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Author Topic: 502 Rally demo  (Read 9823 times)
Dr_D
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« Reply #15 on: February 17, 2008, 11:05:02 PM »

Yeah, right now the steering input is frame based, but that will be changed soon. Eventually I'll make it so it updates inside the physics update loop. I'm adding several camera styles, where one will be an actual physical sphere that interacts with the world, but doesn't get in the way of the vehicles. When you press down while moving forward, you're actually shoving it into reverse, so that's why you lose traction so easily. I added the brake as a separate key so that you can power-brake the vehicles. Thanks for for the feedback and for testing it.  Cheesy
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The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying.

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notthecheatr
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« Reply #16 on: February 17, 2008, 11:22:12 PM »

Runs quite nicely on my machine, even with all the best options.  Smooth, etc.  But yeah, steering sucks.  Fix it for sure!  Every time I crash into something I spin completely around and can't do anything.  Practically impossible to get anywhere, unless you go really slow, which is boring but fine... until you get to the part where you have to jump.  Then you get stuck in the ditch, since you aren't going fast enough to jump.

Beautiful graphics though, wish all FB games had graphics like that.  Main problem with that is when you fall off a cliff, you can see where the background sky box ends and it's all black below.  This is a hallmark of cheapy games... fix that so you aren't one of them Wink  And the shadows are retarded.  Fix those for sure!!!

The only thing that isn't any good is with shaders, presumably because my machine doesn't support them - the textures are all screwed up when I use shaders.  Preferably you should detect my inability to use shaders and then turn them off so it doesn't do that.  But then, I should have known better since I know I don't have shaders - I was just trying for the heck of it, to see what happens.

Good demo overall, but lots of things to fix.  Looking forward to this, can't wait to see it.
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Dr_D
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« Reply #17 on: February 17, 2008, 11:27:53 PM »

Well, unfortunately that presents two problems that I can't solve. I am checking for shader support, so your card must be reporting that it supports shader model 2.0. And the shadows... For the life of me, I cannot figure out why it's doing that. It never does it for me, and some people only get strange results once in a while, so I really think it's a bug with the nvidia drivers that have been written since vista started spreading it's slop all over hardware manufacturers. Thanks for testing though! Smiley
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The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying.

John Carmack
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« Reply #18 on: February 19, 2008, 03:02:11 PM »

Anyone that had problems with the demo, could you try running this please? I accidentally released the old one with full debugging symbols included. :p Thanks!

http://drd.orly.mine.nu/download.php?id=1
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The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying.

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« Reply #19 on: February 19, 2008, 03:57:02 PM »

awsome! drives way better! LOL almost to good!
need a little more traction or weight, maybe! dont know!
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BadMrBox
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« Reply #20 on: February 20, 2008, 09:31:56 AM »

Hm, the wheels shadows is still behaving weird (note: only the wheels) and you gotta give the car some weight. As it is now it feels like it's made of paper.
I'm a bit negative, huh? Well, you know your engine rocks Kiss
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Dr_D
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« Reply #21 on: February 20, 2008, 03:34:52 PM »

I've sent a bug report to nvidia about that, so hopefully they will have more info. And no, I don't mind constructive criticism. I'm trying to make it a fun game, and that can't very well be accomplished without outside input. I've tweaked a few of the vehicle physics calculations, so hopefully they will feel better now. Also, I've added another vehicle to choose from, you just can't choose it in that demo. I'm also going to be adding another track soon, so I'l still be asking for people to test and give feedback, if anyone is up for it still.  Cheesy
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The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying.

John Carmack
BadMrBox
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« Reply #22 on: February 20, 2008, 04:57:25 PM »

Sure thing Doc. Cheesy
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Dr_D
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« Reply #23 on: February 20, 2008, 10:26:03 PM »

Added phychowelder's hummer tonight, and it's one bad-ass looking vehicle, if you ask me.  Cheesy

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The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying.

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Lachie Dazdarian
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« Reply #24 on: February 21, 2008, 04:06:42 PM »

Quote
Beautiful graphics though, wish all FB games had graphics like that.
 

Let's not exaggerate.
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phycowelder
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« Reply #25 on: February 21, 2008, 04:32:25 PM »

lol that humvee looks sweet!
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relsoft
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« Reply #26 on: February 21, 2008, 08:48:16 PM »

Looks badass!  I tried it with the default vals and I got 5 FPS on this laptop.

However, this is an ATI express 200M with shader 1 and 256 mb of vid mem and does not support VBO's. ack!
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mysoft
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« Reply #27 on: February 25, 2008, 10:16:07 AM »

it worked great here... hahah altough (~10 fps with 1024x768 / everything at max), but that always happens with filters at max... anyway my desktop is at 16bpp and with that it have run damn slower (even with everything turned off / plus 320x200), it doesnt even started with some options turned on... (shader maybe?)

funny reallistic physics ;P
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Dr_D
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« Reply #28 on: February 25, 2008, 11:11:48 AM »

Thanks. Smiley Well, the reason that demo isn't displaying anything for some people is because it was only checking for glsl support, where it should actually check for vertex_program support , fragment program support and glsl support. I have a new version that's just about ready which should resolve that problem.
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The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying.

John Carmack
notthecheatr
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« Reply #29 on: February 25, 2008, 01:26:26 PM »

I don't expect this to be fixed ever (you probably don't even know why it does this), but when I try on a crappy school computer here's what I get:



Bear in mind this is a crappy school computer with the worlds worst graphics card (many 3d games don't even work at all on it), so I don't expect you to try to figure out why the hell it doesn't work.  Just thought I'd show you since it looks funny/odd.

This happens no matter what resolution I use, even in windowed mode and with all the special settings off.
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The funniest thing happened yesterday.
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