@madman

Posted by tux 
@madman
Date: September 12, 2003 04:39PM
Posted by: tux
heya, did u get my email about the gfx framework? (to load from dlls etc) coz if u send that over then i can get started on that :)





Re: @madman
Date: September 13, 2003 04:54AM
Posted by: Anonymous User
i didnt! :(

Re: @madman
Date: September 13, 2003 10:32AM
Posted by: Madman271
Yup, 1.3mb size does matter. :)
I modify a bit your codes.
I'll sent back the modified one when completed.

ps:
Why should be packed with rar?




In reality, doesn't matter who's right but most important is who's left.
Re: @madman
Date: September 13, 2003 10:45AM
Posted by: tux
ok :) most of the size was the dxsdk ;)

rar? because thats what i use :) ;) and takes too long to upload loads of files.

btw, i tweaked it a bit too. improved etc. but im waiting :)

*checks email*





Re: @madman
Date: September 13, 2003 10:49AM
Posted by: Anonymous User
why is the ":)" smilie slightly yellower than the ";)" smilie :|

Re: @madman
Date: September 13, 2003 11:10AM
Posted by: Madman271
And why your smiley at your sig was very big, chris? :)




In reality, doesn't matter who's right but most important is who's left.
Re: @madman
Date: September 13, 2003 11:36AM
Posted by: tux
because its a big smile :D





Re: @madman
Date: September 14, 2003 02:49AM
Posted by: Anonymous User
I only replied in this thread to make it more indepth you know ;)

sitting here between two gods of gpx editing ;-)



Post Edited (09-14-03 09:49)
Re: @madman
Date: September 14, 2003 07:09AM
Posted by: tux
i know 1, but whos the other.... madman and.... :-o





Re: @madman
Date: September 14, 2003 11:34AM
Posted by: Madman271
@Jon
Nah, forgot about the real topic, now I want to commenting about off-topics regarding to your file. :)
I found some "bugs" on your buggy.

First, rear wheels should not turning like the front.
Second, rear and front wheels does not synchonized while rotating, I dunno if you intending these as "slip" or "spin" mode.
Third, pedal doesn't work on splitted axis.
Fourth, collider was very very very slow and affecting overall performances.
Fifth, shapes still intersect when collides.
Sixth, nice car shapes. :)
Seventh, who's driving those cars? Ghosts? I couldn't saw any drivers. :)

I'll fix these problems and sent to you soon, especially for controller and collider codes. I think we can bypass collider routines from ode and use our own using bounding box instead, so each shapes won't be intersect.




In reality, doesn't matter who's right but most important is who's left.
Re: @madman
Date: September 14, 2003 11:38AM
Posted by: Ellis
Sixth, nice car shapes.

the ferrari GT? :)




Racing Is Life. Anything that happens before or after is just waiting
Jesus may be able to heal the sick and bring the dead back to life, but he can't do shît for low fps
Re: @madman
Date: September 14, 2003 11:45AM
Posted by: Madman271
Look like a Ferrari F2003GA. :)




In reality, doesn't matter who's right but most important is who's left.
Re: @madman
Date: September 14, 2003 11:46AM
Posted by: Ellis
ah boo :P I thought u might have had my shape by now :p




Racing Is Life. Anything that happens before or after is just waiting
Jesus may be able to heal the sick and bring the dead back to life, but he can't do shît for low fps
Re: @madman
Date: September 14, 2003 11:59AM
Posted by: tux
madman, the rear wheels are a problem in the physics engine, not suyre how to fix it as there is no cure. so have u really fixed it??? :-o

on the controller code, does it give options like press 1 2 or 3 for modes??? if not then re download it ;)

and the controlls arent done yet, delayed coz my wheel broke :( so i got a new wheel and will try get it finished :)





Re: @madman
Date: September 14, 2003 12:10PM
Posted by: Beostar
Btw madman is it possible to alter the Slip ratio of the traction control? cause i've been doing some calculations and the currenct slip ratio isn't ideal for all tracks. It appears to be a constant value kinda like in a regular car...

And feedback on this?
Re: @madman
Date: September 14, 2003 12:15PM
Posted by: Madman271
You're right about constant slip ratios. It was implemented for single physics not per car basis or even per track basis. Actually I had developing to split physics variables for per car basis, but still far from completes because some physics variables are hard coded instead stored in data segment.




In reality, doesn't matter who's right but most important is who's left.
Re: @madman
Date: September 14, 2003 12:49PM
Posted by: Spike02
sorry, but wtf are you all slabbering on about? ;)

Re: @madman
Date: September 14, 2003 12:51PM
Posted by: b-tone
GP12??



____
Tony

Re: @madman
Date: September 14, 2003 01:55PM
Posted by: ricky
Hey dumass, what do you plan to do?

Writing something like GP4 Tweaker or writing an own formula one game :-)?

BTW: Are you familiar with X-File-Animation, Madman?

Cheers

Ricky



Post Edited (09-14-03 21:03)
Re: @madman
Date: September 14, 2003 02:17PM
Posted by: tux
"Writing something like GP4 Tweaker or writing an own formula one game :-)?"

i dont like writing formula 1 games :) i prefer lemans ;)





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