• Welcome to Twisted DIRT Forums.
 
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Miki

#1
General Discussion / Re: NEW GAME - MXGP 2014
March 23, 2014, 01:43:04 PM
I was wondering if it's possible that the actual game is significantly different from the demo version. I mean the "on air" control doesn't seem finished/polished at all. If you scrub/whip the bike automatically straightens itself and you land on your front tire. The animation is exactly the same every single time and you have no control over the bike's movement while scrubbing/whipping. It would just seem weird to release the game at this state, especially since most fans have talked about scrubs and whips for months...
#2
General Discussion / Re: NEW GAME - MXGP 2014
March 21, 2014, 12:37:09 PM
The demo (PC version only atm) has been out for a couple of hours : http://store.steampowered.com/app/256370/

The game feels much more difficult than MX vs ATV Reflex. Or perhaps I'm just bad...  :)
Use the rider control (right stick) a little too aggressively and you crash almost all the time. It's a little annoying at times, but I guess you'll learn some kind of balance eventually...
The biggest difference to other motocross games is probably the fact that you really have to slow down in curves. After a couple of hours of playing the same track I'm still going wide quite often.
#3
Yep, I'll TRY to do some fine tuning and release it then.

I guess I could say that the (only) challenge on this track comes from the fact that it's quite slippery. The brown dirt is more slippery and softer than the grey dirt/gravel. There are also some muddy spots that cause some problems... You basically have to be careful with the "reflex stick" or the bike will just slide out of control. Especially on some turns, it's better to do most of the work with the left stick and barely touch the reflex stick. Well, the safest way is to just let go of the gas for a while I guess...

Some of the turns look weird, yes, but they require you to use brakes and slow down. That's basically the biggest reason why I started to make my own tracks years ago for MCM2: to have tracks that require braking and controlling your speed, not just pressing the accelerate button 24/7... Anyway, I'm trying to fine tune some of those turns so that hey make more sense. And that big turn that looks like a skateboard ramp/quarter pipe? Pure fantasy, I don't really know why I made it. To have something different perhaps.

There are some ruts but making them was a bit of a pain. The track has three floors basically: 10,10,10; 100,100,100 and 200,200,200. So I had to have three layers for the ruts, each with a different opacity %. And even with the opacity at 1 %, the ruts where ridiculously deep in the third floor so I had to use a layer mask to hide them for the most part. Painting the ruts with a lighter color than black would have probably been a better idea... all in all, starting a big project like this was a bit silly. Considering that I hadn't used Photoshop in ages and it's the only tool I have. I've never used Leveller or 3D Max or whatever those clever things are that people are using :)

According to the weather forecast it's going to be rainy for a couple of days, so perhaps I'll find the final push and finish this little project...
#4
A video clip to my nat track, Mountain: http://www.youtube.com/watch?v=8kFjxQpYvJQ&feature=youtu.be

I started working on this track almost a year ago but got tired after a couple of days. After realising that there's a new editor (Digital Earthworks) I decided to give it one more try... a few unrealistic jumps but other than that I think it's quite realistic.
#5
Quote from: VMX_SKYmx99 on June 01, 2011, 01:31:42 PM
When I try and load a zone map my rider keeps resetting like I ran off the track (if there was a spline).
That same thing happens to me if I save the zone files as 4 bit files. But if I save them as 8 bit files the game doesn't crash anymore. But my particles and sound images (zone3 and zone4) don't seem to work quite as I hoped so I'm not really sure how to work with them. I used this web site as a guide of some sorts: http://www.awitness.org/delphi_pascal_tutorial/source3/palette_16_color.html. It's mentioned that the RGB values on that page are in BGR, so I just flipped them over. At least my color palette looks right.

0 black      0 0 0   
1 redbrown   132 0 0
2 green      0 132 0
3 browngreen   132 132 0
4 dark blue   0 0 132
5 purple      132 0 132
6 bluegreen   0 132 132
and so on...

edit: my rgb values seem to be different from those sample images. I guess I need to do some testing, when this "real life" thing doesn't interfere...
#6
Hi! My "test track" is almost finished and I just wanted to say that it might be a good idea to make the zone file images before you start fine tuning your disp map. I guess you're driving on grass or something before you specify what your track is made of. What I mean is, I spent a ridiculous amout of time on my disp map trying to make "perfect" jumps but as soon as I made the zone files I noticed that all that fine tuning was pretty much all for nothing. My bike accelerated faster and jumped considerably further, almost like bouncing into the air from the bigger jumps... (I chose sand (zone 1) and normal drag (zone 2) for my track btw.) I think next time I'll just make a dirt zone file right from the beginning and make changes to the file when needed.

ps. Thanks to the hard work of you "computer people" this game is now 10 times better! How long would people have played MCM2 without the custom made tracks?