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12-03-2005, 23:15 | View Warnings #51 |
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Thanks a lto for this new Version Mr. van Gaal! Will download immediately after work!
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12-03-2005, 23:40 | View Warnings #52 |
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Good work Ruud! Firstly, somethings changed in the graphics dept, everything looks more detailed, and the framerate boost is nice.
I just used the latest tracked's 'add lighting' button to remove the 'unknown geob' errors from a track successfully, without losing material names or any other oddities. Dunno whether the audio positioning bug is fix yet.
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Current Projects: Dodgem track (30% done) Mugello track makeover (65% complete) Mugello Night mod (65% complete) HSV Maloo (80% done) Broken Springs (Carpark) Track (Beta 1.0 released) It takes over a thousand nuts to hold a car together, but only one nut to scatter them all over the road! |
13-03-2005, 00:00 | View Warnings #53 |
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Thanks Ruud Van Gaal.
The improvements w.r.t the AI cars is really awesome - AI driver Terry Flyin' is doing times under 1:17 in the p206wrc around Carlswood_nt. As was the case with 052b79, I'm having problems with tracked & carlab so I fall back to 050f when I have the need to use them. |
13-03-2005, 01:13 | View Warnings #54 |
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yay yay yay
About to download, from reading this thread I may need to play with racer ai settings again
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Racer V8: http://www.brad.net.nz/racerv8/index.php RIP Monaro 1987-2005 Projects: Monaromans Historic V8s - guide to adding new cars Winton Conversion - 90% Laplop php script - 0% Tantra's Philip Island and Surfers Paradise - 0% |
13-03-2005, 01:47 | View Warnings #55 | |
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Hmm the Racer 052b86 version is slower in FPS than the 052b85 version...in this version im getting 10-15fps in the 052b85 version i was getting 40-50fps... |
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13-03-2005, 02:04 | View Warnings #56 |
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very nice, a new version
but, How can i set details to be higher?? i see your pictures, it looks much better than here anyway Thanks rvangaal!
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13-03-2005, 03:31 | View Warnings #57 |
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bug f12 for screenshots dosn't work in windows, have not tried full screen
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Racer V8: http://www.brad.net.nz/racerv8/index.php RIP Monaro 1987-2005 Projects: Monaromans Historic V8s - guide to adding new cars Winton Conversion - 90% Laplop php script - 0% Tantra's Philip Island and Surfers Paradise - 0% |
13-03-2005, 04:10 | View Warnings #58 | |
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Works in full screen for me. Another issue with all the recent beta's is Racer crashes on exit if there are lod models for the track. If i move the lod dofs out of the track folder, racer exits cleanly.
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Current Projects: Dodgem track (30% done) Mugello track makeover (65% complete) Mugello Night mod (65% complete) HSV Maloo (80% done) Broken Springs (Carpark) Track (Beta 1.0 released) It takes over a thousand nuts to hold a car together, but only one nut to scatter them all over the road! |
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13-03-2005, 08:12 | View Warnings #59 |
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Thank You
Finally the AI cars work, a little too good . Thanks for putting this version out. Great work!
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13-03-2005, 08:41 | View Warnings #60 |
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Tracked doesn't like to do ambient sounds, closes with fatal error. Also, not all sounds are available in the racer.ini.
AI with some tweaking in the car and racer ini files works quite nicely. pacejka b9, b10, b11, and b12 are supposed to = 0 or you get those damned Qlog errors, Ruud, shame on you. Lots of stuff still to check out. Most of the problems have already been posted. |
13-03-2005, 11:01 | View Warnings #61 |
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Great, finally a new beta!
How about new Linux and Mac versions, we're all looking forward to what's coming!
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The box said Windows 98 or better, so I bought a Mac... PowerBook G4 15"|1.67GHz|1.5GB RAM|80GB|SuperDrive|OS X 10.4 Tiger |
13-03-2005, 11:45 | View Warnings #62 | |
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Disable the mirrors, they take an awefully lot of CPU power. I get almost 2x as many FPS without mirros as I do with them. User Raven or edit racer.ini directly... |
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13-03-2005, 12:04 | View Warnings #63 |
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starter (S-key) doesn't work if "start_stalled=1" set in car.ini, any suggestions?
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13-03-2005, 12:08 | View Warnings #64 | |
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I?m looking forward to 052f for Mac for being able to test it and having multiplayer. Seems to be great not to be alone on the roads (AI, Multiplayer), to know where am I (Map) and to have mirrors for to see who is behind me. Sounds great. Also not to have shadows brighter than the road like now with newer cars in 050f, right textures and more realistic physics are enjoyments I?m looking forward to. |
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13-03-2005, 14:30 | View Warnings #65 |
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The engine redlining when downshifting because controls.blip_throttle is set to 1. The sounds nice with the Spoon, but you can set it to 0.
F12 not working is strange, but I for example have an nVidia GF6800 which has a bug with glReadPixels(), which means the minimap is broken, as are screenshots. That's gfx drivers v67.02 (same with the latest official drivers, 66.<something>). The pid is a proportional-integral-derivative controller, standard stuff in engineering, lots of info on the web. I'm currently skipping the integral part, since that needs a history of values, so costs more CPU time and memory to implement, and P and D seem to do an ok job. Remember the AI doing 50 before if no AI line was defined? They'd accelerate, decelerate, all very stomp on the throttle, stomp on the brakes, instead of getting to a speed and sticking there. PID does that with the error: output=p*error+d*derivative_of_error. So here for throttle for example Racer uses: error=desiredVelocity-actualVelocity. Then it uses the above formula to calculate the throttle pedal position. As the desiredVelocity comes close, the output goes down so it nicely stays somewhere near desiredVelocity (actually a bit below it, but well). Same for steering. This made AI car controlling smoother, which was very important for bypassing other cars.
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13-03-2005, 16:23 | View Warnings #66 |
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Nice ai ruud! some fun to be had with computer racers now
some1: perhaps you could add a plane to your shadow.dof and apply the shadow tex to it... then u could make a shader for it also. Mike. |
13-03-2005, 16:30 | View Warnings #67 | |
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I think i already tried that...
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13-03-2005, 18:56 | View Warnings #68 |
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Car shadows
So far, this technique has worked on each car model I have tried. It's the same as shown in the Honda Spoon car.ini:
graphics { ; Car models used shadow { model { ; Projected shadow model file=body.dof use_shaders=0 } } } In racer.ini -- project_shadows=1 (changed from '0') The file=body.dof assumes that your car's main dof is named 'body' - in some instances this may need to state the model's primary body file. I'm not sure if I happen to have a copy of the car model in question here but I would be happy to help solve this problem for anyone experiencing the car shadow projection difficulties. I have adapted about a dozen different car models so far, had some problems with Iroker's Montreal but managed to get it right as well. Let me know how else I can help? |
13-03-2005, 19:01 | View Warnings #69 |
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A plea for enlightenment...
Is it another Windows 98 compatibility problem?
1. Replays can not be saved. 2. Track cams are inoperable during replays, only the first (cam0) works. 3. RACER utilities; i.e., modeler, tracked and such do not display the complete options menus. Other than that, racing is fun again. Frame rates, using two cars at the Montreal track, yielded an average of 34 fps, 25 fps at Monza. Not bad at all. |
13-03-2005, 19:18 | View Warnings #70 |
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Well, at first I was angry because my windows stopped working, and I have to reinstall it. But, now I am happy because it gets a pretty good framerate on my sisters computer. Although I have to run it in 640x480, 16 bpp, I get 50FPS. And, thats pretty good for a 2.2GHz P4, 256MB RAM, and 64 meg integrated graphics! I cant wait until I get my Dell up and running though! Or, I might convince my sister into getting a Nvidia 5250 or something
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14-03-2005, 00:56 | View Warnings #71 |
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Umm i don't know if anyone noticed this but the digital display on the S200 Spoon isn't measuring any form of anything that i know.... i thought it would be a good idea to fix this then re upload.. incase someone downloads this and thinks that it's The most unrealistic thing ever.. because it say bout 29 when your doing 110kmh/velocity
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14-03-2005, 01:02 | View Warnings #72 | |
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Quote:
In WinXP here, the trackcam only stays on the first camera also.
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Current Projects: Dodgem track (30% done) Mugello track makeover (65% complete) Mugello Night mod (65% complete) HSV Maloo (80% done) Broken Springs (Carpark) Track (Beta 1.0 released) It takes over a thousand nuts to hold a car together, but only one nut to scatter them all over the road! |
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14-03-2005, 07:42 | View Warnings #73 | |
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solved: Starter key is not assigned by default, one has to assign it through controls setup menu |
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14-03-2005, 08:00 | View Warnings #74 | |
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This working brilliantly! And, yes, i noticed that disired velocity is little below it actual value as you said. Ai car accelerates little slower always... Another thing that is bothering me that ai is nervous when you close to him. It is ok when he follows you (he trying not to crash in you) But when you go side to side or especially when you follow him too close (bumper to bumper) it look not good. Is there any way to reduce this for 2 last situations? For example - it is ok when you go side to side and he trying to go wider not crash in you, but he always go too wider and crash...
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Tune'em Race'em -------------- <PR Design> -------------- Last edited by Outlaw : 14-03-2005 at 08:03. |
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14-03-2005, 10:49 | View Warnings #75 |
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PeTeY: The speedometer on that car shows the speed in m/s and not km/h. To fix that, you have to set the conversion factor (which is 3.6) in view.ini. Can't remember the exact syntax right now...
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