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April 20, 2024, 10:13:52 AM

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Messages - Steven

31
General Discussion / Re: GP Bikes beta9
October 03, 2016, 09:58:35 AM
Quote from: HornetMaX on October 02, 2016, 04:28:31 PM
I'd only fix the engine stall problem (engine stall without falling = must go to pits): that's annoying *and* unrealistic.
Maybe I really don't understand the problem, but when holding reset you only go to the pits when the new lines haven't been done. On Victoria (as the only example at the moment) you will spawn on the side of the track with the engine running and mostly like it's been before I think.

Quote from: Hawk on October 01, 2016, 04:10:41 PM
If the checklines mean bikes are respawned onto the track surface then why would we want to update the tracks with this? Min/Max lines also are useless for respawn as we know from previous betas.  :)
I haven't tried online yet but if you had to wait for others to pass before you can use the "hard reset", than doesn't this make perfect sense, since you could already spawn where you crashed and make it back to the track on your own?

Also remember when you started playing GPB and how long it took to make one lap without crashing (at least it took some time for me). If somebody starts playing GPB and spends more time off track trying to get back this might be quite frustrating for most people. Maybe also more rewarding when finally making a lap without crashing but since the demo bike didn't become easier to ride since the time I started with GPB I'm not sure I would spend so much time with it.

I don't think min/max lines have been completely useless. Without them you spawn at the centerline and with them you spawn at the side of the track.
32
General Discussion / Re: GP Bikes beta9
October 01, 2016, 03:35:40 PM
Quote from: HornetMaX on October 01, 2016, 12:29:18 PM
As reported by others, the fact that if you stall the engine without falling then your only option is to go back to garage should be corrected.
I think min/max lines and the new checkpoint lines (http://forum.piboso.com/index.php?topic=3565.msg63697#msg63697) have to be created for all the tracks to make this work as intended.
33
General Discussion / Re: 3D model + LODs question
September 24, 2016, 07:32:22 PM
Have you seen this?
http://forum.mx-bikes.com/index.php?topic=974.0
Maybe it helps to figure it out.
34
In the Monza version I tried the white line is a bit above the surface and has collision. I think that's the reason. You can see the tires/car move when going over it.
The track creator would have to change this.
It's the same for some lines on the Circuit of the Americas.
36
Mods / Re: How to use sprgen?
April 14, 2016, 04:42:20 AM
It seems to be more or less like this:

content of the configuration file (config.ini or .txt or ...)
[config]
numsprites=5
basefilename=base.tga
spritebasename=rpm


spritebasename - the prefix for the pictures with the steps of the revcounter (rpm01.tga; rpm02.tga; ...)
numsprites - the number of steps
basefilename - no idea but the file is needed, seems to be counted as the very first step, but it didn't show up for me

all pictures need to have the same size and their size should be the one of the texture for the dash (w_dash for example)

output file: just the name with or without ending for example "rpm.spr"

-> sprgen.exe config.ini rpm.spr

gfx.cfg (Varese as example)
rpm_graph
{
enable = 1
sprite = rpm.spr
min = 5000
max = 14000
split = 7000
splitpos = 0.16
}


min - rpm the base.tga would appear at as the very first step
max - rpm the last picture is shown at
only necessary when there are different "scales":
split - rpm where the new scale starts
splitpos - the number of steps the new scale starts at divided by the maximum of steps
37
Mods / Re: How to use sprgen?
April 13, 2016, 11:15:20 PM
I was hoping sprgen is used to make .spr files for the gauge and no fonts (is there a fontgen yet?).

Some bikes in beta6c (SBKs, Ducatis) apparently have this working (the gauge). So their creators might already know how to do it.
38
Suggestions and wishlist / Re: Real Mirrors
April 03, 2016, 02:34:08 PM
I also have framedrops (close to 0) with this mirror. (For example on Victoria, with only this mirror plane in view - nothing else in the model that reflects or has specular or something.) Also lowering graphic settings doesn't seem to change it.

I remember some betas ago it was usable. Also this seems to be track related - on Albacete for example it works without problems (maybe no shaders applied?).

Also try to start with a low texture resolution (maybe 16x16). The texture resolution controls the resolution of the mirror. (I don't know if this has influence on the performance but I could imagine.) Use this mirror in the cockpit model only. Using it in the non-cockpit model causes core.exe in the showroom for me, too.

I think the entries in the gfx.cfg are just there to be able to adjust the mirrors, but at the moment the menu to do this (like in WRS) is missing.

Nick, if you have a look at the reflections of a bikes chassis for example, they are as you said blurry and also not fluent. This mirror looks smoother.
39
Support / Re: Track alternate layouts
March 24, 2016, 07:21:42 PM
I think there is something wrong with the track.
If you want to try tracks from KRP in GP Bikes: there are tracks with layouts included. And the second layout of Zuera for example definitely shows up in Testing for me. Also you can try to compare the file structure.

Edit: You could download Zuera from the Track database as well.
40
Support / Re: Track alternate layouts
March 24, 2016, 06:42:34 PM
What do you mean by "cannot be accessed offline"? It should be possible to choose it for testing.

One advantage would be that you don't need the .map file another time.
41
Bug Reports / Re: ESC Key and Throttle.
March 24, 2016, 02:36:54 PM
Quote from: HornetMaX on March 24, 2016, 01:23:25 PM
Quote from: Steven on March 24, 2016, 01:13:24 PM
Has anyone tried to remove the update yet -

You mean remove win10 and go back to 7 ? :)

;D That would be my personal advice, but I was really just talking about the update that causes the controller/keyboard troubles.
42
Bug Reports / Re: ESC Key and Throttle.
March 24, 2016, 01:13:24 PM
I understand that it worked on Windows 10 before the update.
Has anyone tried to remove the update yet - for example the one that's mentioned in the link h106frp posted? (Maybe I missed something, but nobody said it works or it doesn't.)
The same for Nick's proposal to try the virtual keyboard?
43
Bikes / Re: CBR250R Dream Cup V0.85
March 21, 2016, 07:39:56 PM
Quote from: doubledragoncc on March 21, 2016, 03:27:22 PM
Not a very good idea Steven as it is not a good way to structure GPB and is no good for bike updates that require the unpacked bike in its own folder

GPB is fussy and it may also cause core crashes

DD

Yohji choose to name it .pkz so to me it looks like the file is not necessarily intended to be unpacked. And if Yohji makes an update he will just upload a new .pkz I think.

I can't say much about this being the reason for core.exe crashes or not, but I wouldn't carry this too far. For example after installing the game bikes, tracks and so on are in .pkz's and nobody's told to unpack them. So if there was a problem with the .pkz system it could concern all the .pkz's. Unless something can go "wrong" when packing the files and renaming the archive to .pkz.

Also some time ago I was told that unpacking (official) .pkz's might cause problems when going online, when the server uses the .pkz's only.

Still - as I said in my post - I would extract the .pkz as well - to have everything as folders, to be able to put paints in when necessary and because I usually have original tracks and bikes unpacked and I unpack whatever I'd like to have a look at.
44
Bikes / Re: CBR250R Dream Cup V0.85
March 21, 2016, 03:20:21 PM
Quote from: valentinik46 on March 21, 2016, 01:42:26 PM
how i make this work,how i install,it downloads as a single pkz file not like other mods,maybe im downloading wrong ?

You could also just put the .pkz into your "bikes" folder. But for new paints you would still have to create a folder "NSF250R" and a folder "paints".
So I would extract it as well.
45
General Discussion / Re: triple monitor support?
March 13, 2016, 10:29:39 AM
Have a look here:
http://forum.piboso.com/index.php?topic=2370

I haven't tried this. Maybe you can find some more useful information here:
http://forum.piboso.com/index.php?topic=481
http://forum.kartracing-pro.com/index.php?topic=581.0

(Found with the forum search by the way.  ;))