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MX vs ATV Reflex PC Multi-Player back on line 10/8/2013.  Get Racing.

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Messages - mike_mccue

#1
Thanks Bruce,

I'll make a disk image before I go further.

I'm still not interested in the "cloud" or anything that updates automatically.

best regards,
mike

#2
General Discussion MX vs ATV Reflex / what is "steam"
January 23, 2011, 11:47:43 AM
I just bought a license to the game.

But now I have to install "steam"?

What is steam?

I plan on using my laptop with the game... but I keep it very lean and clean. I already thought loading a game might put my work at risk and now I have to add another layer of stuff?

Are there any other options?

Thanks,
mike


edit to add:

I found this: http://store.steampowered.com/about/

Will I be able to turn off automatic updates?
#3
Thanks for the link.

I'd like to have some fun with all of my old friends.

I finally got our first hi-speed connection last month. After all these years the phone company brought us some hi-speed. I wnet from 56k to 8Mb and our bill dropped $30/month as well.

I hope to get to finally play with everyone.

best regards,
mike
#4
Where do I buy the game for PC?

I searched for it and all I find is stuff pushing me to the unreleased "Alive" version.

Thanks!

best regards,
mike
#5
Riesenberg448,
I've made more than a dozen MVA tracks that I thought were very nicely made, but I found the gameplay to be horrendous. I've never released anything because I found the whole experience of developing content for MVA unenjoyable.

1) The only time I got the A.I. to be competitive was with a banked oval track design that had no elevation changes. If there was any elevation gain the A.I. just blew out and I tried applying lots of friction (mapping) and laying inside curve AI splines etc etc etc.
2) The online play was completely overwhelmed by the GUI experience. It takes too long time to search out a User Track and it's impossibly difficult to beta test with others who may or may not have adequately updated their files. I had a great support test group for MCM2 but we ended up completely discouraged trying to test MVA tracks.

I don't think any amount of mods, hacks, or customization on the communities part would have gotten past this basic problem... MVA is NO FUN TO PLAY.

In all sincerity, If you really want to demonstrate that there is continued interest in user editable mods for MX gaming you might seriously consider a MCM2 revival contest.

It's unlikely that you are familiar my work in MCM2, but I contributed many creative idea solutions that the guys here at TD implemented as mods, I made many well crafted tracks, and close to a hundred carefully skinned lo-poly models. Here's a link to my MCM2 stuff:

http://www.harmoniccycle.com/hc/3d-g-mcm2-intro.htm

I'm considering the contest but I found MVA to be a heartfelt disappointment. I'm not sure if I can maintain an enthusiasm to assemble a track for your review.


best regards,
mike_mccue
#6
At 100% AI they seem to be peaking at the speeds I have set in the ditor... that's if they are riding smooth, wide open style etc... not recovering from a mishap. If I go from an average speed of 100 all around the track to 80 I can slow them for corners and If I go to 120 and preload they jump as far or farther than I can on a stock 250.

At 100% I can't really crash and expect to win on a 5 lap race. Maybe one crash but not two.

mike
#7
Paul,
I wasn't sure if eliminating the ALOD everywhere OR setting the speeds in the range of 80-120 which was making it competitive.

mike
#8
Apparently the speed numbers in the AI node editing dialog box is in units of Kilometers rather than Miles.

The AI riders are skooting right along now :-)
#9
yes that worked for the start line problem.


Now i am wondering what speeds you all are using? I just did a test lap and found I was averaging 40, 50 and 60mph on different sections.

I edited the AI nodes to match my "racing" speeds. From what i can see the AI is not getting anywhere close to my intended speeds. I am seeing 30mph in a section I edited to be 45 etc.


Any thoghts on this? I am thinking I may need to eliminate the ALOD everywhere.

thanks,
mike
#10
wow, great! that almost makes sense. :-)

Thanks,
mike
#11
I have a problem with the start line too. I am using a funnel and the riders turn hard left of the line. Has anyone found a fix? Are you guys using funnels successfully?

mike