title: Re: Questions about daily development
Post by: matty0l215 on January 04, 2018, 10:26:48 PM
Its odd that new code makes it unstable. Surley like everyone has said. New "better" code should give better simulation.

Do you know where the problem lies? Is it a problem of imcompatability with another part of your engine or is new code just not as good as the old one for this aplication? (As in for a motorcycle simulator)
Title: Re: Questions about daily development
Post by: PiBoSo on January 04, 2018, 10:35:07 PM
Quote from: matty0l215 on January 04, 2018, 10:26:48 PM
Its odd that new code makes it unstable. Surley like everyone has said. New "better" code should give better simulation.

Do you know where the problem lies? Is it a problem of imcompatability with another part of your engine or is new code just not as good as the old one for this aplication? (As in for a motorcycle simulator)

Yeah, it looks like the new algorithm ( or its implementation ) is not suited for a racing simulator.
Title: Re: Questions about daily development
Post by: matty0l215 on January 04, 2018, 10:57:57 PM
Fair enough. :)

Is it a secret what you are using or could you share?
Title: Re: Questions about daily development
Post by: PiBoSo on January 04, 2018, 11:06:41 PM
Quote from: matty0l215 on January 04, 2018, 10:57:57 PM
Fair enough. :)

Is it a secret what you are using or could you share?

According to the ODE code, this is the new algorithm used: https://www8.cs.umu.se/research/reports/show.cgi?year=2006&nr=005
"It is also shown that this scheme introduces physical anomalies in the system"  :o
Looks like its goal is to improve stability at the expense of accuracy. So the end result in GPB is that it is less accurate and less stable as well. Good riddance.
Meanwhile, the "old" explicit gyroscopic calculation is very stable ( probably thanks to the very high update rate of GPB ).
Title: Re: Questions about daily development
Post by: h106frp on January 05, 2018, 12:10:48 AM
Out of curiousity I tried;
reducing brake rotor mass - you can make this very low without issues (went down to 100g) - handling appeared to improve marginally in a positive sense, not a big observed change
reduced front wheel mass -  you can reduce this quite a bit and handling improves with small instability under heavy braking with silly values of mass
reduced rear wheel mass - oddly, reducing this creates big issues, very low values crash ODE as soon as you go to track, more modest reductions create a lot of instability under heavy braking which seems odd relative to the observations with the front wheel

Bike does feel more lively (in a realistic way) with lower rotating mass, less tendency to run wide on turns and less crabbing on inclines - reminds me of beta6 for some reason.  Straight line, high speed stability does not seem to change much at all, curiously I did not get a riderless runaway bike issue despite trying  ::)

Tried changing the mass back to default and scaling the moments instead, nice easy handling but the bike seemed to lose a bit of 'character'

Title: Re: Questions about daily development
Post by: Stout Johnson on January 05, 2018, 09:26:47 AM
Quote from: PiBoSo on January 04, 2018, 10:35:07 PM
According to the ODE code, this is the new algorithm used: https://www8.cs.umu.se/research/reports/show.cgi?year=2006&nr=005
"It is also shown that this scheme introduces physical anomalies in the system"  :o
I read the paper of Lacoursière. From what I understand, I think it is like you say. They somehow went into a trade-off between stability and geometric correctness. This (http://lost-found-wandering.blogspot.de/2013/01/gyroscopic-forces-in-ode.html) might also be interesting for you. Looks like the paper from Lacoursière is not totally immune to criticism.

From what I understand though, the paper of Lacoursière deals with any kind of rigid body (e.g. "long thin object" like in the numerical experiment on p.11). As far as I understand, for the simulation of gyroscopic forces for wheels, there should not be much of a problem right? I quote: "the rigid body will eventually stabilize in a state of rotation about the axis with the largest inertia" (p.11 in the paper). For the simulation of gyroscopic forces of wheels there should not be any problem imho, since there is only one axis of inertia (edit: well at least the axis of rotation should be the one with the largest inertia).

So maybe the instabilities you experienced with the new library are due to other variables from your sim? The tests from h106frp might be helpful in that respect maybe? Again, from what I understand if you simulate wheels, there probably should not arise such problems. Maybe the implementation of the new gyroscopic calcualtions just made other instabilities more obvious? In other words: Can you rule out that the instabilities you experienced in your tests with Snappe are caused by anything other than the new gyroscopic code and only became obvious with the new (better?) calculations?
Title: Re: Questions about daily development
Post by: HornetMaX on January 06, 2018, 05:34:22 PM
Quote from: PiBoSo on January 04, 2018, 09:47:10 PM
Snappe tested the MXB without gyroscopic forces extensively today, and it's worse in every area.
As expected :)

Quote from: PiBoSo on January 04, 2018, 09:47:10 PM
Same for GPB, so the gyroscopic forces have been re-enabled, but using the previous, stable, code.
Question: did GPB even suffer of instabilities tied to gyro forces at all ? I haven't seen much outside the occasional "normalization error" (for which I have no clue indicating it may come from gyro forces instability) ... so maybe the new ODE code was not even needed in the first place.

Checking the gyro forces computation should be relatively easy for a spinning wheel (if you have access to the current wheel state and external forces).



Title: Re: Questions about daily development
Post by: PiBoSo on January 06, 2018, 09:09:54 PM
Quote from: HornetMaX on January 06, 2018, 05:34:22 PM
Quote from: PiBoSo on January 04, 2018, 09:47:10 PM
Same for GPB, so the gyroscopic forces have been re-enabled, but using the previous, stable, code.
Question: did GPB even suffer of instabilities tied to gyro forces at all ? I haven't seen much outside the occasional "normalization error" (for which I have no clue indicating it may come from gyro forces instability) ... so maybe the new ODE code was not even needed in the first place.

No, it didn't suffer any instability. This is why I wrongly assumed that the new code was more accurate, as I couldn't see any other problem to solve.
Maybe GPB doesn't have stability problems because the wheels' inertia is closer to a box than a long stick, and because GPB uses small integration steps.
From what I can understand, most dynamics simulators ( that are not racing, of course ) run under 100hz and can use very odd-shaped objects.
Title: Re: Questions about daily development
Post by: HornetMaX on January 08, 2018, 01:05:02 PM
Quote from: PiBoSo on January 06, 2018, 09:09:54 PM
No, it didn't suffer any instability. This is why I wrongly assumed that the new code was more accurate, as I couldn't see any other problem to solve.
Maybe GPB doesn't have stability problems because the wheels' inertia is closer to a box than a long stick, and because GPB uses small integration steps.
Or maybe we just never reach the conditions for the instability to appear (due to the presence of the virtual rider + user inputs + road contact etc) so in practice we don't really care, especially if the "solution" to that "problem" is actually worse.
Title: Re: Questions about daily development
Post by: HornetMaX on January 09, 2018, 03:35:38 PM
OK, I had a better look at the paper and just looking at how the trajectories of the proposed solution differ from the true ones (in the test case, single body with no applied torque), it is clear this will not work for us.
We're surely better off with a method that stays closer to true trajectories with a risk of being unstable in specific situations than with a method that is globally stable but is fairly far from true trajectories.

Just wondering: ever thought about replacing the ode library with a different one ? Not really to solve any specific problem coming from the ode library itself, but maybe re-coding that part to a different library could help spot bugs/wrong stuff. It's probably quite an effort (especially if the other ode lib has a fairly different api), but ...

Did you know this ? https://simtk.org/projects/simbody (https://simtk.org/projects/simbody)
Title: Re: Questions about daily development
Post by: KG_03 on January 10, 2018, 01:02:09 PM
As I see you talking about physics model I wonder what causes that on some tracks and curves the bike suspension starts to vibrate like there were many smal bumps. It is visible in the first and last turn in Victoria track not only on modded bikes but also in Murasama bike. In general the more powerfull the bike the effect is bigger.
Title: Re: Questions about daily development
Post by: BOBR6 84 on January 10, 2018, 04:36:41 PM
Quote from: KG13 on January 10, 2018, 01:02:09 PM
As I see you talking about physics model I wonder what causes that on some tracks and curves the bike suspension starts to vibrate like there were many smal bumps. It is visible in the first and last turn in Victoria track not only on modded bikes but also in Murasama bike. In general the more powerfull the bike the effect is bigger.

I like to think its chatter.. but who knows lol
Title: Re: Questions about daily development
Post by: Warlock on January 10, 2018, 04:53:08 PM
Sounds to me like the track 3d mesh
Title: Re: Questions about daily development
Post by: KG_03 on January 20, 2018, 05:48:19 PM
What? There wont be daily development logs?
Title: Re: Questions about daily development
Post by: matty0l215 on January 20, 2018, 07:44:24 PM
Quote from: KG13 on January 20, 2018, 05:48:19 PM
What? There wont be daily development logs?

+1 on this

Also, Gone Shootin'?
Title: Re: Questions about daily development
Post by: Reactive on March 21, 2018, 09:09:51 PM
for PiBoSo
https://www.khronos.org/gltf/
Title: Re: Questions about daily development
Post by: Mace-x on March 21, 2018, 10:04:30 PM
interesting format, never heard of it.
might be a good thing to implement.
Title: Re: Questions about daily development
Post by: HornetMaX on September 19, 2018, 10:28:13 AM
@PiBoSo: what's this

Quote* MXB: more work on spectator support

Ability to join a server to watch ?
Title: Re: Questions about daily development
Post by: PiBoSo on September 19, 2018, 10:43:29 AM
Quote from: HornetMaX on September 19, 2018, 10:28:13 AM
@PiBoSo: what's this

Quote* MXB: more work on spectator support

Ability to join a server to watch ?

Yes.
Also, possibility to join a server even if the race already started, as a spectator.
Title: Re: Questions about daily development
Post by: HornetMaX on September 19, 2018, 10:53:50 AM
Nice ! And thx for the merge  :-[
Title: Re: Questions about daily development
Post by: bison160 on September 20, 2018, 01:44:44 AM
Great feature addition with the spectating. Will it be ported to other titles?
Title: Re: Questions about daily development
Post by: PiBoSo on September 20, 2018, 04:31:56 PM
Quote from: bison160 on September 20, 2018, 01:44:44 AM
Great feature addition with the spectating. Will it be ported to other titles?

For sure!
As soon as possible.
Title: Re: Questions about daily development
Post by: KG_03 on September 26, 2018, 08:32:11 PM
What does it mean turning wheels collision from hollow to solid?
Title: Re: Questions about daily development
Post by: Grooveski on February 03, 2020, 02:02:28 PM
Just wanted to say - liking the sound of a lot of the daily development posts recently.  Some serious tweaking been going on.  :)
Title: Re: Questions about daily development
Post by: KG_03 on March 08, 2020, 12:17:53 PM
Will the netcorde improvements make the riders animations in online races smoother ?
Title: Re: Questions about daily development
Post by: PiBoSo on March 08, 2020, 10:51:02 PM
Quote from: KG_03 on March 08, 2020, 12:17:53 PMWill the netcorde improvements make the riders animations in online races smoother ?

The rider animations will be less jittery, but not smoother unfortunately.
Title: Re: Questions about daily development
Post by: Vini on March 09, 2020, 07:17:26 PM
What *was this about then?
"* GPB / WRS / KRP / MXB: smoothed multiplayer replays"


BTW is this the only thread you are monitoring or are you lurking in the beta17/18 dev threads, too?
Title: Re: Questions about daily development
Post by: Myst1cPrun3 on March 09, 2020, 08:10:52 PM
Quote from: Vini on March 09, 2020, 07:17:26 PMWhat this about then?
"* GPB / WRS / KRP / MXB: smoothed multiplayer replays"

I'd imagine this is the bikes being smoothed out instead of jumping slightly, and perhaps the suspension jumping around?
Title: Re: Questions about daily development
Post by: PiBoSo on March 09, 2020, 10:37:15 PM
Quote from: Vini on March 09, 2020, 07:17:26 PMWhat *was this about then?
"* GPB / WRS / KRP / MXB: smoothed multiplayer replays"

The trackside cameras movements will be smoother in multiplayer replays.
Title: Re: Questions about daily development
Post by: Vini on March 10, 2020, 07:45:31 PM
"* GPB / MXB: improvements to the dab simulation"

Is this about the leg dangle or the automatic push against the bike falling?
Title: Re: Questions about daily development
Post by: Myst1cPrun3 on March 10, 2020, 08:41:46 PM
Quote from: Vini on March 10, 2020, 07:45:31 PM"* GPB / MXB: improvements to the dab simulation"

Is this about the leg dangle or the automatic push against the bike falling?


http://forum.mx-bikes.com/index.php?topic=854.0


From what I can gather, in mx it's using the foot to push the bike and save a fall.

Assuming in GP Bikes it's the same but using the knee to save a fall instead.

Could be wrong
Title: Re: Questions about daily development
Post by: Vini on March 11, 2020, 08:53:29 PM
I remember that. Question is whether he means that one or the dab as in the leg dangle riding style.

Furthermore, @PiBoSo: Is the dab relevant to normal riding in GPB or is it just for lowspeed U-turn maneuvers etc.?
Title: Re: Questions about daily development
Post by: PiBoSo on March 12, 2020, 01:17:06 AM
Quote from: Vini on March 11, 2020, 08:53:29 PMIs the dab relevant to normal riding in GPB or is it just for lowspeed U-turn maneuvers etc.?

"Dab" is only used at very low speeds.
Title: Re: Questions about daily development
Post by: Alex Nogueira on March 24, 2020, 02:36:01 PM
1. Is it possible for race replays to be compatible with the latest betas?

2. I tried to improve the smoke of the drift and I didn't have a satisfactory result, there is a tutorial to make the improvement that I would like, that is, smoke comes out at a higher speed as did MELANDRI in the Australia circuit in 2006.


Title: Re: Questions about daily development
Post by: h106frp on June 25, 2020, 11:43:25 AM
As you are currently re-building network support will this see a move toward multi-core processor support?

I do not think there can be many single core PCs left in the (gaming) world  ;)
Title: Re: Questions about daily development
Post by: PiBoSo on June 25, 2020, 09:54:16 PM
Quote from: h106frp on June 25, 2020, 11:43:25 AMAs you are currently re-building network support will this see a move toward multi-core processor support?

I do not think there can be many single core PCs left in the (gaming) world  ;)

At the moment there are no plans to support multi-cores.
Title: Re: Questions about daily development
Post by: iNsane on June 26, 2020, 04:40:55 AM
Quote from: PiBoSo on June 25, 2020, 09:54:16 PMAt the moment there are no plans to support multi-cores.

big sad :(
Title: Re: Questions about daily development
Post by: Myst1cPrun3 on June 26, 2020, 09:28:08 PM
Quote from: PiBoSo on June 25, 2020, 09:54:16 PMAt the moment there are no plans to support multi-cores.

But whyyyyyy
 :'(
Title: Re: Questions about daily development
Post by: matty0l215 on June 26, 2020, 09:46:50 PM
Even Raspberry Pi's are quad core now...
Title: Re: Questions about daily development
Post by: Myst1cPrun3 on June 26, 2020, 09:49:46 PM
 ???

Don't really like Raspberries.

Like Pie tho

Especially on a Barm Cake
Title: Re: Questions about daily development
Post by: Vini on June 26, 2020, 10:50:45 PM
Given the low CPU demand, I don't necessarily see the need for multicore support.
Title: Re: Questions about daily development
Post by: h106frp on June 27, 2020, 09:55:14 AM
CPU demand should not be low when we have systems with very high spec hardware struggling for frame rate on what are, by todays standards very low detail track models and suggests bottlenecks in the code. On a fairly average i5 (4 core + hyperthread) we can only harness 25% of the available performance and it is unlikely that you would be multi-tasking other apps whilst playing a game.

Lower clock speeds and higher core counts are the way modern processors are being designed for better efficiency and performance and off-loading tasks that can be easily parallelized could simplify coding and debugging and a task like network services would appear an ideal candidate to free up time in the main program thread for physics or graphical calculations.
Title: Re: Questions about daily development
Post by: Vini on June 27, 2020, 11:07:50 AM
Are you sure that bottleneck is coming from the CPU? I have an i5-2500K (default clock) and none of the 4 cores ever goes beyond 50% usage.
Having the game stick to a single core is quite handy when recording.
Title: Re: Questions about daily development
Post by: Furious on June 29, 2020, 10:14:20 AM
Hi Piboso. Can you give a glimpse of when versions with ipv6 support will be released? That's something I'm interested to try out.
Title: Re: Questions about daily development
Post by: Tom HWK on June 29, 2020, 08:44:50 PM
Quote from: Vini on June 27, 2020, 11:07:50 AMAre you sure that bottleneck is coming from the CPU? I have an i5-2500K (default clock) and none of the 4 cores ever goes beyond 50% usage.
Having the game stick to a single core is quite handy when recording.

the fact a 9 year old cpu is only having 50% usage is the problem. also recording should be handled by the gpu.
Title: Re: Questions about daily development
Post by: Vini on June 29, 2020, 09:27:42 PM
50% of one core of the CPU! Multi-threading would not improve the situation in any way.
Title: Re: Questions about daily development
Post by: h106frp on June 29, 2020, 09:59:55 PM
I was originally thinking that it might make for much smoother network play if the network services could run without any issues arising from timing in the main program thread or vice versa - much more reliable than interrupt driven methods.

The other way of thinking is that if we are under utilising the processor and overloading the graphics we should really be doing more pre-processing (i.e. z-culling) on the processor to reduce graphics overhead - and we can utilise our spare idle cores for that, maybe we could have HDR and other post processing without the big FPS hit.
Title: Re: Questions about daily development
Post by: Vini on June 29, 2020, 10:15:02 PM
Z-Culling should definitely be a priority, agree on that.
Title: Re: Questions about daily development
Post by: Tom HWK on June 29, 2020, 11:11:55 PM
single threaded performance is not optimized and there is no multi thread use so both would be a massive improvement, the fact that gpbikes and a AAA game run about as fast as each other on my pc is a problem, both 144hz, no vysnc, 1080p, motogp 20 on highest and gpbikes basically run nearly the same. thing is my pc is being pushed on motogp 20 but my pc doesn't break a sweat on gpbikes. and there is a massive graphical difference between the 2. and i've had my fps drop into the 50s at times on gpbikes.
i7-6800k, 32GB RAM, GTX 1080
Title: Re: Questions about daily development
Post by: Myst1cPrun3 on June 30, 2020, 05:24:16 AM
On some tracks I get about 60fps in gp bikes, due to it not using the full potential of the hardware in the pc.

It's appalling that I can have an I9-9900 32gb of ram and an rtx2080ti, with less than 10% utilisation on both cpu and GPU, and STILL struggle to get +60fps at places. Just shows how in optimised for modern hardware GP bikes is.

For reference I get 120fps on ARMA 3 with full ultra graphics at most points, which is perhaps the most unoptimised game I can think of
Title: Re: Questions about daily development
Post by: Myst1cPrun3 on June 30, 2020, 05:44:54 AM
And GP bikes in vr is unplayable for me.

When vr runs it should be locked at 90, then if FPS takes a hit go down to 45 and use asynchronous spacewarp to fill in the missing frames.

But due to an issue with gpb (works fine on other -more demanding - titles) it runs at 45 FPS on my system, and then down to 22 FPS when async spacewarp kicks in, despite again having <10% utilisation on CPU and GPU.

There is 90% of my pc not being used and yet I'm struggling for FPS.....


Low utilisation DOES NOT equal good optimisation.

Title: Re: Questions about daily development
Post by: Vini on June 30, 2020, 12:01:13 PM
Getting a bit off-topic now but I agree that optimisation should be improved.
Multi-threading on the other hand is pointless considering the current state of the game engine.

@Mystic: Have you tried disabling VSync and using GPB's own FPS-limiter?
Title: Re: Questions about daily development
Post by: Myst1cPrun3 on June 30, 2020, 12:46:03 PM
Quote from: Vini on June 30, 2020, 12:01:13 PMGetting a bit off-topic now but I agree that optimisation should be improved.
Multi-threading on the other hand is pointless considering the current state of the game engine.

@Mystic: Have you tried disabling VSync and using GPB's own FPS-limiter?

Tried everything, from adjusting settings in game, in the control panel, all the way through sending my entire pc back to the shop and getting an entirely new headset
Title: Re: Questions about daily development
Post by: Myst1cPrun3 on June 30, 2020, 12:51:11 PM
It has been raised as an issue both here and on the discord various times, and hasn't been fixed.

https://forum.piboso.com/index.php?topic=6867.0
Title: Re: Questions about daily development
Post by: Hawk on July 22, 2020, 11:35:44 AM
@Piboso: Could you elaborate further on your intentions to implement "Mod Registration" and exactly how that would work and effect modding for your projects in future? Thank you.
Title: Re: Questions about daily development
Post by: javiliyors on July 22, 2020, 02:16:52 PM
Quote from: Hawk on July 22, 2020, 11:35:44 AM@Piboso: Could you elaborate further on your intentions to implement "Mod Registration" and exactly how that would work and effect modding for your projects in future? Thank you.

I'm guessing that's the mod record for the time list in "Stats"
Title: Re: Questions about daily development
Post by: poumpouny on July 23, 2020, 08:20:27 AM
Or may be Steamworkshop ?  8)
Title: Re: Questions about daily development
Post by: doubledragoncc on July 23, 2020, 08:34:53 AM
Piboso said on discord it is as Javiliyors said
Title: Re: Questions about daily development
Post by: PiBoSo on August 09, 2020, 09:24:06 PM
Quote from: Hawk on July 22, 2020, 11:35:44 AM@Piboso: Could you elaborate further on your intentions to implement "Mod Registration" and exactly how that would work and effect modding for your projects in future? Thank you.

Quote from: javiliyors on July 22, 2020, 02:16:52 PM
Quote from: Hawk on July 22, 2020, 11:35:44 AM@Piboso: Could you elaborate further on your intentions to implement "Mod Registration" and exactly how that would work and effect modding for your projects in future? Thank you.

I'm guessing that's the mod record for the time list in "Stats"

This.
Title: Re: Questions about daily development
Post by: Hawk on August 10, 2020, 08:16:58 AM
Thanks Piboso.... I was hoping it was the start of having a registration of "Genuine" modders only being able to implement mods into your projects. :)
Title: Re: Questions about daily development
Post by: PiBoSo on August 10, 2020, 09:46:07 AM
Quote from: Hawk on August 10, 2020, 08:16:58 AMThanks Piboso.... I was hoping it was the start of having a registration of "Genuine" modders only being able to implement mods into your projects. :)

It has been considered, but there cannot be any direct link with or endorsement of modders.
Title: Re: Questions about daily development
Post by: VSMaster on August 11, 2020, 09:06:31 AM
Quote from: PiBoSo * GPB / WRS / KRP / MXB: started work to support the simulation of soft objects

This means the wheels, air fences, cones etc.. Will be simulated when there is a collision?
Title: Re: Questions about daily development
Post by: PiBoSo on August 11, 2020, 02:15:25 PM
Quote from: VSMaster on August 11, 2020, 09:06:31 AM
Quote from: PiBoSo* GPB / WRS / KRP / MXB: started work to support the simulation of soft objects

This means the wheels, air fences, cones etc.. Will be simulated when there is a collision?

Tyre walls should already be simulated.

Support for soft objects is meant for track objects that should move after an impact, but would be very difficult to keep in sync in multiplayer and are usually reset by marshals, like haybales and cones.

The idea is to allow to go through them, but slowing down the bike. The plan is to allow different levels of "softness" for different objects.