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Re: GeneRally v1.2 - DISCUSSION

Posted: Sun Jul 08, 2012 9:59 pm
by Haruna
Do the cones reset after some time? Maybe someone creative could use the moveable road cones as the "ball" for car soccer/football games...

Re: GeneRally v1.2 - DISCUSSION

Posted: Sun Jul 08, 2012 10:00 pm
by ACM
James Burgess wrote:
  • FIXED: Tracks are now displayed in alphabetical order on all systems.
Not on mine still I'm afraid. :shake:
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Really, if that was fixed I would be in gravy! As it is now though the new features are pretty cool. Thank you for your dedication to this project.

Re: GeneRally v1.2 - DISCUSSION

Posted: Sun Jul 08, 2012 11:14 pm
by James
ACM wrote:
James Burgess wrote:
  • FIXED: Tracks are now displayed in alphabetical order on all systems.
Not on mine still I'm afraid. :shake:
Can you post your bug in the Bug Report thread please? It allows us to collect all the info we need (your OS version will be particularly important here), and to keep track of things people are reporting. We tested the v1.2 fix on a variety of systems that previously experienced the problem and they all performed as-intended, so we'll need to look into this again (the directory-sorting is provided by the operating system in this case, so I'm not sure how much we'll be able to do, but we will try).

Can you also be sure that you've done this on a completely clean installation of GR v1.2 (no existing options.set, nothing... a plain, brand new installation). I'm sure you have, but it's important that we rule out all other affecting factors :)

Re: GeneRally v1.2 - DISCUSSION

Posted: Sun Jul 08, 2012 11:28 pm
by egamad
I'm very excited about the new version, the dev team has done a great job delivering this version. :) I do however feel, that the speed limiters should not be interchangable.. The two-way fashion they work in now doesn't serve a greater purpose, it only limits use of them IMO. Some track are (and probably will be) designed so, that the limiter cannot be placed between two solid objects like walls, so their "borders" are indistinguishable. That way you can accidentially run through the second limiter and ruin your race way to easily. :2c:

Please consider redesigning the limiters. :shy:

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 4:57 am
by Rendy
YES, FINALLY IT'S HERE!!!

Can't wait to try 'em!

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 6:18 am
by Trigger Happy
egamad wrote:Some track are (and probably will be) designed so, that the limiter cannot be placed between two solid objects like walls, so their "borders" are indistinguishable.
I don't know, why it's a problem, limiters are not mandatory feature for track. In such situation the tracks simply won't have limiters, likely won't have pit lane at all often (just pits in old fashion like in 60s or other sort of pits), you simply won't have them there, it's not a duty. :) Actually from my very brief experience so far I don't intend to put limiters at all occasions, even if it would fitting into pit lane shape, e.g. not on short tracks like Ohful, where pitting under limited speed causes loosing of whole lap behind actual leaders. I simply don't like, how it affects the racing (kills fun from close fighting for mentionable part of race for me). But where appropriate (longer track), it works perfect, it's not bad thing (on opposite actually), rather it's now up to us to learn in practice, when and how use it and when rather maybe not. :scratch:

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 8:25 am
by SammieVL
I think it might be useful for slowing down a car in harder and narrow sections. Or when there is a "speed limit" on a part of a road track.
Atleast that is what i thought it was for.

Now my reaction to the new GR version:
HOLY F**KING S**T WTF OMG EPIC YEAH

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 10:28 am
by egamad
I see your point, Ivo, I'm all for rational use of features in all aspects, but why agree on a mediocre solution, that offers less than it's more beneficial counterpart (with no downsides)? I'm just saying, that it's worth considering.

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 10:33 am
by Trigger Happy
I know, but it has also other elements, e.g. occasionally while HL alone for fun (not in compos of course) I enter and leave pits by same way (either entrance or exit). So when I do it now, it slows me on entering and release on leaving no matter of which way I use. :)

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 11:40 am
by Rich Nagel
BTW, James forgot to mention in the included Version.txt changelog file:

Stereo sound effects now work again WOOHOO! Now my Sound Pack Pro(s) can again be enjoyed in all of their glory :)

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 1:56 pm
by James
Rich Nagel wrote:BTW, James forgot to mention in the included Version.txt changelog file:

Stereo sound effects now work again WOOHOO! Now my Sound Pack Pro(s) can again be enjoyed in all of their glory :)
Not sure how that one wriggled its way out of being included in version.txt - when we release 1.2b, I'll make sure it's back in there :bg:

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 4:44 pm
by Lukeno94
Is it just me, or are the cars also now being scaled down a bit in the selection menu and player data bars? They definitely seem to "fit" better than before.

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 4:46 pm
by James
Lukeno94 wrote:Is it just me, or are the cars also now being scaled down a bit in the selection menu and player data bars? They definitely seem to "fit" better than before.
It's just you :)

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 4:47 pm
by Lukeno94
Strange, I could *swear* that they are slightly smaller than before! :rofl:

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 4:55 pm
by ACM
I'm in the same boat as Trigger Happy in that I like to leave the pits through the same way I entered them when hot lapping so I can cross the start/finish line with good momentum as well as to avoid pit cutting.

What would be interesting is if, instead of being checkpoints, limiters were defined as areas created by draging a box or using a rope tool, so cars inside/outside it would always be slowed down/sped up. Assuming this was technically possible.

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 5:00 pm
by Trigger Happy
It would be problem in bent pit lines, but otherwise it's good and sounds possible (not just to define length of limiter, but in also width). Bent pit lanes would need Bezier curve shaping in TE for this square-recangle to shape it well, for these cases separate points are better. :scratch:

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 5:08 pm
by ACM
That's why I stated "or using a rope tool". ;)

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 5:10 pm
by Trigger Happy
Sorry, missed it, temporal blindness stroke. :D :bg:

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 5:29 pm
by Lukeno94
I am very happy with the way the pit-limiters work, myself - it's simple and it limits you at both ends, which is exactly what it should do.

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 5:32 pm
by Szmajli
Thank you for the new version!

And for the thing that maybe this is the last major version of the game:
Even if there wont be any new version the community will keep it alive Look at the Richard Burns Rally: Originally there wasnt any online game mode. The community did it. Now there is 4 major community with their own Online game plugin/application. Originaly it was impossible to do any addon tracks for the game. Now its possible and there are lots of tracks that is better than any original track. etc...
The GeneRally is a little bit same I think. We got hundreds of tools to create the best add-ons for the game, and the community does it, and keeps the game alive

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 6:00 pm
by James
We've released v1.2 with two fixes - check this thread for more information :)

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 6:03 pm
by DuklaLiberec
Though this fix is coming a bit too quick after the release of the new version IMHO, thank you! :)

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 6:16 pm
by Lukeno94
Are you kidding? The quicker bugfixes are released, the better. :)

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 6:42 pm
by Scorpion
Two bugfixes per day? Maybe one objects for TE per two days? It'll sounds great :D

PS. (OffTopic) New version compatible with 1.2 of GRHmEdit soon :D

Re: GeneRally v1.2 - DISCUSSION

Posted: Mon Jul 09, 2012 7:14 pm
by ACM
Yes... Yes! With both of those bug fixes, this is the definite GeneRally version I've personally been wating for. Thank you so much for your time and effort.