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What can we do to keep interest going in MCM 2?

Started by mcm2boys, October 06, 2005, 12:27:09 PM

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VMX_D-Dub

Bigger dimensions <3
now THAT would give the game a KICK !!





MX45

only way I see possible to user higher def would be to export terrain straight out of max.

Mike | If you never fail....you will never succeed.[/color]

metal_miracle

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..

thormx985

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.
tff_thormx (Dave).

I like to ride my Motorbicycle. MCgrath on alessi's "there Dads kinda crazy"

mcm2boys

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


DirtTwister

#25
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

ElDiablo (Paul)

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.
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

tw0_f0ur_

VERY neat. Bruce do you have a estimated release date for the Package Manager
Thanks,
     tw0_f0ur_ l MXR_DeAt_ l tw0gh0st

XFR_MJS

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 :)

mcm2boys

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

XFR_MJS

how about a way to make it easier to have custom sounds.. unless it is already easy and Im not seein it :)

Red_Alert

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

ElDiablo (Paul)

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.
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

thormx985

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.
tff_thormx (Dave).

I like to ride my Motorbicycle. MCgrath on alessi's "there Dads kinda crazy"

DirtTwister

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

aaron.270

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.

thormx985

u can already use ps2 controllers for playing mcm2 and ... x box to i think they have adapters for this i have one.
tff_thormx (Dave).

I like to ride my Motorbicycle. MCgrath on alessi's "there Dads kinda crazy"

VRT_RIDEBLUE

#37
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

MX45


Mike | If you never fail....you will never succeed.[/color]

aaron.270

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.