XYY wrote:Or you could create at least 5 different custom objects in one tracks with 30 vertexes and 40 polygons like in the careditor (but this one might be easy to bypass)
I would opt for not-so-big packs released officially by GRRacers forum, because with your option the size of tracks would raise (each track containing additional objects), or you'll have to download hundreds of addon object packs created by every single trackmaker
Sutinenn wrote:I forgot one of the most useful things: When you select the car from the list, should be like if the car file is for example "F1 2010 by Fechna" it there would not be all the cars in the list like:
Red bull
Renault
Ferrari
It would be like this:
|F1 2010 by Fechna|
...and when you click it:
|F1 2010 by Fechna| >|_____________________________________________|
| Red bull
| Renault
| Ferrari
That would be very useful.
I guess you mean something like in the attachment? This is not so hard to do since it'd take 1 or 2 lines of code to read the "header" which would indicate a title... Put it to screen and when clicked, just show the cars which follows... What am I doing here anyway??? o.O Useless thread...
Rendy wrote:Scrolling feature (where the camera moves as the player car do so like in Turbo Sliders). Interested with this?
But what about 6-AI games? who will the player move with then?
Same with 2 or more human players.
Maybe it could be defined.
- follow after leader
- don't move (as it is now)
- show all (it would zoom in and out to show all cars on screen)
- always show players:... (you would have to tick a box which drivers you want to see on screen, it would work as above)
Am I the only one who would be interested in first-person-view for GR?
I know the whole point of GR is that it is bird's-eye-view... but it'd be so cool to drive your car through a rally or street track in first-person.
It's probably much more difficult to do than bird's-eye-view.
But I agree with most players here that we shouldn't change GR too much (if we get the chance to). If we could change the view to scrolling or first-person or some other alternative then I would suggest increasing the world-size. That is the biggest wish I have. And maybe a few more polygons/vertices for cars.
winr wrote:Am I the only one who would be interested in first-person-view for GR?
I know the whole point of GR is that it is bird's-eye-view... but it'd be so cool to drive your car through a rally or street track in first-person.
It's probably much more difficult to do than bird's-eye-view.
But I agree with most players here that we shouldn't change GR too much (if we get the chance to). If we could change the view to scrolling or first-person or some other alternative then I would suggest increasing the world-size. That is the biggest wish I have. And maybe a few more polygons/vertices for cars.
If there would be a cockpit view, it would be awesome, but landscapes and cars would look like crap from close...
So what about bigger landscape resolutions? like 2048 or 1024.
♦.[̲̲̅̅S̲̲̅̅u̲̲̅̅t̲̲̅̅i̲̲̅̅n̲̲̅̅e̲̲̅̅n̲̲̅̅]. ♦YOU FOUND IT! YESH! YESH! ...... ಠ_ಠ
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yeah, I also thought about that...
but 2048 wouldn't be good for trackmakers IMO becouse then you'll have much more pixels to do...
and another idea:
why don't we use the whole 16 colour palette, but only 13 colors?
the other 3 colours could be used for blue/green kerb ... and it wouldn*t be different for carmakers...
XYY wrote:yeah, I also thought about that...
but 2048 wouldn't be good for trackmakers IMO becouse then you'll have much more pixels to do...
and another idea:
why don't we use the whole 16 colour palette, but only 13 colors?
the other 3 colours could be used for blue/green kerb ... and it wouldn*t be different for carmakers...
Well, trackmakers would have more work.
♦.[̲̲̅̅S̲̲̅̅u̲̲̅̅t̲̲̅̅i̲̲̅̅n̲̲̅̅e̲̲̅̅n̲̲̅̅]. ♦YOU FOUND IT! YESH! YESH! ...... ಠ_ಠ
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XYY wrote:yeah, I also thought about that...
but 2048 wouldn't be good for trackmakers IMO becouse then you'll have much more pixels to do...
and another idea:
why don't we use the whole 16 colour palette, but only 13 colors?
the other 3 colours could be used for blue/green kerb ... and it wouldn*t be different for carmakers...
Gameplay changes
· 10 (or 12) cars in track
· No airbourne control of the car
Sound changes
· Brand new soundpack with different sounds for every kind of racing (rally, open-wheel, touring/stock, monster truck, etc)
Changes concerning mods
· 60-polygons cars (you don't have to use them all!!!)
· 768x768 LMaps (1024x1024 is just too much)
· 128x128 HMaps
· New surfaces (colors) for LMaps: dirty asphalt, cobblestones (paveé) and concrete (Dover or ADAC Rally of Germany need that)
· Smarter AI lines so AI drivers will know if they have to slowdown BEFORE a turn and not just drift or so they know where to go on the inside or on the outside (suggested that after watching AI drivers failing to overtake on a chicane)
Misc. changes
· Tracks will automatically (trackmakers won't need to do it) have 2 different kinds of traction: good (sunny) and poor (rain, snow, etc)
· For example, with poor traction, tarmac will be more slippery and will leave some kind of dust to simulate spray while dirt will be much slower and won't have dust
Please, comment
Power without control is nothing
"So long and thanks for all the meat"
Leave the arcade features like control of airborne cars in there. Personally I think HMAPs should be the same size as the LMAP for much more accuracy. You can already do that soundpack bit, but otherwise, those are fairly reserved and I'd agree with them.
New steering. (More realistic, slow steering response when steering)
New damage, spinning out in corners, Better drifting (Car is on slide and you are steering in the other way) and drifting gamemode.
♦.[̲̲̅̅S̲̲̅̅u̲̲̅̅t̲̲̅̅i̲̲̅̅n̲̲̅̅e̲̲̅̅n̲̲̅̅]. ♦YOU FOUND IT! YESH! YESH! ...... ಠ_ಠ
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Sutinen wrote:New steering. (More realistic, slow steering response when steering)
New damage, spinning out in corners, Better drifting (Car is on slide and you are steering in the other way) and drifting gamemode.
Adjust the balance for steering speed. Also, drift physics are made easy in the present moment See my NATO Delta
Sutinen wrote:New steering. (More realistic, slow steering response when steering)
New damage, spinning out in corners, Better drifting (Car is on slide and you are steering in the other way) and drifting gamemode.
Adjust the balance for steering speed. Also, drift physics are made easy in the present moment See my NATO Delta
I mean in real life like D1GP you get points from entry speed, angle, speed and exit speed (of the corner). If you drift in real life you would spin out with the current generally physics.
And the balance, if you steer from left side to right side, the car doesnt just steer like that, it has slower response.
♦.[̲̲̅̅S̲̲̅̅u̲̲̅̅t̲̲̅̅i̲̲̅̅n̲̲̅̅e̲̲̅̅n̲̲̅̅]. ♦YOU FOUND IT! YESH! YESH! ...... ಠ_ಠ
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Sutinen wrote:New steering. (More realistic, slow steering response when steering)
New damage, spinning out in corners, Better drifting (Car is on slide and you are steering in the other way) and drifting gamemode.
Adjust the balance for steering speed. Also, drift physics are made easy in the present moment See my NATO Delta
I mean in real life like D1GP you get points from entry speed, angle, speed and exit speed (of the corner). If you drift in real life you would spin out with the current generally physics.
And the balance, if you steer from left side to right side, the car doesnt just steer like that, it has slower response.
As I said, adjust the Balance And the GR physics are OK when you respect some realistic physics...
You need to do more than simply adjust cornering balance.
Grip is a major factor in drifting, as well.
It is very difficult (impossible?) to make a car fully spin out on tarmac and still be fully playable, but with a very low grip (less than 1), it is possible to overdo the oversteer and be slowed down greatly.
I guess this needs a lot more experimenting however, try it.
"In my world, we don't have enemies. Only rivals.
In my world, our dreams become REALITY."
-- World Endurance Championship 2015 Promotion
Haruna Say wrote:You need to do more than simply adjust cornering balance.
Grip is a major factor in drifting, as well.
It is very difficult (impossible?) to make a car fully spin out on tarmac and still be fully playable, but with a very low grip (less than 1), it is possible to overdo the oversteer and be slowed down greatly.
I guess this needs a lot more experimenting however, try it.
Actually, if you try my realistic top secret S15, it has the realistic handling feel, but it can spin out in corners only if you fail the braking (If you brake when entered the corner, the game automatically switches to reverse gear.(SORRY FOR MY ENGLISH)).
♦.[̲̲̅̅S̲̲̅̅u̲̲̅̅t̲̲̅̅i̲̲̅̅n̲̲̅̅e̲̲̅̅n̲̲̅̅]. ♦YOU FOUND IT! YESH! YESH! ...... ಠ_ಠ
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I think this: everybody in this place wants a new version and have good ideas like 32-bit bitmap tracks, new objects, more polys or unlimited polys on the cars, a new menu... so if the man of that source code don't want a new version, give to us! we only need people who knows C++ (is that the language of GR?)
Waiting the Gran Turismo GR!!! Green Ray cars with me xD
Ed_Mozart wrote:I think this: everybody in this place wants a new version and have good ideas like 32-bit bitmap tracks, new objects, more polys or unlimited polys on the cars, a new menu... so if the man of that source code don't want a new version, give to us! we only need people who knows C++ (is that the language of GR?)
And how to use OpenGL, SDL, sockets on windows, Linus and MAC we're in buiseness... Seriously...