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Re: "Drivers" (please suggest title) - Project

Posted: Thu Sep 25, 2014 7:12 pm
by Clutch
Do you have any idea about level? Any specific idea, which city you will build?
.... and, will be the map maker available for players?

Re: "Drivers" (please suggest title) - Project

Posted: Thu Sep 25, 2014 10:29 pm
by SOAP
Clutch wrote:Do you have any idea about level? Any specific idea, which city you will build?
.... and, will be the map maker available for players?
I didn't thought about default level, for now two thoughts comes - create hybrid of many cities and second is to create city where I actually live.
Also, there will be other locations as training locations and dedicated to some game modes
Yes, editor and other tools will come with the game

Re: "Drivers" (please suggest title) - Project

Posted: Thu Sep 25, 2014 10:33 pm
by Clutch
Do you plan curvy roads?

Re: "Drivers" (please suggest title) - Project

Posted: Fri Sep 26, 2014 1:56 am
by VAIMAHDO
He probably will, just not separate tiled cubes like Driver 2 had. This is to avoid Z fighting.

Re: "Drivers" (please suggest title) - Project

Posted: Fri Sep 26, 2014 3:30 am
by Clutch
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.

Re: "Drivers" (please suggest title) - Project

Posted: Fri Sep 26, 2014 4:54 pm
by SOAP
Clutch wrote: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.
I've fixed it
I plan many different cars, players also can made custom ones using tools. Also I want to create competition on forum when alpha version will be available

Re: "Drivers" (please suggest title) - Project

Posted: Mon Sep 29, 2014 10:54 am
by PostalDude
Image

Re: "Drivers" (please suggest title) - Project

Posted: Mon Sep 29, 2014 7:11 pm
by Clutch
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.

Re: "Drivers" (please suggest title) - Project

Posted: Tue Sep 30, 2014 12:12 am
by Clutch
Here we are. I tried to equalize all cars in chances to win a drag race, but also to make handling mixed and adequate to car type. Mini has FWD now, Chevy K10 - 4WD. I fixed some wheels positions, suspension movements and lights positions.

http://speedy.sh/jJeJd/cars.rar

Re: "Drivers" (please suggest title) - Project

Posted: Fri Oct 17, 2014 9:02 pm
by SOAP
Clutch wrote:Here we are. I tried to equalize all cars in chances to win a drag race, but also to make handling mixed and adequate to car type. Mini has FWD now, Chevy K10 - 4WD. I fixed some wheels positions, suspension movements and lights positions.

http://speedy.sh/jJeJd/cars.rar
Thanks! But I've modified handling and other car parameters in the code. Now cars are fast (and a bit faster than in Driver)

At now - I'm building the level editor, models with collisions are done now, made good optimizations on physics performance and memory usage, finally made strong networking support that needs more testing on PCs and even smartphones in future.

Also, started working on game design and the fictional city. I have finally chosen name for the game - "The Driver Syndicate", which I consider the best for concept.

I can't tell, when curved roads will be, I have a lot of ways of their realization, but don't know the best one.

Re: The Driver Syndicate - Project

Posted: Sat Oct 18, 2014 12:35 am
by Clutch
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.

Re: The Driver Syndicate - Project

Posted: Sat Oct 18, 2014 8:35 pm
by SOAP
Clutch wrote: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.
Thanks for report! It was a framerate limit, that makes game running 64 fps on notebooks and strangely not on PC

Re: The Driver Syndicate - Project

Posted: Mon Oct 20, 2014 1:42 pm
by Fireboyd78
So how's about making it open-source, yeah? Haha

This game has some serious potential. I can see it being a Steam Greenlight game :D

Re: The Driver Syndicate - Project

Posted: Tue Oct 21, 2014 4:35 am
by Vortis
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)

Re: The Driver Syndicate - Project

Posted: Tue Oct 21, 2014 4:43 am
by VAIMAHDO
SOAP wrote:
Thanks for report! It was a framerate limit, that makes game running 64 fps on notebooks and strangely not on PC
On each of my laptops the game exceeds the limit.

Re: The Driver Syndicate - Project

Posted: Tue Oct 21, 2014 8:43 pm
by Clutch
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.

Re: The Driver Syndicate - Project

Posted: Thu Oct 23, 2014 12:25 am
by Olanov
I think it should just stick true to Driver on the above.

Re: The Driver Syndicate - Project

Posted: Mon Nov 17, 2014 7:33 am
by SOAP
Some development progress screenshots

Image
Image
Image
Image

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

Re: The Driver Syndicate - Project

Posted: Mon Nov 17, 2014 8:56 am
by PostalDude
Absolutely amazing progress. (Y)

Re: The Driver Syndicate - Project

Posted: Mon Nov 17, 2014 9:54 am
by Clutch
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.
Image

- 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.

Re: The Driver Syndicate - Project

Posted: Mon Nov 17, 2014 9:56 am
by PostalDude
I have a bug where my mouse gets locked in place for some reason.

Re: The Driver Syndicate - Project

Posted: Mon Nov 17, 2014 11:27 am
by VAIMAHDO
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.

Re: The Driver Syndicate - Project

Posted: Mon Nov 17, 2014 1:59 pm
by SOAP
I'm sorry, there was "Sleep" issues so I did quick hex fix

http://www.mediafire.com/download/fb76f ... s_patch.7z

Re: The Driver Syndicate - Project

Posted: Mon Nov 17, 2014 8:01 pm
by Fireboyd78
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:

Re: The Driver Syndicate - Project

Posted: Mon Nov 17, 2014 10:32 pm
by Klancnik777
Awesome stuff!

great job Soap!

Re: The Driver Syndicate - Project

Posted: Tue Nov 18, 2014 1:51 am
by Clutch
PostalDude wrote:I have a bug where my mouse gets locked in place for some reason.
Me too.

Sometimes, when I choose random car, randomly the game crashes.

Re: The Driver Syndicate - Project

Posted: Tue Nov 18, 2014 10:19 am
by PostalDude
Me, Jan and Snoop tried out MP. It's completely fucked up. My car feels like it's driving itself half the time because of how wonky the sync is, and one time my car flew out of the map randomly, re-spawned upside down and i got an access violation.

Re: The Driver Syndicate - Project

Posted: Tue Nov 18, 2014 10:29 am
by WhiteSnoop
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

Re: The Driver Syndicate - Project

Posted: Tue Nov 18, 2014 10:46 am
by PostalDude
I sincerely hope the fact we played over the Internet and not a LAN connection is why it was so janky.

Re: The Driver Syndicate - Project

Posted: Tue Nov 18, 2014 2:30 pm
by SOAP
WhiteSnoop wrote: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
Try setting r_vsync 1 and relaunching, this should fix constant lagging (again, framerate issues causes this even found on LAN :( )