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PostPosted: Wed Nov 09, 2005 10:48 pm 
Now is this game gonna support wheels and sticks? And how about force feedback? And for indy rear steer, we woudl need it so you can use the wheel and the keyboard.

Don't get me wrong im not demanding stuff lol. It looks great so far, I just cant wait to get some awesome engine sounds in there.


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PostPosted: Thu Nov 10, 2005 2:00 pm 
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Yes, wheel and joystick will be supported.

edit: I tried that Stunt Playground thing, it looks extremely awesome.


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PostPosted: Thu Nov 10, 2005 3:57 pm 
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i run a microsoft sidewinder pro 2... i got a force feedback and non forcefeed back... i think a good way to do rear steering would be through the POV hat or the twisting motion of the stick (flap control on flying games i belive) the thing i REALLY wanna see is that u can use the trigger to accelerate and throttle up unlike mtm2 where in order to go forward or rev up the engine u gotta push the stick forward... that be cool and posibly on the forcefeed back have it so like the weight transfers over like the real thing... IE when u step on the gas make it harder to push forward and easier to pull back (if running mtm2 joystick style) OR when on the brakes make the preasure change visa versa... that and make sure to have just as good control to our friends who use a keyboard... other then that i can't say more really mat u got a great piece here and i cant wait to help out and be a part of it...

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PostPosted: Thu Nov 10, 2005 10:15 pm 
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ah yes, ^^^ has a good idea with the trigger, i love have the gas and brakes, reverse, etc. on buttons rather than axis's, u can also have the rear steer on an axis as well, for those ppl that have the gamepads with two sticks on them, have like the right stick for gas, brakes, reverse and front steering and the left stick for rear steering. so what im saying is i think the game should be able to assign any fuction to any button or axis, slider, etc. and have it so u can double assign controls, like you could have (on some pads the D-pad is considered the POV and the left stick is the axis) both the POV and the axis control gas, brake, steering, etc. and have gas as a button aswel!

I actually do this a lot in need for speed underground, i set the left stick, and d-pad as the gas, brake, steering controls and have some buttons also have gas and brake, which lets me drive comfertably with two hands, or occasionally take one hand off the pad to scratch an ich or w/e without having to let off the gas (cause its also on the pad/stick)

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PostPosted: Fri Nov 11, 2005 9:21 am 
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Ya, I think that is the key point Slayer, " i think the game should be able to assign any fuction to any button or axis, slider, etc.". I can't use the trigger for gas on my stick, so I rely on pushing forward for gas and pulling back for brake.

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PostPosted: Mon Nov 14, 2005 6:44 pm 
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got to thinking this other night y'know how inorder for mt's to stay in the air they gotta blurp the gas... BLat BLAT BLAAAAT... like that... is there anyway of adding this into the game Mat and if so for some ppl who couldnt do that due to drving controls have it set up to autoly do it? any thoughts here be cool...

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PostPosted: Mon Nov 14, 2005 7:09 pm 
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Ya, good idea. Like when I watch Supercross/Motocross, the riders touch the brake to bring the nose down or blip the throttle to bring the nose up.

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PostPosted: Mon Nov 14, 2005 7:45 pm 
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Yep, I was in fact thinking about the gas/brake jumping thing myself.


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PostPosted: Tue Nov 15, 2005 6:24 am 
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"got to thinking this other night y'know how inorder for mt's to stay in the air they gotta blurp the gas..."

Where did you obtain this misconception that this keeps the truck in the air? The only reason this is done is to keep the wheels moving, and to prevent axle breakage.


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PostPosted: Tue Nov 15, 2005 8:34 am 
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There is a gyro effect provided by the tires to keep the truck level in the air. It's not as big as an R/C truck, but there is one.


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PostPosted: Tue Nov 15, 2005 9:09 am 
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"Where did you obtain this misconception that this keeps the truck in the air?"

Welp not in the air but level in the air like Cale said. My misconseption applogies...

glad to see it gonna go into game Mat... he he this things gonna rock...

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PostPosted: Thu Nov 17, 2005 8:58 am 
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you guys need to chill with idea's for a bit! The more you throw at him, the more time that it's going to take...Plus i'm sure he has plenty covered!

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PostPosted: Fri Nov 18, 2005 3:30 pm 
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i don't think it means we're bombarding him with ideas that MUST go in game... but little quirks that should be considered... and if this is going to be a step up from mtm2 then we must get idea's in to make it that way...

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PostPosted: Fri Nov 18, 2005 8:46 pm 
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Yea man, people are just throwin ideas out there.

Topic:

"Ideas needed for new monster truck game"


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PostPosted: Sat Nov 19, 2005 7:34 am 
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Joined: Thu Sep 04, 2003 1:48 pm
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Lol you are sure right.

It's been a while since the last time I posted, so I'd like to keep you updated on this. I may have stated earlier how really hard it would be to make trucks - something like "model your truck in a modeling program, convert it to MDL, model a part skeleton including rotation and position, so the game knows where to put the parts, then set up the truck in the editor, then..."

Don't listen to this anymore. You still do have to model your custom truck if you haven't done it already, you still need it to be divided into parts (parts that are actually centered on the model), and you still need to convert it. However, I've cleverly eliminated the part skeleton.

This is approximately what I was using before, for the part skeleton system.

vec_for_vertex(my.x, you, vert_number);

That means it's taking my.x (three-way vector for position) and changing it to the position of a vertex of the YOU object. Kind of confusing, but hard to create. But here's the new improved version.

my.x = (my.realspot_x+you.x);
my.y = (my.realspot_y+you.y);
my.z = (my.realspot_z+you.z);

It might work a little slower (code-wise), but it's a lot easier to set up, in terms of modding. What this does is take the current X, Y, and Z (Z is actually the up/down axis in my game designer) and change it to the "realX Y and Z" explained in the truck editor. Then it adds the position of YOU (now it's the truck chassis, not the part skeleton), to make sure it stays near the truck.

I want to post another video soon.


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PostPosted: Sat Nov 19, 2005 1:05 pm 
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Wow Mat, that sounds pretty confusing. I gotta question about the process of adding in custom trucks though. When it comes to painting it, will it be the same as mtm2 with textures and such?

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PostPosted: Sat Nov 19, 2005 7:24 pm 
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S'far as I know, the texture thing is the only way there is to paint a model. Next version of 3DGameStudio (the game designer I use) will support models that have external textures, so painting will be easy.


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 Post subject:
PostPosted: Thu Nov 24, 2005 10:48 am 
You have to do drags too


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 Post subject:
PostPosted: Thu Nov 24, 2005 10:51 am 
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Quote:
You have to do drags too


I think that was the point of this game?


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PostPosted: Thu Nov 24, 2005 8:20 pm 
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Yea Cobra, you might wanna read the rest of the topic.

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