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June 29, 2022, 01:00:31 PM


GP Bikes beta20e available! :)

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Messages - RiccoChicco

Media / Re: GPB artwork
November 28, 2016, 08:12:25 PM
Really amazing work Davide!  :D

This skin (and screenshot) is pure art  :o
General Discussion / Re: Happy ending
October 20, 2016, 06:02:34 PM
Quote from: HornetMaX on October 20, 2016, 05:32:53 PM
Partially. Even removing the paints, some bikes are much bigger than others (edf files).

Yes, mostly because of the size and number of maps applied on the model  :)
General Discussion / Re: Ride 2
October 10, 2016, 05:04:13 AM
Quote from: JamoZ on October 09, 2016, 05:58:35 PM
Quote from: Urban Chaos 2.0 on October 09, 2016, 02:52:44 PM
Is the handling improved from Ride 1?

It`s very good actually. Sure it`s no sim, but for what it`s trying to do it`s very solid.
This time around you can actually ride the bike very smoothly instead of quirky and edgy like all previous Milestone games.

Agree on that. Ride 1 was not bad (but not perfect either) for a "simcade" but they improved quite well on that. Moreever, the engine seems by far more optimized, the game itself has very few bugs (compared to the first which was a pain). The content is good, also.  :)

I was really disappointed by the first one, but the second is a real step forward on nearly everything (didn't tested online yet).  8)
Bug Reports / Shadows broken?
October 06, 2016, 10:05:46 PM

I noticed that some tracks using a lot of shading textures (like the main asphalt texture on Suzuka) doesn't seem to work. Here's what I've got on track :

As you can see, the track is nearly "white".

Everything is activated or in ultra setting in graphics menu. Using a GTX970 with updated drivers.

Bug Reports / Screenshots
October 06, 2016, 10:01:51 PM

I noticed that a bug appear when we press F10 in one of the settings menu, the screen suddendly zoom in. It looks like pressing F10 change the dpi of the game or something like that.

My screen after pressing F10 looks like that :

Moreover, High-Res screenshot function seems broken too. I only got black pictures, on track or not.

General Discussion / Re: GP Bikes beta9
September 30, 2016, 10:20:26 PM
Quote from: matty0l215 on September 30, 2016, 08:38:14 PM
As for the 125, Why not switch the bike in the demo? Let people see what they want, Then let them mod the game.

IMHO, I think adding every default bikes to the demo would be the solution. Even if default bikes are really nice and enjoyable (at least on b8), the core of the simulator is what make people buying the licence, then they usually plan to download mods. Let's be honnest, if we exclude the core physics, something like 90% of what GPB players use is made by the great B.E.S and CAWS teams, independent modders such as the great JC#21 or very talented people such as MaX with his incredible plugins.  Let's do not forget online "entertainers" such as Alibaskins and Dibu. When I bought GPB few years ago, I wasn't sure about my bet since the 125 wasn't riding really good. Trying the Varese and Murasama make me be really happy about my choice to buy a licence, but I can understand a potential new player feeling about that. Moreover, as you seem to tell (did not try the b9 yet), the 125cc is unridable. How can you sell more licences if the demo is unridable?

I would really consider to change the demo content, since the default full version doesn't bring that much itself.
General Discussion / Re: Questions about daily development
September 02, 2016, 11:32:10 AM
Tracks / Re: Oliver's Mount
August 31, 2016, 01:43:49 PM
Grooveski, in your screenshot I can see that "Mesh" is selected. That will generate a .edf file (used for bikes, helmets, etc...) and not a track file  :P

You should use "Map" and "Collision" for track modding.  :)

EDIT : Just saw your edit  ;D ;D ;D
Tracks / Re: Oliver's Mount
August 31, 2016, 01:38:31 PM
Note that the track code is only useful for the release (stats purposes), but it's not necessary to update it each time you want to try your new .trp file while your still working on it.  :)

Just to be clear, what are you exporting? Visual (.map) or collision (.trp) file?
Tracks / Re: Oliver's Mount
August 31, 2016, 01:28:15 PM
The track code comes when you export the .trp (collision) file. If you were exporting the .map, which can be very long, you shouldn't get any track code.
Tracks / Re: Oliver's Mount
August 31, 2016, 01:11:52 PM
Never used fbx2edf so I'm probably telling something stupid, but your command prompt (the black window) says "Ending Log" which means in the 3ds max exporter that the export has been done.  :)
General Discussion / Re: Realism in game
August 30, 2016, 06:28:47 PM
Quote from: Ryanoh4 on August 30, 2016, 06:18:27 PM
if the real world information doesn't work in the sim should it be used?

That means the physics engine has a bug, so it can help PiBoSo to understand the problem.
General Discussion / Re: Ride 2
August 04, 2016, 08:10:22 PM
Stupid question but : what's the link between paid mods and encryption?

We could already have douchebag selling his mods with readable data and if the file encryption is implemented, someone having paid for a mod could still give it to someone else who hasn't.
Plugins / Re: MaxHUD plugin
June 22, 2016, 08:34:42 AM
Fast people online such as Alibaskins will say : "What's the difference between both?"  ;D ;D ;D