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Messages - HornetMaX

Pages: [1] 2 3 ... 395
1
Support / Re: Problem with testing.ini
« on: February 16, 2019, 01:43:41 PM »
Jeezus, just realised this.

Why in hell did the mura (and the varese) get removed ?!?!?!?!?

2
Support / Problem with testing.ini
« on: February 16, 2019, 12:30:17 PM »
I have a desktop shortcut with:
Code: [Select]
"D:\PiBoSo\GP Bikes\core.exe" -testing -set params testing.ini
But when I use it with beta15 the screen goes back for a short time and then GPB just exits. Here's my testing.ini:
Code: [Select]
[bike]
bike_id = murasama_rc990_03
paint =
rider = modern
helmet = default
helmet_paint =
suit_paint =
riding_style = modern

[track]
;track_id = MPafter
track_id = Victoria
track_layout =

[settings]
weather_realistic = 0
weather_conditions = 0
temperature = 25
wind_direction = 0
wind_speed = 0
track_conditions = 0

3
Plugins / Re: Output plugin interface mini-bug ?
« on: February 15, 2019, 08:09:04 PM »
Thx !!

4
General Discussion / Re: New Game Engine
« on: February 15, 2019, 08:00:48 PM »
Max : if you watch the replay video on their website (Monterey USA) in the 2/3/4th plan it's seems like bike don't have suspension at all, it's like sliding on ice track when the track has lot of denivelation change  :o,  also leaning start remind me arcade game in the 90's when moto bike start leaning way to soon before the rider even start to move his little pinky, i don't even talk about wheelie .........
I don't see anything scary in any of the videos. The 1st ones may have some weird impression of the bike sort of sliding around, true, but don't forget that in some occasions GPB looks very weird too. And they are not yet done (OK, in some ways GPB is not yet done either).

Personally at the moment I wondn't bet a buck on their physics being worse than GPB, just because I don't have any indication that that will be the case. It could be worse, of course, but it could also be on par or better.

For what is worth, visually it is already way better.

5
General Discussion / Re: New Game Engine
« on: February 14, 2019, 02:01:03 PM »
PhysX by NVIDIA.

No comments
Why ? It depends what it's used for. It's surely not bad per se.

I don't know how it will come out, but what I can say is that they started from scratch and the progress in what, 2 years?, has been excellent.
I wasn't super impressed by the choice of Unity but the more I read around about it the less it seems a werdo choice with respect to other game engines.

It's another bike game, it's not from milestone/big guns and they are not putting all their budget in advertising or silly sposoring: I have zero reason to be doubtful at the moment. We'll see once it's out ...

I still see this video's physics not realistic at all, even Milestone's Moto gp game move way lot better even the TT game .........
Really ? What exactly ? The ones I've seen were pretty convincing.
For sure on another planet compared to MotoGP and TT (especially TT ...).

6
Plugins / Output plugin interface mini-bug ?
« on: February 13, 2019, 10:54:22 PM »
@PiBoSo: with beta15 in practice mode (offline testing, m_iType is 1 in SPluginsRaceEvent_t), when RaceSession is called I seem to have m_iSession equal to 1, while in the comment of your output plugin code you have:

Code: [Select]
int m_iSession; /* testing: always 0. Race: 0 = waiting; 1 = practice; 2 = qualify; 3 = warmup; 4 = race */

7
But I would suggest just putting the NDS tracks into a separate database folder first, rather than fully deleting them, so that they are quickly available should we need them again before v1.0 is released?
Yeah, of course. Didn't mean "get rid" as "blast into outer space".

Hide NDC version, have people playing on DS and let's see what happens.

8
I hate when people put message content in the title but well, that's it.

Should we get rid of all the NDC tracks and keep only the DS versions ?

9
Plugins / Re: Proxy plugin
« on: January 12, 2019, 04:27:13 PM »
Thanks Max, I appreciate it!
I just have a feeling something obvious is missed so maybe second look can help. Insterestingly though, state parameter of the structure is read well, problem is just with telemetry data.
I can post a code but there's just copy paste from Piboso's and your code from the first page.
Just tested it, works fine for me.

Be sure to:
  • Compile as x64.
  • Use latest definitiopns for data structures (the ones I currently use are below).

Code: [Select]
typedef struct
{
char m_szRiderName[100];
char m_szBikeID[100];
char m_szBikeName[100];
int m_iNumberOfGears;
int m_iMaxRPM;
int m_iLimiter;
int m_iShiftRPM;
float m_fEngineOptTemperature; /* degrees Celsius */
float m_afEngineTemperatureAlarm[2]; /* degrees Celsius. Lower and upper limits */
float m_fMaxFuel; /* fuel tank capacity. liters */
float m_afSuspMaxTravel[2]; /* maximum travel of the shocks. meters. 0 = front; 1 = rear. */
float m_fSteerLock; /* degrees */
char m_szCategory[100];
char m_szTrackID[100];
char m_szTrackName[100];
float m_fTrackLength; /* centerline length. meters */
int m_iType; /* 1 = testing; 2 = race */
} SPluginsBikeEvent_t;

typedef struct
{
int m_iSession; /* testing: always 0. Race: 0 = waiting; 1 = practice; 2 = qualify; 3 = warmup; 4 = race */
int m_iConditions; /* 0 = sunny; 1 = cloudy; 2 = rainy */
float m_fAirTemperature; /* degrees Celsius */
float m_fTrackTemperature; /* degrees Celsius */
char m_szSetupFileName[100];
} SPluginsBikeSession_t;

typedef struct
{
int m_iRPM; /* engine rpm */
float m_fEngineTemperature; /* degrees Celsius */
float m_fWaterTemperature; /* degrees Celsius */
int m_iGear; /* 0 = Neutral */
float m_fFuel; /* liters */
float m_fSpeedometer; /* meters/second */
float m_fPosX,m_fPosY,m_fPosZ; /* world position of a reference point attached to chassis ( not CG ) */
float m_fVelocityX,m_fVelocityY,m_fVelocityZ; /* velocity of CG in world coordinates. meters/second */
float m_fAccelerationX,m_fAccelerationY,m_fAccelerationZ; /* acceleration of CG local to chassis rotation, expressed in G ( 9.81 m/s2 ) and averaged over the latest 10ms */
float m_aafRot[3][3]; /* rotation matrix of the chassis. It incorporates lean and wheeling */
float m_fYaw,m_fPitch,m_fRoll; /* degrees, -180 to 180 */
float m_fYawVelocity,m_fPitchVelocity,m_fRollVelocity; /* degress / second */
float m_afSuspLength[2]; /* shocks length. meters. 0 = front; 1 = rear. */
float m_afSuspVelocity[2]; /* shocks velocity. meters/second. 0 = front; 1 = rear */
int m_iCrashed; /* 1 = rider is detached from bike */
float m_fSteer; /* degrees. Negative = right  */
float m_fThrottle; /* 0 to 1 */
float m_fFrontBrake; /* 0 to 1 */
float m_fRearBrake; /* 0 to 1 */
float m_fClutch; /* 0 to 1. 0 = Fully engaged */
float m_afWheelSpeed[2]; /* meters/second. 0 = front; 1 = rear */
int m_aiWheelMaterial[2]; /* material index. 0 = not in contact */
float m_fSteerTorque; /* Nm */
int m_iPitLimiter; /* 1 = pit limiter is activated */
int m_iECUMode; /* 0 = engine mapping; 1 = traction control; 2 = engine braking */
char m_szEngineMapping[3];
int m_iTractionControl;
int m_iEngineBraking;
int m_iAntiWheeling;
int m_iECUState; /* bit field. Bit 1 = TC active; bit 2 = engine braking active; bit 3 = antiwheeling active */
} SPluginsBikeData_t;

typedef struct
{
int m_iLapNum; /* lap index */
int m_iInvalid;
int m_iLapTime; /* milliseconds */
int m_iBest; /* 1 = best lap */
} SPluginsBikeLap_t;

typedef struct
{
int m_iSplit; /* split index */
int m_iSplitTime; /* milliseconds */
int m_iBestDiff; /* milliseconds. Difference with best lap */
} SPluginsBikeSplit_t;

typedef struct
{
int m_iVersion;
int m_iState; /* -1: software not running; 0: software running; 1: on-track, simulation paused; 2: on-track, simulation running */
SPluginsBikeEvent_t m_sEvent;
SPluginsBikeSession_t m_sSession;
SPluginsBikeLap_t m_sLap;
int m_iSplit;
SPluginsBikeSplit_t m_sSplit;
SPluginsBikeData_t m_sData;
float m_fTime;
float m_fPos;
} SProxyData_t;

10
Suggestions and wishlist / Re: Pretty please
« on: January 06, 2019, 02:19:17 PM »
Thanks for working on this !

11
General Discussion / Re: Bike SIM Experience - new motorcycle game?
« on: January 04, 2019, 02:30:02 PM »
https://www.youtube.com/watch?v=j4rWfPyf-hk

Hmm, Unity doesn't seem so bad ...

Quote
Megacity is a project built on our data-oriented design tech alongside tons of optimizations we're aiming to bring to Unity in 2019. The results are jaw-dropping.

4.5M Mesh renderers
200K Unique objects per building
100K Individual audio sources
5K Dynamic vehicles
60 FPS

12
Off Topic / Well, time to say ...
« on: January 01, 2019, 09:02:02 AM »
... Happy New Year to all. And to PiBoSo in particular :)


13
Plugins / Re: Proxy plugin
« on: December 26, 2018, 10:31:02 AM »
Will have to have a look. Won't happen before a week or two.

14
Suggestions and wishlist / Re: Pretty please
« on: December 22, 2018, 04:40:57 PM »

Is the dynamic track surface still causing problems?

Or is that an option that would be useful regardless?
Can't really judge if we have enough activity at the moment to figure out if DS is still an issue.
To be on the safe side, I'd like the option so that a modder can do only one version, issue or no issue.
Server admin (or client, when playing offline) can then take the decision.

15
Suggestions and wishlist / Pretty please
« on: December 22, 2018, 12:53:11 PM »
Can we have a server side option to disable dynamic surface ?
This would avoid having two versions of each track (DS and NDS).

It's a pain for the modders, it's a pain for the players, it's a pain for the ones maintaining the track list/download site.

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