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TD MVA tools in the work...

Started by BPh, March 22, 2006, 07:52:57 PM

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mcm2boys

Sorry i've been missing in action that's why no reply for a while, first a MS update on my programming PC got me a BSOD on reboot and it took me 2 weeks of my precious spare time to get it back up, then a lot of pressure at work and a week visiting relies means i am only just getting back to MVA sfter nearly 4 weeks.

Progress is slow because i get 1/2 hour to work on this on the train in the morning and 1/2 hour in the evening, so i get to work on this abot 1/2 a day a week if i'm lucky.

Progress:

I am still trying to get the basics to work, right now i'm working on splines. I'm also trying to get direct conversions of MCM2 tracks to MVA - so far I can convert the TRN, there is some weirdness but it seems to work ok. I can import the trees but the MCM2 tree model conversions we have tried aren't working in game, although if you change the Eco System to an MVA set then they all show up. I can import splines and display them (both MCM2/MVA) but at the moment the exported files cause the game to crash unless it's an unaltered MVA editor created spline. I am also generally re-wiring the editor so the controls work with the new file formats and just trying to get things that worked in D2 to work with MVA.

I haven't released anything yet since Rainbows editor really does a pretty good job and i don't feel there is any point releasing this until it does something that the Rainbow's editor can't do.

Once i get the splines worked out and i have a chance to clean up some of the other issues i will probably release something. I'm hoping that i will get a little extra time to work on this in the next couple of weeks so i am really hoping to have something out soon.


Laurie


BPh

#41
It's magic Laurie, thanks for your efforts in the train lol.
Sounds great the mcm2 conversions...
Are you really sure 300% you can't make a TD zone for us ? It's finally the only thing really annoying... no great online play.

mcm2boys

Hey Phil

I might be able to do something but right now it looks unlikely, i would need info about the GameSpy SDK which is v. hard to find and i would need to take some time to find out how RBW have implemented the LAN play, whether it is fully GS or if they are using DirectX even then it wouldn't be easy.

I haven't even had a chance to play online using GS yet, only Hamachi so i don;t really have any idea of the steps that MVA goes through to connect 2 racers to each other.

Then you still have the problem with the MVA user interface being too clunky in online play (well generally), no user screen shots etc

I think there is only so much we can or will have time to do, hopefully the next game will be better in these areas.


Laurie

Green_CRrider2

Im not on here postin much but just lookin and i want to sincerely thank you for all your time td.  If it wasnt for all you guys we wouldnt have to much anticipation on the next thing to come out and mcm2 wouldnt even have made it as far as it did.  Hopefully all this will happen for mva and we can get another 6 year.  If not theres always the next game.  Thanks

_MUD_Drifter0

 ::) Hey Laurie... do you have to run with the GS SDK? Couldnt you set it up to run from a LAN environment like kiinda like a Hamachi sort of system?
;)  oh well just a thought

peace

mcm2boys

I haven't really had a chance to look at how the networking stuff is done, they obviously use GS to hook up at the beginning but after that they could do a number of things. I don't know for sure, but i think the GS SDK might help me figure that stuff out when the time comes. They might use a straight DX hook-up for the IP-IP games which could be a way in, but i don't think they pass the race info in MVA like they did in MCM2 so recording the race info would be different. I guess that is also possible since the MVA recorder must do it somehow, but i haven't had a chance to try that out either or look into how they collect the race info.

It's a whole bunch of work and time isn't on my side at the moment, if they don't bring out another PC game for 6 years i might have time to get something done by then, that is if it's even possible.  :)


Laurie

BPh

I don't think we will wait 5,5 years for the next mx game, but who knows...
Thks for the news Laurie.

_MUD_Drifter0

 ::) ppfffft wait 5yrs  pay another 40 bucks for Wyle E Coyote to come out with yet ANOTHER fine ACME product full of bugs and offered 1 patch if any..... ;D Helllll NO.... Homie dont play that game no mo lmaoalot... Personally my mind has been cookin up a storm...I say we round up a group of like 20-25 of us, consisting of some of the better or best trk maker , equally qualified programmers with at least some kinda of business sense and suave....and develop a game on our own and show them ACME mofos what a REAL game is >:(

lol.... peace  8)

ElDiablo (Paul)

MD...I've got tons of connections now...but it's a LOT more difficult than you might think. First of all...everyone that I know already has jobs as do the guys here at TD. Secondly...it takes capitol (cash) to finance something like this. Lastly...you can't very well rip someone's game engine...so someone is going to have to code up a new one. With that comes a HUGE headache. Even if we got together a huge team...I think it'd take us at least 3 years to come out with something worth releasing.

Having said that...you're not the only guy to ever think about that. The thing to do though is...come up with a Game Design Document and sell it to someone capable of making it happen. Only problem is...we're hardcore fans who want realistic game play and physics and that stuff doesn't sell to the mass game-buying public (which is strongest in the younger ranks). That's why we keep complaining about the 'arcade feel' of most games. Because to sell a game on a massive scale it has to be easy enough for anyone to be able to pick up and play and at least have SOME fun with. Also...there needs to be enough air time to pull off multiple stunts cause that's what the KIDDIES like.

All in all it's a fairly dismal outlook for those of us that want a real MX experience from a game. I definately feel your pain though brother! If you happen to come up with a team to try something like this look me up (if you want to that is). If you want an idea of what you'll need to get it done take a gander inside any game instruction booklet for the credits. Most of what you see in there is needed to make a game worth mentioning.

:P
Sincerely,

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

AUS_Twisted

Theres actually some pretty good engines out there that are free to use aslong as the devs go by the free license deal. Having realistic and Arcade physics is really such a easy option MVA has this but it's poorly done for multiplayer like the whole setup is. I've said this before but something like a NASCAR Racing 2003 package is what we need, it has a simple to use menu that gives you all the options you need and has Arcade or Sim physics so anyone can enjoy playing it.

Mentioning NASCAR Racing 2003 also makes me think of rFactor and how it's been designed for mods, theres allready a stadium truck mod in the works thats looking pretty good, so I wonder how it would go with 2 wheeled physics.

VRT_JPRLisbon_

#50
about rfactor i think is a good option , is possible custom tracks , veicules  , phisics , almost every thing .
The idiea of nascar2006 is good also , that game run very well and have high fps (i got around 100 and some tracks 120) ,this in GTP mod that i run.
The Team MR on rfactory did a offroad 4x4 jeeps mod , and they were working in a Quad mod also, i saw some pic of it and the side wheels of the quad go up doing curves .
link is old
http://forum.rscnet.org/showthread.php?t=255027

Other game is Xpand Rally , grafics looks very good and is height maps tracks and have track editor, about the phisics i dont know if some people have tryed change it.

BPh

Off topic but I have some great times yet with Flatout 2, I think I'll be very fast bored of it but it's something different for now.