Well, i'd like to thank all of you for your positive reactions, and yes Mc this is still beta for me because it ain't working properly yet ;-).
I worked al day yesterday and today (national hollyday overhere;-)) but I didn't get it one step closer, well maybe a smal step but nothing good. (BTW thanks for the page at mike's 204, very usefull info folks!)I solved the problem malibu350 pointed out for me, so I took your advise and made 3 pillars non colidible and made sure the trucks stay on track just after the start/finnish. I also changed the starting position of the trucks (moved them further apart) to improve there behaviour at the first turn. However when 2 of 'em crash there chances are very high they will end up the wrong direction/track.
I also changed the courses at the long straight, now it's pretty safe when you drive on the righthand side (sorry emcee, no lefthand drive here;-))). I tried to apply this on more course segments but it made trucks turn arround ;-(
Phineus wrote:
I just said that comp trucks are a piece of cake to set agoing. Now, if you could get them to stay in their own lane, that would be an accomplishment indeed.
well like I said, i tried that with an even worse result....
This basicly means at any visaversa course you still have to use the same locations for start and end if you understand what I mean.
I'm really looking forward to the ghost option in 4x4evo, it would make this a LOT easier, although you probably beat the trucks i drive very easyly (?) <sorry for bad grammar>, as for the tunnel, I changed the bin models for that so they're now see through from above, thanks to winterkill for pointing that out. I know it's not perfect in chase far view, but I hope you think the improvement is good enough.
Driving through the tunnels is not very easy for a computer, and my experiments with "course width" , wich is not availlable in traxx btw, but thanks to your explenation of the sit file I changed it manualy, with NO result I might add ;-( also thanks to Obeone for his thread mentioned by winterkill, and yes i read them, I have no life so I read almost every post, acting like a sponge....., so I used them for a most of the bridge railings.
Malibu wrote:
another thing is when the trucks roll which no matter what you do they will find a way to roll themselves but when this happens at a spot where a few roads intersect the heli never fails to set them on the wrong road so they end up doing a complete lap before they get to the cp they are supposed to be at next, so a major plus would be to pinpoint these spots and make the nessasary track/model/speed limit adjustments here if possible...
well see here my biggest problem.......
I'm beginning to think this is an impossible task;-(, maybe I should not be bothered with it that much, you can also look at this from a different perspective. If a computer truck restarts into the wrong direction it will sooner or later come from the opposite direction, wich you could consider a driving baricade..., just thinking out loud. speaking of baricades phineus, I like the ones between ch1&2........', a track should not always be an easy run without any baricade, so do we have a fight? that would be our first;-)
as for the covered bridge you jump into, well it did look very unrealistic when i flew through it everytime;-) and making it higher is making it pretty ugly, believe me I tried.... so I guess I can't compromise on that (yes I like being in control;-) but thanks for the opinion.
Also phineus wrote
"I think on the v&v track I passed through the start gate twice - once it counted once it didn't. I got confused. But that might not have anything to do with the track either."
Well, there are only 20 possible checkpoints, so that's the reason, it can be confusing ofcourse but when you have the indicator on it should be no problem.
and
"I always seem to like the versa better than the visa side of things. It was the same with tadnor."
well, that's one of the main reasons to include a versa if possible, I just can't decide for myself so just give you both;-)
Malibu350 wrote
"sorry i don't have a whole lotta time to go through them more in detail but if its any help at all i find the best way to find these problems is to just follow a group of comp trucks around and note the problem areas they have in common.. alot of times its just a matter of adjusting the angle of a model so the trucks don't come to a stop instead they bounce off and continue on also speed limits can help a great deal in certain situations"
well, this is what I do, start of with 8 trucks and type "demo" and just watch what it's doing from the right perspective.
and
"i ran in complex and did notice a conciderable drop in f-rate around the bridge areas but it was still very raceable, so i cannot be of much help in this area, you need a volunteer with a slower machine to help out here.."
that's good to hear, did any of the other testers with "weaker configurations" have problems in sparse or normal mode?
an answer would be great help.
Winterkill wrote:
"OOPS;-) -- You've done some truly jaw dropping things here, for me personally. You've done things that I've struggled with and or really couldn't manage to accomplish at all, and you've done them thoroughly and almost flawlessly. You've made my own work with platforms, caves and tunnels look like absolute chicken scratch. Well done man, well done."
ehhhhhmmmmmmmmm;-))))))))))))))))))))))))))))
and
"This track is amazing. Your placement and use of models is astounding. Your overall level design is excellent. Your technical and artistic skills are clearly at a professional level -- I'd suggest you contract yourself out as a level designer/artist for some game companies and make yourself some easy money. "
well that would not be easy money, cause this is hard work. But if TRI is reading this...........
and emceemart wrote
[/I]"Another excellent course by OOPS... and he has the nerve to put it out as a beta? What is this Dutchman trying to do? Make us all look incompetent?"[/I]
in short: YES!;-) (sorry couldn't resist, you know what I mean, nudge, nudge, wink wink, SAY NO MORE!;-))) (sorry just watched python again)
but mayge I should have called it "release candidate" to make it sound less insulting.
the final version isn't going to look different, it just isn't finnished yet.
BTW your beta looks pretty prommising mate, good jumps, smooth terrain, really looking forward to see this multi tracker taking shape.
OK I hope I didn't forget anything but to say thanks to Kdawg for his response, thanks!
PS sorry for your whiplash Phineus, please accept my apologie
[This message has been edited by OOPS (edited 03-06-2000).]
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