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Was progress on the compiler stopped ?

Started by mVa_Reaper, January 24, 2012, 05:02:19 PM

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mVa_Reaper

Just wondering if progress on the compiler was still in the works.

Stevo

Nope, progress on compiler has stopped (As far as I know) And Now there creating an editor instead, similar to UE2 (Or so I hear).

mcm2boys

Hey Reaper,

Like Stevo says, the compiler has been transferred into an Editor which is based on UE2. The first version which will do more or less what the compiler can do, plus a 3D view of your track, should be ready soon. There are a couple of bugs that are being tracked down and killed at the moment, but it shouldn't be too long before the first version of the editor comes out..


Laurie

mVa_Reaper

Excellent.  We there be objects and splines avaialable too ? 

I may have to get to work on a new displacement map for the new editor.

mcm2boys

Sorry to disappoint but i will release the first version of the editor without objects or splines. They will be the next thing on the list and i will be asking for feedback on which to do first. I tend to release a new version each time i have something new done that will be useful..

Once the splines are done it will be possible to make tracks for SX or Nats, but then we will need a way  to install the tracks in those sections.

Looking forward to the new track..  :)

Stevo

What evers faster man =D

Would it be possible to just have them as DLC's. this means there will be alot of them and they will be hard to track but an easy solution none the less.

mcm2boys

By DLC you mean a set of files per track that you just add to the database folder?

As for objects or splines - i don't think either way round will be quicker than the other, it's more a question of which one do you want first..

Stevo

Imo objects would be better. Either way you can still race a track without a spline. Plus objects = Enduro, FMX and many other types of tracks.

And yes. In unleashed you would just export a track with a name and that would be that. For the DLC it could just be the name of the track followed by DLC e.g. "Houston2011_DLC"

mcm2boys

The problem with Reflex is each track needs to be given a unique id when it's installed, otherwise 2 tracks with the same Id will match when playing online, so 2 people could race each other on different tracks, if both tracks are using the same id. That means there has to be some global system to keep track of the Id's for each track. That's where a track manager would come in.. along with a server to store the id's on..

Stevo

So what kind of id could you have? For example could the id just be the name. The only problem would be if two people had a track with the same name then it would clash like you say. Or would there be a way to seed the names? so if every one has the same version of the editor, when they complete there track it'll be giving a seed dependent on the name and computer name/id number that way each track will have a different id even if the names the same.

mcm2boys

The id is an integer number. Depending on what code RBW put behind that it means it could have values between 0 and 32000, or it could be between 0 and 65000 - possibly more. This is obviously a limited number, at first the thought of more than 32000 tracks seems unlikely, but if you add in all those times someone releases a track and then finds a mistake and re-releases it, or compiles release versions instead of a beta version because they don't realise it uses up an id.. that number could be eaten up quite quickly.

My plan is for a track installer with a server somewherre online keeping a central list of tracks, id's and the site the track files are stored on. It then only assigns an id when the track is downloaded and installed. But if a better idea comes along i'm always happy to hear it..