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Topics - Grooveski

Pages: [1] 2
1
Support / .map file question
« on: March 25, 2019, 04:18:53 PM »
Can you mix and match .map files?

i.e. make a high visual detail track model and a low detail one - use the same .trk file for both, let folk decide which .map version to use and have both versions able to join the same server.

2
Suggestions and wishlist / Penalty Surface
« on: October 27, 2018, 12:39:26 PM »
Could a TRK surface (using LINE or even CASPH values) be added  for dealing with run-off areas that folk shouldn't be using?

Perhaps with server settings?
...so the number of times it was used before a penalty was given could be adjusted by the host.
....or the penalty type could be changed - drop back a place/ride through/time penalty.

"Hit it 3 times = 10 second time penalty" would do to start with.   :)

3
Suggestions and wishlist / Vagueness in host-client matching.
« on: July 24, 2018, 01:42:57 AM »
Rather than the host server checking that every bike was a match...
...maybe just have it check the particular bike that the client was trying to join on.

Might cut down on joining times.
...and mis-matches.    :)

4
CAWS Mod Team / CAWS MOD Team - TRACK RELEASE - Oliver's Mount
« on: July 10, 2018, 03:52:47 PM »
Oliver's Mount V0.3
https://mega.nz/#!GpUmnCKR!hrI4msw_pdBeLI72xNyl-jUoSklV6q9XdygtgiMHPsw

NOTE:  In order to view the track properly you must change:
drawdistance=1000
to:
drawdistance=20000
...in profile.ini
(\Documents\PiBoSo\GP Bikes\profiles\<your profile>\)


Still a lot to add.
...and the hedges need more work to break up the evenness.

5
Suggestions and wishlist / Marshals
« on: June 01, 2018, 04:01:18 PM »
Was there a plan a wee while ago to change the marshals so they were there all the time, rather than having them appear to wave flags?

Usually I'd add another marshal model or two to mark their positions and lessen the pop-up vibe but some of the posts at the track I'm working on only really have room for one...
...so was just wondering if permanently visible flag dudes were a possibility?

6
Suggestions and wishlist / Double-Sided textures
« on: March 29, 2018, 03:57:15 PM »
It's tree time at last for Oliver's Mount and I'm planning on using a lot of highpoly affairs.

At Knockhill I didn't copy/flip/offset the leaf polys. 
...because with pine trees at a distance it wasn't very noticeable that the polys were only one sided.

This time though they'll have to be copied - much closer and larger frond models.

...so yeah, double-sided textures would be nice.  Would keep the count down and keep the model simple.
....and help with wire fences and the likes too.   :)

7
Suggestions and wishlist / More Wall Types.
« on: March 16, 2018, 04:25:14 PM »
Well, it does say wishlist, and you don't know if you don't ask.   :)

WLLWOOD - For fences - Like the existing walls but with a woody crunch sound.

WLLVEGE - For vegetation - Allows you to ride through but makes a noise like plants slapping against fairing.  Idealy there would be resistance but I'd be happy with just a noise to begin with.

Thinking that hedges could be made from a combination of those.  A core model of wood with an outer of vegetation, so it'll allow you to skim along it but get too deep and it'll have you off.
Alternatively:
WLLHEDG - Something even better just for hedges.   :D

WLLAIRB - For airbags - Don't know if it could allow the bike to sink in a little bit?  Not asking for deformable airbags - the visual effect in real life is more 'sink in' anyway. 

8
Suggestions and wishlist / Trainer Reset.
« on: March 06, 2018, 01:33:31 AM »
At the moment to clear a trainer you have to quit the game(or it might just be to main menu - I haven't really investigated that much) and delete the file manually.  Could a reset button be added to do the same job in-game?

Scenarios that require a reset:
- New session and you can't match the saved trainer - it can be frustrating and is more fun sometimes to just clear it and work your way back up again.
- Testing bike mods where the new version is slower than the old one.

9
Off Topic / Usernames
« on: October 06, 2017, 03:45:08 PM »
You wonder sometimes where folk get their usernames from.
...so for a giggle I thought I'd wonder out loud.  :D

To get the ball rolling:

Groove Champion - Auto Vigilante!  8)
Star of what I'd still rank as one of the most entertaining games I've ever played - Interstate 76.
My heart's racing just looking at a screenshot of it.    ;D  Fond memories!



Was the first game I ever played online - when you connected the first time everyone forgot to enter a name, joined as Groove and got a slagging for it (like <unnamedprofile>  :P )
...so I popped back out the room, added a few letters(always did like names ending in ski - kinda cheery sounding) and popped back in again, thinking 'I'll dream up a good username tomorrow'...

...and here we are - 20 years later.   ::)

10
CAWS Mod Team / CAWS MOD Team - TRACK RELEASE - Knockhill
« on: September 28, 2017, 12:21:40 AM »
Knockhill V0.7 NDS
https://www.dropbox.com/s/915nnueedqbdh2q/Knockhill%20v0.7_NDS.rar?dl=0

NOTE:  In order to view the track properly you must change:
drawdistance=1000
to:
drawdistance=20000
...in profile.ini
(\Documents\PiBoSo\GP Bikes\profiles\<your profile>\)

Added:
Advertising.
More trees.
Some TSOs.
New landscape skins.
Real windows(& building interiors).
Visual smoothing on the grass and sand surfaces.
First attempt at shaders.
More cameras.
Animated lights, flags, sign and monitors.
(the flags are eye-candy - they only ever show a sou' westerly - actual wind direction may vary)
A little more height to the kerbs.

Still to add:
More people.
More clutter.
More smoothing(on some TSOs).
More cameras.
More hi-poly trees along the wood edges.
3D Grass
More bushes.
(perhaps using the 3D grass function to add woods and bushes in the distance)
Horizon detail on the main hill.
Good road skin and shaders.
Pitlane roadmarkings.
Road detail(bumps and dip on the right at the the hairpin approach to start with).
Background.edf
...etc.  ::)

Known bugs:
Pitlane handrail turns transparent when you get close to the little canopy thingy(my new mystery - I done 3 conversions yesterday trying to fix it  :( ).
Some things(grass, walls, people..) are a little shiny still.

11
Suggestions and wishlist / Jump Start Server Setting.
« on: August 11, 2017, 11:30:04 AM »
Could a server option be added that switched off the jump starts/black flags/stop&go system?
..for when it's not that serious an event and we're just having a bit of fun.


Could call it Late 80's Style  ;D  - Between the end of push starts and start of the transponder era the grids used to creep forward a good foot or so before the lights went out.

12
Bug Reports / Jump start/Black flag/Stop&go.
« on: August 11, 2017, 11:28:07 AM »
The whole system is very sensitive -  you don't even have to move forward sometimes, wiggling the handlebars can set it off(on tracks where the startline is on a downhill or cambered section).


If you engage gear between the first light coming on and the lights going out you are automatically booted from the grid to the pit menu. 
...and either the admin has to restart the session or you just plain miss the race.
Everyone does this their first time out - which is embarressing for for new riders and frustrating for everyone else.
...and sometimes it's tricky to explain to the new rider what's causing it(if there's no-one else in the room that speaks the same language).


The stop-and go doesn't appear to work - or if it does I've never managed it. 
(Don't see anything in the surface listings for creating a dedicated stop-and-go box so I'm presuming you can do it anywhere on the TRKPIT area?)
Getting a stop-and-go at the moment just means you can go play for a few laps but then you'll be booted. 
(which in a way is more annoying than just being booted from the grid - because the race is underway and there's less chance of the admin taking pity on you and restarting the session)


After a warmup lap the last person to line up at their grid position has to hit the mark and stop without creeping into position.  If you creep in you may accidentally move after GPB has decided you're in place and boot you back to the pit menu.
(The CAWS guys will be giggling - I had an awful time with this one a few weeks ago - and with everyone having to do another warmup lap after each restart it was even more frustrating and time-consuming than your averege DSQ  :-[ )

13
Suggestions and wishlist / Draw distance.
« on: August 09, 2017, 05:46:07 AM »
Could a little tickbox be added next to the draw distance slider that overrode the slider and set it to 20000? 
(Perhaps just with a little infinity symbol next to it)


My computer is pretty old and the tracks are getting bigger all the time, have been using the distance and detail settings a fair bit recently...
...and like them.  They work well.   :)
...but on the other hand there are a lot of tracks that I know my system can display in full, and folk with quicker machines would get away with even more.

Plus I like making 3D landscapes for track backgrounds.  Have done 4 so far and they're working out at about 40-50k polys with 2-4 images @ 2048 square, so nothing drastic - about the same as a bike.
...but it means manually changing the draw distance in the .ini to view them - then totaly avoiding the settings button for the whole session or the slider setting will take over again.  :(

14
Suggestions and wishlist / Antialiasing switching time.
« on: August 09, 2017, 05:39:57 AM »
Could the time-to-revert when you change the antialiasing slider be increased?

Mine works fine when I go into settings from the main menu but when I try it after I have a track loaded (from the MP lobby or Esc Key menu) it times out before my computer's got it's act together.  I get a brief glimpse of the "do you want to keep this setting" screen then it blacks out again and I have to wait for it to go back to the way it was before.

15
Bug Reports / Flickering Signs.
« on: August 05, 2017, 02:09:15 PM »
Signs flicker if they're in front of another model(walls, bridges, buildings...).   :(
The same happens on building models where perhaps the windows have been added as an additional poly over the top of a solid wall. (on old GPL tracks and the likes)

They're worse at a distance and flicker less as you get closer.
If you use a free roam camera you can watch the back polys peeking through more and more as you pull back.



Things I've tried:
Removing the bottom polys of the signs so they don't interfere with the ground - No change.
Checked the sign models for duplicate polys - There weren't any.
Checked sign and wall models didn't overlap anywhere - They didn't.
Reset the white and colour balance of the sign skins - No change.
Sectioned up the sign models into many model layers/objects instead of all on one - No change.
Made the signs thicker (from 10mm thick to 50mm) - worked for some of them but not all - would be fairer to say it lessened the flickering rather than fixing it.
Deleted the back polys and built the signs right into the building/wall models - worked but not always practical, the signs here are supposed to be a different size from the tyrewall.

A possible clue worth mentioning is that it doesn't appear to happen if the back polys are wearing an alpha'd tga.  ???  In the picture above the second row of signs at the left are up against a wire fence - similar model geometry, exact same sign skin and no flickering or peeking through.  It's the same at turn 3 where the sign is against the fence rather than a wall.

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