General discussion for the DRIVER series.
#55349
The thing is, by the textures I've looked at the colors are defined by them being ran through a filter of some sort, because the only textures I've found in the extracted textures are the default color. So it is possible to do this, we would probably have to run the textures through our own filter.
#55371
I've successfully tested the new physics/dynamics, I really like achieved results and now it needs only assemble it with collision detection and new vehicle code then put it to the game.

Yep, vehicle colors will be adjustable and unique along with fixed

Only problem with damaged models that needs to be solved, i'm thinking about Flatout-like transitions...
#55376
SOAP wrote:I've successfully tested the new physics/dynamics, I really like achieved results and now it needs only assemble it with collision detection and new vehicle code then put it to the game.

Yep, vehicle colors will be adjustable and unique along with fixed

Only problem with damaged models that needs to be solved, i'm thinking about Flatout-like transitions...

Great!! Can't wait ;)
#55546
CarLuver69 wrote:This is absolutely amazing. Are you going to make this open-source? I'd love to help out!

Thanks! Yes, it will be open-source soon. It's quite big since it comes with my custom engine that needs to be well organized/refactored.

Also here is the second demo
Readme included. Don't pay attention if it crashes on exit, that's an old audio engine problem.
http://www.mediafire.com/download/ux9x3 ... icsDemo.7z
#55548
Amazing work! This is great. I have a question - how to switch between the spawned cars (if that's available option), I couldn't figure it out :?

Also, why not use the original wheel model? I personally think it looks better (Y) The new one is a bit strange to me. Or supply us with both versions :wink:
#55549
RacingFreak wrote:Amazing work! This is great. I have a question - how to switch between the spawned cars (if that's available option), I couldn't figure it out :?

Also, why not use the original wheel model? I personally think it looks better (Y) The new one is a bit strange to me. Or supply us with both versions :wink:


Sorry, i've forgot to tell - you can switch between spawned cars by pressing 1-9 keys.
I didn't used original wheel model because of detail level, and it's here for a while. Cars would have different and unique wheel models.
#55552
Pretty impressive :) I like it, because as far it look to be more than another-indy-unfinished-project-of-type-hey-guys-I-make-a-game.

List of my suggestions:
- as far PSX release Buick looks to have finished handling configuration. However, still has some glitches
- when the car is moving slowly backwards and you press up arrow, it brakes slowly instead of starting going forward.
- high-speed jump upward looks weird. I think that car angle should be changing faster. Car shouldn't hit the ground with its rear bumper so hard.
- turning. It isn't smooth. It's turning... turning... turning.... BOOM!!! wheels are max turned... Make a donut keeping turning arrow pushed... Release arrow... And push it again. It isn't smooth.
- Start game, push turning arrow, wait a sec, push burnout. BOOM!!! - fastest 180 degree in the world. Shouldn't be.
- Cars can't start going up the slope of hill with up arrow, when start from the slope (sorry for my English...)
- Even car_buick is going too slow. No cojones in speeding category.
- You can't turn when you use view controls.
- I really like collisions system. It isn't "blocky"
- I don't remember any more...

Keep up the good work. You make me confident, that it isn't just a stupid game made in game maker.
#55553
Clutch wrote:Pretty impressive :) I like it, because as far it look to be more than another-indy-unfinished-project-of-type-hey-guys-I-make-a-game.
Keep up the good work. You make me confident, that it isn't just a stupid game made in game maker.


However, it's indy-unfinished-project for now. But thanks for it, man!

Clutch wrote:List of my suggestions:

- when the car is moving slowly backwards and you press up arrow, it brakes slowly instead of starting going forward.

That's a smooth acceleration along with brake (which I already fixed), and bad method for brakes used, also you can see how handbrake is actually slower...

Clutch wrote:- high-speed jump upward looks weird. I think that car angle should be changing faster. Car shouldn't hit the ground with its rear bumper so hard.

Car collision model is just box for now, soon better convex shapes will be implemented (I use 'Bullet Collision Detection' lib, so it's not a big problem)

Clutch wrote:- turning. It isn't smooth. It's turning... turning... turning.... BOOM!!! wheels are max turned... Make a donut keeping turning arrow pushed... Release arrow... And push it again. It isn't smooth.

There is a little problem with wheel angle/slip angle curve that made steering complicate a bit. Also here like in original Driver I've made steering helper (car starts skid when you turning).

Clutch wrote:- Cars can't start going up the slope of hill with up arrow, when start from the slope (sorry for my English...)

Okay, that's transmission bug switching between backward and forward gears, it brakes on slope instead of going forward

And thanks for testing, and retrieving some of unwanted problems. That's all I need :)
#55554
[youtube]https://www.youtube.com/watch?v=1a-UjFqzjUA&feature=youtu.be[/youtube]
Definitely worth your time programming this, having a blast breaking it's physics laws. (Y)
Suggested title? How about:
"Driver Dual-mix"
"Driver
Classics mix"
"Driver
The fan combined edition"
#55555
DaRkProDucTioNs00 wrote:<Video cut>
Definitely worth your time programming this, having a blast breaking it's physics laws. (Y)
Suggested title? How about:
"Driver Dual-mix"
"Driver
Classics mix"
"Driver
The fan combined edition"


Nice stunts. Game mostly breaking physics laws :) However, my physics/dynamics is not stable and not optimized for stacking and/or idling objects. Also ground suffers from some unwanted collisions (internal edges in Bullet triangle meshes), but it will be fixed.

This level is very temporary (I've deleted my old better level, and my editor is broken a bit since renderer is being rewritten).

About names: I can't name it "Driver ..." (but can name "The Drivers", which I prefer for now) for two reasons:
- It's not mainly 'Driver', it's sort of spiritual successor
- It's gonna be multiplayer (that's because project name "Drivers")
#55557
Thanks SOAP, It's always nice to play beta version of games (never played one before, this is my first!) and welcome car, you want to exit to the game menu, press ` to open the command console, and type g_car (vehicle name here) use the README file for the code names. For example:
g_car mini
g_car rio_bus
g_car dodge
Then load the game again (Y)
It will look like if you didn't get it: g_car buick
#55561
Thanks! Everything works now. It crashes though (log below).

Title suggestion:
Drivers Paradise
Drivers: Everyone's a Wheelman
Landboat driver
Cruise ship driver
American shitbox driver
Movie car chase simulator
:D

Can't wait for the final game! :specialdriver:

And heres the log:

Code: Select all 
"EqCore" build 4758 (WIN32) of date Sep  6 2014

CPU Vendor: Intel(R) Core(TM) i3 CPU       M 330  @ 2.13GHz
    Features: CMOV MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE 4.2

Core: Logging console output to file is enabled.

Initializing File system...

* Engine Data directory: EqBase
Adding search patch 'GameData'
* Game Data directory: GameData
Cannot add tokens from file resource/core_Russian.ltx
Unknown command or variable 'r_textureanisotrophy'
Unknown command 'screenshot'
Couldn't execute configuraton file 'cfg/autoexec.cfg'
Unknown command or variable 'r_lightscale'
Unknown command or variable 'r_loadmiplevel'
Unknown command or variable 'r_overdraw'
Unknown command or variable 'r_screen'
Unknown command or variable 'r_textureanisotrophy'
 
--------- CreateEngineWindow ---------
Created render window, 800x600
Loading module 'EqMatSystem.dll'
 
--------- InitMaterialSystem ---------
Loading module 'EqShaderAPID3DX9'
Cannot add tokens from file resource/api_dx9_Russian.ltx
 
*Detected video adapter: ATI Mobility Radeon HD 5145   
Initializing Direct3D9 Shader API...
 
*Max pixel shader profile: ps_3_0
*Max vertex shader profile: vs_3_0
Loading module 'shaders_engine.dll'
 
--------- InitSound ---------
found sound device: OpenAL Soft
Audio device: OpenAL Soft
Sound: max effect slots is: 4
registering sound effect 'city_parking_open'
registering sound effect 'city_parking_under'
registering sound effect 'city_reverb'
Loading sound script file 'scripts/sounds.txt'
Loading sound script file 'scripts/sounds/menus.txt'
Loading sound script file 'scripts/sounds/sounds_vehicles_generic.txt'
Loading sound script file 'scripts/sounds/horns_sirens.txt'
Can't open texture "ui/ui_console"
> g_car chicago_police
]
Init physics
Loading world
Initializing particle buffers...
Loading objects
loading game...
---InitGame---
added car 'buick'
added car 'buick_gsx'
added car 'dodge'
added car 'vegas_police'
added car 'olds_delta'
added car 'rio_bus'
added car 'chicago_police'
added car 'k10'
added car 'mini'
CEqCollisionObject::Initialize... box
Starting game...
Creating hfield buffers, 796 verts 1332 indices in 4 batches
Creating hfield buffers, 984 verts 1560 indices in 5 batches
Creating hfield buffers, 1440 verts 2160 indices in 5 batches
Creating hfield buffers, 1740 verts 2658 indices in 6 batches
Creating hfield buffers, 686 verts 1146 indices in 4 batches
Creating hfield buffers, 568 verts 960 indices in 4 batches
Creating hfield buffers, 648 verts 972 indices in 3 batches
Creating hfield buffers, 640 verts 960 indices in 3 batches
Creating hfield buffers, 260 verts 390 indices in 3 batches
Creating hfield buffers, 260 verts 390 indices in 3 batches
Creating hfield buffers, 44 verts 66 indices in 2 batches
Creating hfield buffers, 32 verts 48 indices in 2 batches
Destroying particle buffers...
Init physics
Loading world
Initializing particle buffers...
Loading objects
loading game...
---InitGame---
added car 'buick'
added car 'buick_gsx'
added car 'dodge'
added car 'vegas_police'
added car 'olds_delta'
added car 'rio_bus'
added car 'chicago_police'
added car 'k10'
added car 'mini'
CEqCollisionObject::Initialize... box
Starting game...
Creating hfield buffers, 648 verts 972 indices in 3 batches
Creating hfield buffers, 640 verts 960 indices in 3 batches
Creating hfield buffers, 796 verts 1332 indices in 4 batches
Creating hfield buffers, 984 verts 1560 indices in 5 batches
Creating hfield buffers, 1440 verts 2160 indices in 5 batches
Creating hfield buffers, 1740 verts 2658 indices in 6 batches
Creating hfield buffers, 686 verts 1146 indices in 4 batches
Creating hfield buffers, 568 verts 960 indices in 4 batches
Creating hfield buffers, 260 verts 390 indices in 3 batches
Creating hfield buffers, 260 verts 390 indices in 3 batches
Creating hfield buffers, 44 verts 66 indices in 2 batches
Creating hfield buffers, 32 verts 48 indices in 2 batches
Destroying particle buffers...
Init physics
Loading world
Initializing particle buffers...
Loading objects
loading game...
---InitGame---
added car 'buick'
added car 'buick_gsx'
added car 'dodge'
added car 'vegas_police'
added car 'olds_delta'
added car 'rio_bus'
added car 'chicago_police'
added car 'k10'
added car 'mini'
CEqCollisionObject::Initialize... box
Starting game...
Creating hfield buffers, 648 verts 972 indices in 3 batches
Creating hfield buffers, 640 verts 960 indices in 3 batches
Creating hfield buffers, 796 verts 1332 indices in 4 batches
Creating hfield buffers, 984 verts 1560 indices in 5 batches
Creating hfield buffers, 1440 verts 2160 indices in 5 batches
Creating hfield buffers, 1740 verts 2658 indices in 6 batches
Creating hfield buffers, 686 verts 1146 indices in 4 batches
Creating hfield buffers, 568 verts 960 indices in 4 batches
> car_spawn buick
CEqCollisionObject::Initialize... box
change car to 0
change car to 1
Creating hfield buffers, 260 verts 390 indices in 3 batches
Creating hfield buffers, 260 verts 390 indices in 3 batches
Creating hfield buffers, 44 verts 66 indices in 2 batches
Creating hfield buffers, 32 verts 48 indices in 2 batches
> g_night 1
change car to 0
change car to 1
change car to 0
change car to 0
change car to 1
change car to 0
change car to 0
change car to 1
change car to 1
change car to 0
change car to 1
change car to 0
> car_spawn buick_gsx
CEqCollisionObject::Initialize... box
change car to 1
change car to 2
> car_spawn olds_delta
CEqCollisionObject::Initialize... box
> car_spawn dodge
CEqCollisionObject::Initialize... box
> car_spawn vegas_police
CEqCollisionObject::Initialize... box
change car to 0
change car to 1
change car to 2
change car to 1
change car to 2
change car to 3
change car to 4
change car to 3
change car to 2
change car to 4

*Assertion failed, file "(null)", line 0
*Expression "
Unhandled Exception !!!
Exception code: ACCESS VIOLATION (C0000005)
Address: 0122336A


See application log for details."
#55562
car wrote:Thanks! Everything works now. It crashes though (log below).

Title suggestion:
Drivers Paradise
Drivers: Everyone's a Wheelman
Landboat driver
Cruise ship driver
American shitbox driver
Movie car chase simulator
:D

Can't wait for the final game! :specialdriver:

And heres the log:

<log cut>


Forgot to tell: game can crash if car is being outside the world (mainly if it falls in infinity, i'll fix that later). But if it's not this cause, send me a MDMP file located in logs/

"Drivers: Everyone's a Wheelman" - I didn't thought about that! I'll take it as variant :)
  • 1
  • 2
  • 3
  • 4
  • 5
  • 11

If you haven't seen it yet, Nick Robinson made a v[…]