Thank you Marco & Co. for the Racer Demo & Source

Posted By: Jason Bryant

Thank you Marco & Co. for the Racer Demo & Source - 10/17/04 23:45

I would like to express my gratitude for the racer demo and source recently posted on the downloads section. I have been wanting to see something like this for a long time. The quality and professional look of the project is excellent as well.

This is a great resource for us pro users who have been anxiously awaiting a nice vehicle template. (And a nice demo for non-pro owners to see)

Jason
Posted By: tesanders

Re: Thank you Marco & Co. for the Racer Demo & Source - 10/18/04 13:30

I hadn't even noticed it. (http://server.conitec.net/down/cardemo.zip) That's great!
Posted By: Orange Brat

Re: Thank you Marco & Co. for the Racer Demo & Source - 10/18/04 13:43

This is great stuff, though I kept getting stuck on the terrain. I guess I should learn how to drive better.
Posted By: BlueBeast

Re: Thank you Marco & Co. for the Racer Demo & Source - 10/18/04 16:47


Hi

Will this long awaited code be shared with the members? We all know how badly I've complained about not having such a vehicle code


That would be great for us, so what's the word on that?

It would be greatly appreciated!

Jason
Posted By: myrlyn68

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/19/04 03:21

Quote:

Vehicle demo, created by Czeslaw Gorski with the A6 physics engine, featuring a dangerous race track through desert and woods, over broken bridges and along an active volcano. Pro Edition users can use the scripts as a template for their own vehicle or racing games. Joystick is recommended, DirectX 9.0c or above is required.




If you go to the downloads page you will find two links for it. One is the compiled demo - the other is the scripts and art work used - so yes, you can use it.
Posted By: Marco_Grubert

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/19/04 09:53

Thanks
Please note that there are lots of options in physics_car.wdl allowing you to customize the vehicle's behavior and control. Some more info on these:

var maxTorque= 1200;
var maxTorqueBrake=1000;

These variables determine how powerful the engine / brakepads of your vehicle are. If you find going uphill is too slow you can increase maxTorque. If you prefer a car with airplane brakes up maxTorqueBrake. Note, however, that this will lead to side-effects such as tires spinning without generating tractions, or the car doing 180s when braking.
--------------------------
var maxAngSpeed= 70;

Top angular speed for wheels. Vehicle speed depends on wheel radius. The faster you go the harder it gets to control the vehicle as even slight bumps will make it veer to the side.
--------------------------
var massWheel= 30;
var massChassis= 10;

Cars in GameStudio have a tendency to easily flip over when going over rough terrain or cornering. To limit this tendency the wheels are made heavier than the chassis. For a car with better acceleration reduce the total mass. For a car with spongy shocks that should lean into curves increase the chassis weight.
--------------------------
var fricWheel= 100;
var fricChassis= 20;

Lowering the wheel friction will reduce flipping over the car while doing high-speed turns. It will be harder to control though.
If you have very bumpy terrain the car chassis might get stuck on obstacles easily, therefore chassis friction is low.
--------------------------
var dampChassis= 5; // damping lin/ang for chassis
var dampWheel= 15; // damping ang for wheels

These are mostly for stability and to dampen the up-down movement of the wheels.
--------------------------
var suspensionERP= 90000; // how quickly shocks are reduced to correct
position (100,000 max, 0: never)
var suspensionCFM= 500; // how far shocks can overshoot (0: never, 100,000 max)

Altering these values affects the car's suspension and whether it acts like a racing car or a bouncy quad bike.
--------------------------
var jumpRechargeDelay=1.5; // time before user is allowed to jump again in secs
var jumpForce= 9000; // force multiplier for jumps

Every decent car should be able to jump ! Don't make the multiplier to high or you will run into problems with low-speed PCs and cars hanging in the clouds. The recharge delay is merely for gameplay- set it to anything you like.
--------------------------
var accelKeyboard=2; // acceleration multiplier for key control
var accelSteering=3; // acceleration multiplier for steering key control
var joyNullzone[2]= 20,20; // 0..255 x and y direction center range for joystick

Ideally these control variables should be exposed in your game's GUI, allowing players to adjust how sensitive controls are.
--------------------------
var vecUp[3]= 0,0,1; // up axis, usually +Z
var vecRight[3]= 0,-1,0; // chassis right axis
var vecHookOffset[3]= 3,0,40; // this is offset from chassis center where lifter hook will be installed
var vecDriverOffset[3]= -50,-15,30; // where camera will be located relative to chassis center (cockpit)
var vecChaseOffset[3]= -300,0,100; // where camera will be located relative to chassis center (chase)
var vecChaseAngOff[3] = 0,0,0; // angle tweak of the chase camera

You might have to change these values depending on the car model you are using. vecHookOffset specifies at which spot the car will be pulled upwards when the player hits L. Most of these values are trial-and-error.
--------------------------
DEFINE CRASH_SPEED = 150;

There's a neat little effect in the code that will unhinge the wheels and cause engine smoke upon impact. If you want this to happen more easily reduce the impact speed, or set it to a higher value if you don't like it.
--------------------------
DEFINE NUM_TRACKS = 1;//400; // number of tire tracks

When braking or turning the car will leave tire tracks - provided it is being driven on level geometry. Since the demo uses terrain tracks are disabled (1). Set it to a large number such as 400 in other levels. After a while tracks get recycled- the higher number the more tracks remain visible.
--------------------------
var USE_GAMEPAD= 0; // Treat joystick as absolute
device

The control code supports analog joysticks or keyboard input. If you have a digital joystick, i.e. gamepad be sure to set this flag for better handling !
--------------------------

When you use your own models put the chassis and four wheels in the proper positions and assign the following actions: CarInit (to chassis), FLinit, FRinit, RLinit, RRinit for front-left, front-right, rear-left, rear-right wheel.


@OrangeBrat:
Quote:

This is great stuff, though I kept getting stuck on the terrain. I guess I should learn how to drive better.


That should not happen. Screenshots of the problems would be appreciated.
Posted By: Orange Brat

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/19/04 12:12

Quote:

@OrangeBrat:

Quote:
--------------------------------------------------------------------------------

This is great stuff, though I kept getting stuck on the terrain. I guess I should learn how to drive better.


--------------------------------------------------------------------------------

That should not happen. Screenshots of the problems would be appreciated.





I think I went off road and turned over and got stuck inside a bridge near the lava. Later on, I discovered the "lift" which I use to get turned back on my tires and out of bad situations. I'll play with it some more and provide screens if I get truly stuck. I know there's a ditch that seemed impossible to get out of, but that's more of a level design problem.

Here's one, but different from what I experienced before. I was lifting and it kind of got hung up on the terrain. It got out on its own and I got it to do this again when lifting on a rock in another section:



Posted By: Cellulaer

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/19/04 12:45


If you flip the car there is no way to turn back over without restarting. Also there were places in the terrain where once you drive the car down into them you couldn't drive back out (not enough power). I'm not sure if you ment that or not. Other then that it's pretty awesome.
Posted By: Orange Brat

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/19/04 12:53

Quote:

If you flip the car there is no way to turn back over without restarting.




Press the "lift" key. This will flip you back over.
Posted By: Alkai

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 00:51

Loved the demo!

Too bad the demo resources cannot be downloaded by anyone without Pro...

Since commercial allows for one physics object, should we at least be able to see the code?
Posted By: Jason Bryant

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 02:48

I did notice the wad file was left out of the resources. Is this intentional or just a minor mistake? Also, can the resources other than the scripts be used (models, sounds, textures)? (I noticed the text reads "Pro Edition users can use the scripts as a template for their own vehicle or racing games.") It doesn't mention if the models, sounds and textures can be used.

thank you,
Jason
Posted By: mo1e

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 04:24

i hope this isnt illegal but can anyone here please post the race demo script or pm it to me please i need this i cant script to save my life please
Posted By: ventilator

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 04:28

why do you need it? if you don't have pro it won't be very useful and if you have pro you should have the password.
Posted By: mo1e

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 04:41

because ventilator i have the trial lol
Posted By: ventilator

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 04:45

the trial of pro?
Posted By: mo1e

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 05:07

i dunno lol i have the 3dgs a6 trial version
Posted By: XNASorcerer

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 05:15

There is a bug. Sometimes, after using the lift, I lose the control of the car. It is as if it was skidding. The more I accelerate, more it skids. I am trying to reproduce this behavior now.
Posted By: XNASorcerer

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 05:36

To reproduce the bug, press the key K and later accelerate the car. The control is all weird now.
Posted By: Doug

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 06:31

Quote:

i dunno lol i have the 3dgs a6 trial version




The trial edition is Extra, so no physics at all. The script will not help you.
Posted By: mo1e

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 06:33

k so i will be best off buying pro lol
Posted By: Cellulaer

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/20/04 08:54

Quote:

Press the "lift" key. This will flip you back over.




Ahhh.. I kept using E which was jump and that definately doesn't turn the car over.

I was playing with it again and I slammed the car into the lava bridge. The horn honked and all the wheels blew off and started bouncing around. Nice.
Posted By: Pappenheimer

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/23/04 05:06

I want to thank for the Demo, too. I had fun to play it. Although I had less fun when my son (9 years old) could stop playing it - at MY computer!

By the way, he jumped into the house's garden!

I'm sure that you are happy that you got rid of programming the demo, but if you still have fun to add some features from time to time - I got some ideas. For instance that one can choose one of the "trucks" and driving against the trees bending them and let the leaves fall down. Or, adding a caterpillar, to deform the terrain... Okey, I stop this. Don't wanna bore you ...
Posted By: Pappenheimer

Re: Thank you Marco & Co. for the Racer Demo & Sou *DELETED* - 10/23/04 05:06

Post deleted by Pappenheimer
Posted By: Helghast

Re: Thank you Marco & Co. for the Racer Demo & Sou - 10/23/04 16:41

LOL,
why did you triple post it? :P

btw, now i am here, i wanted to thank marco for the great code, but actually my thanks go more out to the leveller, he gave me some good inspiration on his nice forest part.

regards,
Posted By: b_102373

Re: Thank you Marco & Co. for the Racer Demo & Sou - 11/03/04 17:51

Is there any chance the source can be released for Commerical Edition Owners as well since we have 1 phyics object?
Posted By: fernlicht

is there a .wad for carlevel demo - 11/03/04 20:55

Hi,
i was wondering that the "carlevel" demo sóurce comes along without a .wad
tried to build it but the "lp.textures.wad" is missing! :-(

please marco i beg you, give us you textures too. :-)

there is one question... if im rotating the jeep (buggy) and rebuild the file.
something strange is going on. the wheels are in the wrong position.
is there a way to workaround this problem.



thanks in advice
c.
Posted By: Helghast

Re: is there a .wad for carlevel demo - 11/04/04 05:23

lol, there is no wad, its just a heightmap, with a beautifull skin and a skybox + the models and scripts...

regards,
Posted By: Helghast

Re: Thank you Marco & Co. for the Racer Demo & Sou - 11/04/04 05:25

Quote:

I want to thank for the Demo, too. I had fun to play it. Although I had less fun when my son (9 years old) could stop playing it - at MY computer!




LOL!!

but just out of curiosity, how old are you then, if i dare asking??

regards,
Posted By: b_102373

Re: Thank you Marco & Co. for the Racer Demo & Sou - 11/04/04 07:25

It would be good if we could use the source though.
Posted By: fernlicht

Marco, how long did it take to develop the cardemo - 11/04/04 19:17

Marco, how long did it take to develop the cardemo
specially the programming?
Posted By: BHoltzman

Re: Marco, how long did it take to develop the cardemo - 11/05/04 05:01

Is this car demo the vehicle template that's refered to on the forecast page? Or is there something else on the way?
Posted By: Pappenheimer

Re: Thank you Marco & Co. for the Racer Demo & Sou - 11/05/04 07:43

Quote:

Quote:

I want to thank for the Demo, too. I had fun to play it. Although I had less fun when my son (9 years old) could stop playing it - at MY computer!




LOL!!

but just out of curiosity, how old are you then, if i dare asking??

regards,




41.
Posted By: b_102373

Re: Marco, how long did it take to develop the cardemo - 11/05/04 10:44

Quote:

Is this car demo the vehicle template that's refered to on the forecast page? Or is there something else on the way?




Im not sure but I think it is the one off the Forecast page.
Posted By: Helghast

Re: Thank you Marco & Co. for the Racer Demo & Sou - 11/05/04 19:03

lol, just like my dad (i am 16).

just wondering, are there many more younger people then "adults" around here, or are they like even??

now, sorry for the spamming, back on topic :P
Posted By: b_102373

Re: Thank you Marco & Co. for the Racer Demo & Sou - 11/06/04 05:24

More Adults I think. Many of them use Gamestudio for Jobs.
Posted By: fernlicht

Maxspeed an cardemo - 11/07/04 21:34

Hi
- marco wrote that the maxspeed of the car depends on the wheelradius.
how can i change that? my modelwheels are a bit smaller and my maxspeed
is about 110KMH. thats not enough!

any help apriciated
© 2024 lite-C Forums