- Sat Aug 09, 2014 4:22 pm
#55343
Woah, this game looks amazing so far and I can't wait to get my nostalgia-greedy hands on the final version. Keep it up!
⠀
Moderator: SOAP
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.Great!! Can't wait
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...
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.
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 outSorry, i've forgot to tell - you can switch between spawned cars by pressing 1-9 keys.
Also, why not use the original wheel model? I personally think it looks better The new one is a bit strange to me. Or supply us with both versions
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.However, it's indy-unfinished-project for now. But thanks for it, man!
Keep up the good work. You make me confident, that it isn't just a stupid game made in game maker.
Clutch wrote: List of my suggestions: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...
- when the car is moving slowly backwards and you press up arrow, it brakes slowly instead of starting going forward.
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
DaRkProDucTioNs00 wrote:<Video cut>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.
Definitely worth your time programming this, having a blast breaking it's physics laws.
Suggested title? How about:
"Driver Dual-mix"
"Driver
Classics mix"
"Driver
The fan combined edition"
"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."
car wrote:Thanks! Everything works now. It crashes though (log below).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/
Title suggestion:
Drivers Paradise
Drivers: Everyone's a Wheelman
Landboat driver
Cruise ship driver
American shitbox driver
Movie car chase simulator
Can't wait for the final game!
And heres the log:
<log cut>
CarLuver69 wrote:How about The Driver Syndicate?I think it's great! I'll keep it
https://youtu.be/_2yMdyltjIw Lucas in Nice takes […]