The days are getting shorter (in the northern hemisphere), people start coming back to MCM2 after the summer and TD is starting to get busy again. So what new developments would you like to see happen with MCM2 to keep the game interesting and alive?
Track contests, New utilities or Tournies ..
We have a few ideas and we are working on them, but what would you like to see happen?
Laurie
Im not exactly a powerhouse of ideas, but anything you guys can come up with im in full support of it. I couldnt possible think of anything else that hasnt been created, but im sure in suspense of hearing about what ideas you have already!
i got some ideas
track contests was a long time ago so it would be nice to se a other one
a update in d2 that can do highdeff tracks in a realy easy way like importing disps so we dont have to go in d1
maybe some updates on the size of the texture size?
I'm working on a new version of D2 right now, it has a lot of changes mostly internally so i can start to change the work flow, but also a few new features. The DispMap import is still away off yet but i will be working on that next, the big improvement is a new model handling system so we can release the MXU models and use them through D2. Bigger testure sizes are already supported in d2 from ver 0.97 i think.
Laurie
A track contest would be cool. I think theres still enough people around to do it too.
id be up for a track contest :) the mdx/vrt track contest was cool imo with sx and nats pro and am creation. Maybe something like that, maybe itl bring a few creators back :D
Quote from: mcm2boys on October 06, 2005, 07:16:48 PM
Bigger testure sizes are already supported in d2 from ver 0.97 i think.
I think he was talking about the track textures, not objects.
Wow TD guys, when will you stop to update this awesome game ?
Sure, we want more from you...
Keep up the good work...
I can't wait to see your latest new stuffs.
TDzone, D2, ... can be updated but they are already perfect.
Maybe update the famous TDzone cuz the MSNzone sucks often... upgrade the design: more colors, more rooms (keep the MSNzone's design like an example), ... dunno but do your best and we will join you.
Thanks in advance and have a nice end of the year.
Phil.
an improved sick tricks editor..
a way to use 1024 disp maps..
a zone that worked like the counter strike on-line zone..
an instant dispmap viewer that you can see what you create in photoshop
the bike and rider sound from mxu as an option in bikeswitcher
I would like to see the package manager done so we can make rider models also like MM said 1024 disps and higher RES texs to match the disp.
- 3840x3840 tracktextures
- an 3dsmax or Milkshape custom-bike-model-exporter (with an result that is ready to test in game)
- an sdk-mod ;D aimed against 90 degrees limit and less lag (to place some more stuff on a track)
ok forget the last line...just more possibilities in hidef. skies/displ./textures would be cool.
Most pcs dont deal with high def tracks well the way it is now, unless they're on a huge grid.
hi restex and disp maps, thats it and what miracle said
Would you guys like different bike characteristics? or maybe a tourny where everyone has to run the same bike? give us feedback here too...
same bike model you mean or skin.. please exapline...
I "exapline" ... ;D I think he's speaking about the same bike settings for all in a tourney :-*
I don't think higher texture and displacement map resolutions is very conceivable. Not saying its impossible, but I can't see that happening.
Like TMD_MickyD said, most of the graphics cards don't handle high def tracks very well anyways.
But hey thats just my 2 cents, TD probably has more of an idea what they can and can't do with MCM2.
Regards,
Denny
One thing that I think would add a lot to the atmosphere's is bigger panels in sky cubes. The problem right now is that when you render a killer looking sky in Terragen, MCM2 stretches the panels out and makes some finely detailed skys (mostly concerns clouds) pixelated.
If we were able to use 1008 (double sized) panels, or even bigger (the bigger the better)...I think it would make the details all that much better.
It would really be nice also if you could change roost color on a by zone basis (so gravel would roost differently than dirt, etc...).
What are your plans...anything you can tell us about to 'wet our whistles'?
Track contests are always good...I think the idea that Dave used on his VRT contest with creating pro and amatuer classes is good.
how about bigger tex sizes on everything, seriously, if someone could do that, id be creating awesome shyt every day.....
Bigger tex and disp maps would be amazing.
I know it can't be done, but how about changing the physics? ;D
Bigger dimensions <3
now THAT would give the game a KICK !!
only way I see possible to user higher def would be to export terrain straight out of max.
as i am seeing it now the thing that kills mcm2 is that you got to open ports that never seem to work right
so my highes wish is that we can get a tool so we can play whitout opening ports..
mxu bike sounds, a better roost seems cool to me like u can kick up dirt clowds and stuff,id also like to see a more leaning turning motion like almost draggin the bars, and the bike really laid over in corners.maybe export the bikes from atv.vs.mxu.... anyway some of those ideas might be just wishfull thinking but theres mine.
Wow there's a lot to think about there, some of these things we are already thinking about but i can only talk about the projects i'm working on. My plans right now are:
1) Finish off latest D2 - hopefully a beta early this week
2) Help finish up the last MXU Nats
3) Work on Startgate, adding separate room/lobby chat windows and indicators to show who's racing/waiting. I don't know what the counterstrike zone looks like but if some one can explain i can look into adding similar features if it's wanted.
Then i have a few more ideas of my own maybe you could give feedback on which you would like to see so i can work out which order to do them in:
1) UI editor - simple prog to change the images used in the user interface to change the look and feel
2) Swap out the riders/bikes/sounds/tricks for the MXU versions.
3) Work out the final details of the TRN file so D2 can import disp maps directly, this could also give us a chance to use more than 6x6 tile arrangements and other stuff like bigger trn textures - depends on MCM2 render engine.
4) A utility that makes sky cubes as custom models so you can make them any size/shape you like
5) ATV vs MX track conversions.
SikTrix is at a point where i'm not sure i can really make it any better than it is, i don't have anymore knowledge to add to it. I know people want to see more frames per trick but that would be difficult to add without some major new features, but might be necessary if we use the MXU models and animations.
A bike model PKG exporter for Milkshape could be possible but the same thing might be possible using another development so i'll hold off on that for now.
I hoped it might be possible to change the roost by zone but i haven't found anyway to do that yet, the best we got is to switch the dust on/off or particles on/off. I was sure that Rainbow did this in some of their tracks but i couldn't find one in the end.
I'm not sure we can do much about the Ports problem, this is really a network issue and not something the TDZ could get round. It's a problem for MSZone as well, maybe we could make some kind of database of settings that people have got to work with different routers. There are some Startgate networking issues that can be improved like the finding your local IP address.
MXU bike sounds are possible, but i'm not sure they are so different to the MCM2 sounds, they also use fewer of them so it would take some trial and error to find out if we can stitch them into the game, maybe along with the MXU models etc..
I also need to add that there is a lot of stuff here and it all takes time so you guys might have to wait a while before you see some of these things happen.
Thanks for the feedback,
Laurie
I'm currently working on a replacement for Bikeswitcher that will let us do more with packages. I've worked on this off and on almost a year ago. I haven't had time to work on it for a long time. I've dusted it off and am working on bringing it to conclusion. It is now more of a generic res file updater so we will be able to create and release packages for other res files. This opens up more options. We have discussed adding the ability to have it create a package on the fly for bikes and riders, so if you have an SLT it will add it to the game as a custom package. That package wouild be flagged in a way that the TD Zone would know it's an unknown package.
With the amazing stuff that Laurie has done there is still a lot we can do with the game. The tough part is making modifications and keeping it compatible with existing tracks and still being able to play online.
It's possible to replace anything in the RES files. Some stuff that is possible:
1. Replacing all the models with new models and skins. So you can have a complete set of snowmobiles, quads, or whatever.
2. Replacing sound files.
3. Creating your own season.
To be done right it all takes time. Even after the new Package Manager is released it will take time to develop packages to be used with it.
Bruce
I'm interested in the utility to make sky cubes into custom objects but have a question about it. With normal objects in MCM2 when you get far enough away from them...they dissappear...or you can see THROUGH them. How are you going to avoid that?
I'd definately be most interested in this development as well as the one that gives us bigger textures. I'm obviously looking forward to the new D2...drop me a line when you need beta testers.
VERY neat. Bruce do you have a estimated release date for the Package Manager
1 - make the TD Zone so you can record in single player too
2 - can you do anything with how the mcm2 bike handles?
3 - release the mx unleashed and atv vs mx unleashed objects for track creators, stadiums too :)
Paul i hadn't considered that i was really thinking of the MXU SXs with this idea because the stadiums stick through the sky. I'm not sure how the skies objects will work out specially on bigger tracks, there are some settings in the SLT we can play with but not sure how much difference that will make. Basically it will be a matter of make the tool and see how they work and then take it from there.
MXU objects will be released for use with the next version of D2.
The TDZ won't be recording offline racing, and you can't run MCM2 online in single player so sorry i don't see that happening for a while if ever..
Laurie
how about a way to make it easier to have custom sounds.. unless it is already easy and Im not seein it :)
id love to see something done about traction, idk if its possible maybe ive been living under a rock but someone said you can do something about traction in dillo or dillo 2 and the only thing i don't like about mcm2 is that it seems like your riding on ice or something and that really ruins it for me
Actually adjusting traction has been possible ever since the first release of Dillo Too (I believe...correct me if I'm wrong). The problem is...it doesn't affect you if you're already at speed (not at all as far as I can tell) and when you are going slow enough (as stated above) it feels like your riding on ice. There is no real way to get the back end to slide out REALISTICALLY, and if the bike breaks traction it does so from what has to be the MAX PIVOT POINT...which unfortunately is completely unrealistic.
So although I think traction control could be seen as adjusting bike physics...I think more appropriate control can only be found from changing the bike/rider physics more akin to that of MX vx ATV or MXU (preferably MX vs ATV).
I doubt very much that this is possible...but Laurie and Bruce would certainly know best.
im stoked to here the mxu sounds is possible the 2 stroke are 4 just sound wayyy better in that game way more realistic, for anything else u are working on anything is apreaciated i mean *#*#* hahah u guys keep this game great! soo keep up the good work and take all the time u need no rush ever.
We really can't do much with the physics, but we are playing with some stuff. One problem with changing things when you don't have full control over what happens is that changing one thing affects other things so it's always a compromise.
I don't remember the name of the track, but Dave (VRT_RideBlue) has an interesting approach that I think worked quite well at providing more subtle differences in traction (instead of the typical all or nothing MCM 2 behavior). I'll let him talk about it if he wants to.
The Package Manager will allow replacing sounds. The work will be in coming up with sounds that work well and testing them out. It will be easy after that to create a package and use Package Manager to update the res file. That is one of those things that we have talked about, but haven't actually done yet.
Bruce
I have a modded XBOX controller that I use and they have some tall shoulder buttons that would allow for great control if it is possible to support the pressure sensitive feature in MCM2. Not sure if there is anyone else who would use it so maybe it is not worth looking into but just thought I would mention it while there was a topic started.
u can already use ps2 controllers for playing mcm2 and ... x box to i think they have adapters for this i have one.
I have been testing for some time now the traction maps, and there are 3 tracks that I have somewhat succeded with the tractiion map, 1 was a little to slippery, another felt just right, I will explain here...(all of the tracks cand be found here)http://www.bluescreations.net/tracks_rideblue.htm  or here
http://www.mcmfactory.com/display.php?cat=tracks&id=1396
http://www.mcmfactory.com/display.php?cat=tracks&id=1389
http://www.mcmfactory.com/display.php?cat=tracks&id=1387
My Anaheim seemed to fit just right in my eye's, It was the right combo of push if you stayed on the gas on the flat corners, but on the berms the back end would come around on ya, Last Call was a bit slippery for guys, the track was pretty technical without the slippery conditions, and Toronto seemed decent, I think alot of it has to do with the track layout, but as far as what Diablo stated about the back end not coming around is not true, in my anaheim 1, when you are in the berms it will come around on ya. How do I do this? I have a tutorial on basic traction maps, but what I do is paint the maps with small dots, (tutorial here) http://www.bluescreations.net/tutorial_trackmap.htm
I have been playing with a tool that Bruce (Dirt Twister) has not yet released to the public, but with this tool and particular settings, and the right traction map on the right track, folks we have all new physics, NO QUESTION ABOUT IT! I feel that strong about all these combos, it doesnt feel like the same game!
we will have more to come on the physics ;D
MY HERO
I do already use the XBOX controller for MCM2. The feature I was looking for was the support for pressure sensitive buttons so you can use part throttle and brake.
Dave...for a better illustration of how you do your DOTS...how about posting a pic of one of your traction maps? ;)
motoron, In a way you already have pressure sensitive brakes because you can make the brakes more effective by pulling back on the joystick. I don't think having an analog throttle would make much difference the way MCM 2 is coded. I've never seen a corner I couldn't accelerate through full throttle.
bruce
wow maybe we'll see some MCM2 vets come out after thies projects comeout
Quote from: tw0_f0ur_ on October 10, 2005, 09:50:08 PM
wow maybe we'll see some MCM2 vets come out after thies projects comeout
wouldn't be the first time :)
I have some more mundane ideas that I would like to see implemented in Dillo2.
1. I would really like to see hotkeys for moving the camera in Dillo2. D1 is far easier for me to navigate in using the hotkey camera movement. Also, it cuts down on the carpal tunnel.
2. I would also like to see the red box that surrounds objs. in D1 in D2. This helps me get a better view of the size of the obj. I'm placing and also if I want the obj. to be right on the surface of the terrain the red box makes it very easy to see where this happens. I use the red box for anything that cant be handle by the bail button. If I use the bail button to get the banner right on the terrain then I also get a tilted banner when it matches the terrain in all angles.
3. A button that rotates objs. 90 degrees at a time in the horizontal plane (x-plane I think). Another button that rotates at 45s would be handy also.
4. There is a problem in D2 when rendering obj. shadows (trees work great). The routine generates a shadow from the bottom of the obj. regardless of where that object is in the terrain. This makes for some odd shadows for banners, fences, and pennents. The result is that the obj. shadow may start several feet from where the obj. is placed in the terrain. I have developed a couple of ways to deal with this and make the shadow actually starts where the obj. meets the terrain.
Just some thoughts
-Odin
Thanks Odin,
The next version of D2 - out later this week i hope - has keyboard navigation. I like the idea of a rotation button but it probably won't make it into this version of D2.
I have also often thought about using the red box as an indicator it's just a matter of time and priorities, so far i haven't felt it was important enough. When you first place an object without the bale assist, it should be placed with it's zero point exactly on the terrain.
I know about the shadow problems it is a weakness of the method i'm using it also means shadows don't change perspective on hilly ground, stretching and shrinking over hills. I want to change the way shadows (and the track view) are rendered but so far i haven't had the time.
Laurie
I want to see Startgate running offline => a time recorder offline I mean, like the TTM recorder.
Why ? Cuz I'm European and there isn't often players at Stargate whan I'm up. :-\
THANKS FOR ALL YOU ARE DOING FOR US !
how about some updated menus? :P give mcm2 a new look lol probably way more work then its worth
I just read another of your posts regarding the camera keys laurie and I cant wait to see the new version. I have already developed a work around for the shadowing so thats really no big deal. I think I also read that the new version will have the MXU objs. in it. Between the objs. and the hotkeys, I might die from anticipation before the release date.
-Odin
Hehehe ;)
what i miss is a way to sotr bike skins in to sub folder is that possible?
All this is sounding great guys. I can't wait to see what happens. :)
You guys should make it so we can put background onto the Sik Trix Editor.
Like, instead of a blue background, take a picture from our harddrive and put it on there.
That way you could model tricks according to pictures alot easier.
Also make the rider/bike a better wireframe thats easier to see through for this process?
Thanks.
If you were to ever dust off the sik trix editor and make some changes, one thing that used to bother me when using it was when I maximized the screen the bike and rider got distorted. If there was some way to easily keep the aspect ratio it would be a help but not necessary.
The better the track looks via the textures the more fun it will be. So make it possible to use higher res track textures in d2 then simply make it when you export the track d2 put all kinds of labels on the file so people know it's a high res version, and then if creators can be bothered, just upload 2 versions with a low res and a high res. Theres already thousands of tracks to play, people aren't gonna complain if creators start knocking out a couple high res tracks their computers can't handle.
Hmmm about that 'computers can't handle' it stuff... are there really that alot of people left with old computers? I think most peeps by now probably have 2,5Ghz and up :-\
But bigger texture sizes for the track would be sweet, like 1920x1920 instead of 960x960 would really make it look alot different :)
I haven't used D2 in a LONG time now so this might be possible now but I believe it isn't possible to just select a tree then modify/move/delete it? Would be usefull if you could if you need to place them exactly alliged for exemple and you made a small mistake...
make it so i have brodband instead of dial-up....... this is so gay!!!!!!!!!!!!
Quote from: VMX_Slowpoke2 on October 16, 2005, 10:33:59 PM
make it so i have brodband instead of dial-up....... this is so gay!!!!!!!!!!!!
hahahaha
Hmm in D2 can you add a preview of the detail texture... like when choosing dust? And a zoom/rotate view when placing vegetation...
wow it has been a long time there is a tree delete but no move, placement is more accurate. the new work flow means you can see tle textures and sky cubes as you change them.
new version should be out soon
Laurie
It is worth mentioning that the new D2 also has zoom when placing trees. In beta testing I placed the maximum number of trees with D2 zoomed in so I could see exactly what they were going to look like. As far as rotating or panning around the trees...there is only the overhead view on the Enviro tab but you can always switch back to the Object tab and view them from a perspective that way.
SWEET!!!! that's going to be nice
i was thinking is there an way we can get so we can rotate the object s by numbers like 90 degrees ? in dillo2
Like in 3d Max, a Angle Snap option you mean?
Hmm I notice in the new D2 there's a tab where the Riding controls 'should' be defined... is this a feature that's gonna be here soon, or is still impossible and the tab is there just for fun?
I think some updates to the trik editor would be sweet. If you think about it, that may be the most powerful tool ever to come out for mcm2, but its SOOOO labor intensive to make a trick, it's not really used to it's full potential.
One thing that would really speed things up, is if you could anchor things...like the hands to the handlebars. So that, if you changed the position of the handlebar, all the other parts made necessary corrections to keep the hands on the handlebars. It'd have to be setup so that sort of thing could be turned off and on of course (sometimes you want the hands off the handlebars).
Another thing that would be nice, is to constrain some of the stuff. Like you can't bend joints to un-natural angles. Or you can't move the handlebars in ways that cant in real life...like i was messing around with it this morning and you can move the forks in all different directions...that's completely unrealistic and basically useless (is someone making a trick where the bike breaks and then puts itself back together??? Sounds like something Pastrana would come up with...).
It would also be cool if you could just drag a piece to a spot, and all the necessary body movements are made. Again, using the hand as an example, if I wanted to move the hand from the handlebars to point at something, instead of having to move and rotate the shoulder, elbow, wrist, hand, etc, i just click on the hand and move it, and the joints all move as they need to.
Quote from: Garasaki on October 21, 2005, 11:27:56 PM
Another thing that would be nice, is to constrain some of the stuff. Like you can't bend joints to un-natural angles. Or you can't move the handlebars in ways that cant in real life...like i was messing around with it this morning and you can move the forks in all different directions...that's completely unrealistic and basically useless (is someone making a trick where the bike breaks and then puts itself back together??? Sounds like something Pastrana would come up with...).
This would really clean up the factory to... no more
*#*#*ed up stunts by noobs
Another stuff to do, post something there :
http://www.xfire.com/xf/modules.php?name=Forums&file=viewtopic&t=27257&postdays=0&postorder=asc&start=0
A request to add MCM2 into Xfire.
Thanks.
how bout a d2 that makes it so u dont need d1 any more cuz i hate fussing wit armidillo 1 it makes me not feel like making tracks
Hmmm not until the importing of disps is figured out I guess... and off course the part of test riding is in the planning (I saw a tab where u are supposed to be able to set the controls...) but that should be WAY harder to make then the importing of dispmaps so don't count on that... whe'd have a 'MCM3' (lol) earlier...
a new revised quad model, maybe if the twisteddirt guys can start getting models of mx vrs atv unleashed into mcm2, like the quad models, or just make a new one, it hink that would be pretty sweet.
I tought Extreme was busy converting the MX vs ATV Unleashed models... not sure tought I've read it somewhere on the forum...
track contest... please. i wanna see what the best stuff out there is. id make a track but everyone would be like "*#*#*, whitey needs to use dillo 2."
Then why don't ya do that ::)
LOL Bryan! ;)
yeah extreme is working on it. he said over on his site! ;D
Well dang long time since i visted here lol.
but after reading the thread seems like 90% of the bases are in hand and that is awesome to see.. :)
Just one thing that ive always wondered, we all have a shed load of tracks installed and u go on startgate or zone etc, but like always there is the issue of who has what installed.
is there or could there be a utility made that a person could link there current installed tracks to kinda like a database i assume ? (im not to techy minded lol) so basically u could show others what u have installed etc?
i know there are plenty of programs like print folders that will list what resides in certain folders and gives u a txt output ,,
anyways just my 2 cents
westy
Hey Westy!
Good to see you still hangin' around bud. That's actually not a bad idea. I can't remember where...but I've seen something like that for another game (can't recall which game now). It allowed you to see who was a compatible match (meaning that they have the same levels or tracks as you). That might not be a bad idea (if it's doable for Laurie) to add to Start Gate.
Good one! ;)
Quote from: ATR_ElDiablo on November 02, 2005, 11:43:29 PM
Hey Westy!
Good to see you still hangin' around bud. That's actually not a bad idea. I can't remember where...but I've seen something like that for another game (can't recall which game now). It allowed you to see who was a compatible match (meaning that they have the same levels or tracks as you). That might not be a bad idea (if it's doable for Laurie) to add to Start Gate.
Good one! ;)
Mechwarrior 3 or 4 had that
Can't you already see who has what if you race on startgate?
Quote from: PRO_Westy on November 02, 2005, 10:55:26 PM
...we all have a shed load of tracks installed and u go on startgate or zone etc, but like always there is the issue of who has what installed...
You know, with the TTM recorder, if you click on "tracks" button, there are some options to get common tracks with people who's connected to the recorder... But, that's about TTM, not TDzone and Startgate. Just an info for you Westy.
ya but some people don't have ttm..... it would be nice though....
i know its impossible but more than 8 players in online games wud b soo much fun, ppl have the connections and pcs to handle it nowadays
up to 40 guys at a starting grid :| sweet :|
Quote from: ATR_RaTaX2 on November 03, 2005, 04:16:13 AM
i know its impossible but more than 8 players in online games wud b soo much fun, ppl have the connections and pcs to handle it nowadays
MCM2's netcode wont handle it though, there's enough problems as it is with 8 players even if everyone is on a fast connection. With new multiplayer code it would be great, but with the current code forget about it. MCM2 uses Direct Play, there is better multiplayer code out there then Direct Play. The first thing it would need is a dedicated server mode, that would be more stable and able to host more players then what we currently have.
Quote from: FnF_Phil_80 on November 03, 2005, 03:15:42 AM
Quote from: PRO_Westy on November 02, 2005, 10:55:26 PM
...we all have a shed load of tracks installed and u go on startgate or zone etc, but like always there is the issue of who has what installed...
You know, with the TTM recorder, if you click on "tracks" button, there are some options to get common tracks with people who's connected to the recorder... But, that's about TTM, not TDzone and Startgate. Just an info for you Westy.
Yes Phil knew of that feature with TTM i belive all that does is checks which player is connected to TTM at the time of looking and then it searches the list of tracks currently on the TTM database that the selected player has posted times on.
Or at least i belive thats how that works lol, so sure that is a good idea but of course i was more refering to something "realtime" or as close as can be as with the TTM system a person may of posted on a track like 8 months ago and that track is now uninstalled etc ect on there pc.
Basically it would be something to read the directory of where a persons installed tracks are, say C:mcm2/terraform/nats .. etc Like i said above programs like PRINTFOLDERS do that easy enough and output a txt file to your own pc the clever bit would be so it listed it somewhere ,where all could see. and if that was of course possible then each user could have own login to update there track listing.. EXAMPLE LINKED BELOW
of course i may just be talking as per normal utter rubbish :)
http://www.tusk1969.btinternet.co.uk/TRACKS.txt
ps HI PAUL :)
i think the way to go is having a litttle plugin that index the track files in a ini file sort of like groups.ini. like indexed in quarrise,nationla,supercross
make it so that the program reads the install dir in the mcm2 reg file. so you can use the track folder tree static.. and the mcm dir dynamic. and so its just click load or refresh. and so when host select a track the zone scan the it for match..and you get match or nomach on player in room
Laurie,
I sent an email to the address in your profile. Sorry it took so long.
I like the track listing idea, once i get this last update of D2 out, i will be putting some finishing touches to the MXU Nats that Jeff has prepared and then i will be moving on to SG. So i hope i can put some of these things into SG sometime soon.
Twisted i'm interested by your comments about DirectPlay, can you explain a bit more - which multiplayer code are you thinking of and why is it better? This isn't a trick question, but i'm using DPlay since it's part of DX and i don't have a lot of time to research other technolgies so a potted history would be good to hear.
Thanks Alex - got it.
Laurie
I'm talking about multiplayer code that is designed specially for certain games. For example Nascar Racing 2003, a good dedicated server can host a huge amount of players for a racing game (42) and that code was designed by Papyrus. The thing about Nascar Racing 2003 is that even if you have a average connection (but stable) the game doesn't have all these lag pauses and other issues like MCM2, I'm sure thats both to do with the game engine and multi code, the amount of problems MCM2 can have when trying to connect 8 players is sometimes a joke, I've noticed similar problems in games that use Direct Play. I'm not sure what version of Direct Play MCM2 uses 6?
From what I've seen multiplayer code designed around certain games works better then just implementing Direct Play into them which is obviously a lot faster and easier to do then designing your own code.
as for the track liostings isn't there a way to take that info off the track manager utility that i have been seeing people use to keep dibs on their tracks?
Thanks Twisted, i'll have to take a look into some of these other technologies, do you know if Papyrus have anything released that can be used, i was also going to take a look at GameSpy's multiplayer interface - if i can find a bit of time that is..
Laurie
No I'm afraid not :(, Papyrus split up awhile ago after Nascar Racing 2003 as Sierra there publisher I think actually bought them in the end and didn't extend the Nascar license, now EA has the license.
The main guys from Papyrus started a new name called First Racing, now called iRacing, they bought there Nascar 2003 code from Sierra\Vivendi and are now developing a future sim thats meant to be pay to play online. So I'm sure they will be using the Nascar 2003 Multiplayer code which works so good on a dedicated server as they had been developing it for a long time through the Nascar series.
But the thing was, once First Racing bought the Nascar 2003 code or even before they actually finalised the deal they asked all Mods made by the community who had changed the original physics in the exe file to stop and actually tried to sue several people and threatend to take them to court, this is still going on now with several mods. The way they approached it was not very nice at all and called the mod developers hackers and thieves, so a lot of there long time fans have turned against them now.
But the thing was though, it all started when the GTP Mod was released which had very different physics then the original game and they asked the GTP mod developers to take down the download links and actually gave them a one off license deal and the GTP devs had to take off several things out of the mod and have it rereleased again. This deal was only given to them and no one else.
I was a First Racing Beta member, but I quit when I saw what they were doing to the mod community. They never replied to my e-mail when I quit.
I looked at the server and nr2003 exe files and while they use DirectInput they do not use DirectPlay. They definitely seem to be using their own thing using Winsock.
Bruce
You will do it !
Good luck...
1. MX Mania style rider cam
2. Ability to have multiple bike models in a mutliplayer game (1 person has the MXU cr250, another has the mxu ktm 125). You would be able to see the different models.
just wait for the release of 2xlgames.com new game :p
man i hope it'll be good :)
Quote from: BoNalls on November 20, 2005, 11:50:37 PM
1. MX Mania style rider cam
2. Ability to have multiple bike models in a mutliplayer game (1 person has the MXU cr250, another has the mxu ktm 125). You would be able to see the different models.
That would be easy with the packager program... i believe with that you can replace all stock bikes... but you and the others are riding should have the same bikes installed...