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 GeneRally v1.2 - DISCUSSION 
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GeneRally Trackmaster

Joined: Sun Jan 03, 2010 1:03 pm
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Location: Gosford, NSW, Australia
Post Re: GeneRally v1.2 - DISCUSSION
Well the FAQ gave the answer about the source code. *tears*

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Mon Jan 22, 2018 6:39 am
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Joined: Sun Dec 27, 2009 5:30 pm
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Location: Ukraine, Kyiv
Post Re: GeneRally v1.2 - DISCUSSION
Crowella wrote:
Well the FAQ gave the answer about the source code. *tears*

Hasn't it been said before? I'm pretty sure that Burgess made it clear that he won't realease the code, because Rabinas had forbidden him. What a shame that Generally game was made by and fell in hands to such douchebags. :meditate:

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Mon Jan 22, 2018 7:47 am
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GeneRally Trackmaster

Joined: Sun Jan 03, 2010 1:03 pm
Posts: 402
Location: Gosford, NSW, Australia
Post Re: GeneRally v1.2 - DISCUSSION
I expected that response, admittedly frustrating but not too much to do other than port it or succeed it with a newer title. :ouch:

Merged double reply from Wed Jan 24, 2018 5:26 pm:

I expected that response, admittedly frustrating but not too much to do other than port it or succeed it with a newer title. :ouch:

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Wed Jan 24, 2018 7:25 am
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Joined: Tue Dec 29, 2009 4:56 pm
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Post Re: GeneRally v1.2 - DISCUSSION
The world is too small... can we contact the Rabina Brothers. Do we have names and surnames of such people. Maybe through facebook/other methods we can contact them.

The rabina brothers gave the source code to some people to further develop right. However development seems now finished on generally.

I am not a programmer but surely among us there are people who can edit code. I believe if these people have the code some improvements on a faster pace can be done.


Thu Feb 15, 2018 8:37 am
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GeneRally Trackmaster

Joined: Sun Dec 27, 2009 3:04 pm
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Post Re: GeneRally v1.2 - DISCUSSION
@jefcam: Please read this post. It touches some of the points you addressed.

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Thu Feb 15, 2018 12:40 pm
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Joined: Tue Dec 29, 2009 4:56 pm
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Post Re: GeneRally v1.2 - DISCUSSION
I just had a quick read of it.

It seems that unfortunately the source finished in the hands of the wrong people, not in the sense of know-how, as I'm sure they are bright intelligent people but maybe because of time/family constraints.

The outcome was not reached. GR2 seems a phantom project for me. At least I would have been happy to have some new features in the original GR1.

Something else that in my opinion went wrong was the 'fund-raising' part. The community did not give the full support. The fund part failed and with it the project failed as well.


Fri Feb 16, 2018 10:58 am
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Joined: Tue Jun 15, 2010 9:34 pm
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Post Re: GeneRally v1.2 - DISCUSSION
This may have been suggested before, but just noticed a line in the version 1.2 changelog - controllers now support fully analogue controls.

Could this be expanded into a brake pressure slider / value? Basically setting the max brake value to something between 5-100% of the current keyboard standard? IMO this would make a huge difference in driving, and one could actually use the brakes instead of just coasting into a turn, relying on the air resistance to slow the car down.


Thu Mar 15, 2018 5:23 pm
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Joined: Sun Dec 27, 2009 3:35 pm
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Post Re: GeneRally v1.2 - DISCUSSION
Sticking in on the source code subject - in which language is this written? I have some ideas in mind but ideally I'd be able to change the cars, driver files etc on the fly. I don't see any reason why it won't be possible, I just cannot find out how to decompile the files...

Anyone has a hint in the right direction? Loading the files in various tools just results in some gibberish but seeing as there's many tools available that's just down to my lack of knowledge :)


Thu Oct 04, 2018 3:58 pm
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GeneRally Trackmaster

Joined: Sun Jan 03, 2010 1:03 pm
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Location: Gosford, NSW, Australia
Post Re: GeneRally v1.2 - DISCUSSION
Most of the files, bar the exe, can be read using a hex editor. If I recall, you will need to break down the files to be read as bytes to do any editing to them.

This is what I know so far of the saves, tracks, drivers, cars.

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Tue Oct 09, 2018 5:34 am
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Joined: Sun Dec 27, 2009 3:35 pm
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Post Re: GeneRally v1.2 - DISCUSSION
After toying around for a bit...seems to work, thanks! I tried various hex editors but it just didn't make sense. It still really doesn't, but when I alter some values I see changed values without screwing up the file.


Tue Oct 09, 2018 6:25 pm
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GeneRally Trackmaster

Joined: Sun Jan 03, 2010 1:03 pm
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Location: Gosford, NSW, Australia
Post Re: GeneRally v1.2 - DISCUSSION
Ah, there's a few things.

For one, majortom decoded the 1.05 track file here and describes what does what. I think 1.2 from memory hasn't got really anything too different.
viewtopic.php?f=8&t=432

I have some files on some backup somewhere that went into some more detail about the car and trk files. This was when I was working on converting/porting GR over to Unity or Unreal a while back.

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Thu Oct 11, 2018 12:34 am
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Joined: Sun Dec 27, 2009 3:35 pm
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Post Re: GeneRally v1.2 - DISCUSSION
Crowella wrote:
Ah, there's a few things.

For one, majortom decoded the 1.05 track file here and describes what does what. I think 1.2 from memory hasn't got really anything too different.
viewtopic.php?f=8&t=432

I have some files on some backup somewhere that went into some more detail about the car and trk files. This was when I was working on converting/porting GR over to Unity or Unreal a while back.


After some playing I have most of it figured out (changing the car, driver and option files; reading the save game).

If anyone needs some help with this, just ask :)


Mon Oct 15, 2018 6:14 pm
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Joined: Mon Apr 11, 2011 1:30 pm
Posts: 554
Post Re: GeneRally v1.2 - DISCUSSION
Hi! any resolution over 1366x768 does not work on fullscreen for me. I'm talking about the 1.2d with the current Windows 10.

Edit: same issue with the 1.2c


Fri Oct 19, 2018 3:03 pm
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