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The Driver Syndicate - Project - Page 3 - Driver Madness

 Information: We're currently in the process of upgrading our forums to be compatible with PHP 7.2 -- many features are still currently broken. Thank you for your patience!
General discussion for the DRIVER series.
#55652
Reporting bug - after falling under the map, after random time car model's verticles goes viewing in inverted facing.... (sorry for my English)

One more question - what about developing car number? Not only the original series ones, but custom ones too - for example, several 3d artists said that my BMW e12 fitted to Driver's overall texture and model style. I'd be fancy to make more, if you're interested.
#55658
My kinda improved (i think so) stats for PSX Buick. Tell what you think. Camera is moved to position which reminds me more Playstatnion-ish version od D1.

edit
I deleted it from here. I'll post .rar file with all the cars with new scripts. I hope you'll enjoy it.

edit 2
I think that there should be more types of wheels. K10 looks like that:
http://i109.photobucket.com/albums/n71/ ... 10_020.jpg

Donk is most stupid style in the car world.
User avatar
By Clutch
#55757
I'm really glad you are still working on this great project. For handling issues, scripts and map editing - I'm eager. ;)

I discovered bug!
When I turn my notebook to low energy usage mode, the game runs with half of speed and fps. I think it might be depending on number of processor cores which are running at the moment of starting the game.
User avatar
By Vortis
#55768
Are you going to add/plan NPC's? It look great with a cop chase and it makes maps alive.
If yes, we can see an option to toggle off cop/civilian NPCs to make some "busted" like gamemodes?
Also, there will be a tool for making new gamemodes out of this game? I would love if someone makes a CTF-like gamemode out of this. (Bump a car to steal the flag)
User avatar
By Clutch
#55774
About "busted" feature, after years and whatever, I really much more liked busted system known from NFS MW or Carbon than Driver series. But, I suppose, certain game mechanics was made because of damage model.
User avatar
By SOAP
#55945
Some development progress screenshots






I've finally added simple damage model, well optimized physics, and made networking working

Update on source code: It (possibly) could be released, but after game release.

Here is a dynamic objects test build:
http://www.mediafire.com/download/xt2xw ... s_demo.rar

If you want to play in LAN, be sure that you have open port 12500
You can connect by using console command "connect <address>"
Damage, objects are not sync except vehicles

Note: If car suddenly collides with the ground - this is okay for now :D
User avatar
By Clutch
#55947
Looks good. My two things:

- physics are way too "sproingy". All, especially car's suspension and collisions with dynamic objects, is acting like soft rubber.


- game runs in slow motion on my machine. Every time. Sometimes goes faster, sometimes even faster than it should, but acceleration lasts for few seconds and it returns to slow motion.
User avatar
By VAIMAHDO
#55950
This game feels great, but the speed is completely out of control. The game runs almost unplayably and keeps slowing waaaay down every split second and is a bit freezy. Besides feeling like Driver 2 performance simulator, the engine itself feels awesome.
Hey and since I have infinite computers, I could be your hardware tester to find out what machines it would run on for system requirements.
#55953
This new demo is AWESOME! I love the physics! It feels so much closer to a Driver game than anything else I've ever played!

I have some bugs to report:

- Entering 'car_spawn [carName]' will override car slot 0, making the one specified with 'g_car [carName]' inaccessible and mimics every keystroke. Basically, controlling two vehicles at once, without being able to disable the second one.
- Mouse locks up inside of window; at the very least, please hide the cursor instead of locking it.

Looking forward to the next demo! :specialdriver:
User avatar
By WhiteSnoop
#55961
I was the host and did not really experience any errors or so. PD experienced some flipping over outside the map, and Jan got lag.
I tried to capture it by using the in-game recorder, but I am unsure if it actually records frames (where does it get stored?)
The game itself is actually growing into something better, but ofcourse there is still a long way to go.

Not sure if this might help, but there's the log: http://puu.sh/cV9Nl/05069db637.log

EDIT: This was over the internet, not over LAN
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