Activity for Trigger Rally

  • Bob Bob created ticket #65

    Steam

  • Bob Bob created ticket #64

    Console controller

  • Bob Bob posted a comment on ticket #63

    The user would like to press h to see the game controls.

  • Bob Bob created ticket #63

    Help

  • Bob Bob created ticket #62

    Replay

  • Bob Bob created ticket #61

    Scoreboard

  • Bob Bob created ticket #60

    Urban

  • Bob Bob created ticket #59

    Visual aids

  • Bob Bob created ticket #58

    Persistency

  • Bob Bob created ticket #57

    Autorecover

  • Bob Bob created ticket #56

    Random

  • Bob Bob modified a comment on ticket #30

    The Banned map finish time was not saved (just now).

  • Bob Bob posted a comment on ticket #30

    The Banned race finish time was not saved (just now).

  • Bob Bob created ticket #55

    Race list view

  • Bob Bob created ticket #30

    Best times unsaved

  • Bob Bob posted a comment on ticket #28

    s/streatches/stretches/

  • Bob Bob created ticket #29

    Broken link

  • Bob Bob modified a comment on ticket #25

    The user would like to use the 0-9 number keys.

  • Bob Bob posted a comment on ticket #25

    The user would like to use the 0-9 keys.

  • Bob Bob posted a comment on ticket #28

    s/challanging/challenging/

  • Bob Bob created ticket #54

    Dashboard

  • Bob Bob posted a comment on ticket #28

    The user recommends a spellchecker run.

  • Bob Bob posted a comment on ticket #28

    s/snady dunes/sandy dunes/ s/kurvy/curvy/

  • Bob Bob created ticket #53

    Checkpoint

  • Bob Bob created ticket #52

    Next single race

  • Bob Bob created ticket #51

    Recover w/ helicopter

  • Bob Bob posted a comment on discussion Open Discussion

    The user would like to play the next single race, ie unplayed or >besttime-timelimit.

  • Bob Bob posted a comment on discussion Help

    The user would like to know when oversteer/pylinuxwheel logitech g920 will work with trigger-rally.

  • Bob Bob created ticket #28

    typo

  • Bob Bob posted a comment on discussion Open Discussion

    The user would like to see this on their android phone.

  • Bob Bob posted a comment on ticket #49

    The user would like to use the row number keys to change gears.

  • Bob Bob created ticket #50

    WASD

  • Bob Bob posted a comment on ticket #47

    The user is running 0.6.6.1.

  • Bob Bob posted a comment on ticket #3

    The user agrees like. The user suggests oversteer and pylinuxwheel.

  • Bob Bob created ticket #49

    Gear stick

  • Onsemeliot Onsemeliot posted a comment on ticket #47

    You should be able to get the newest version with this link: https://sourceforge.net/p/trigger-rally/code/HEAD/tree/

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    I have already add a lot of vehicles, make some physics modification, game stay mach more realistic. My friend Alexander work around addition of vegs and make some maps. A lot of cars made game stuck on start of race, but only first time

  • Bob Bob posted a comment on ticket #47

    https://www.debian.org/doc/devel-manuals#debmake-doc https://www.debian.org/doc/devel-manuals#maint-guide Where to download the development version?

  • Onsemeliot Onsemeliot posted a comment on ticket #48

    There are quite a lot of rather smooth tarmac road maps in the development version. I hope we will manage to create a new release with all new good stuff soon.

  • Onsemeliot Onsemeliot posted a comment on ticket #47

    If you check out the config file mentioned in the readme, you can use kmh instead of mph. Also, if you download the development version and compile it you could use several years of improvement and a lot of new maps. Unfortunately, so far I couldn't figure out how to create a new Debian package for a new release ...

  • Bob Bob created ticket #48

    Road

  • Bob Bob created ticket #47

    Metric

  • Eugene MC Eugene MC posted a comment on ticket #25

    I had try to make manual transmission patch for r1019 version. But when I compiling it is appear this error (my patch file is included): Trigger/main.cpp: In member function ‘bool MainApp::startGame(const string&)’: Trigger/main.cpp:593:52: error: ‘cfg_automatictransmission’ was not declared in this scope 593 | game->vehicle.front()->automatictransmission = cfg_automatictransmission; | ^~~~~~~~~~~~~~~~~~~~~~~~~ Trigger/main.cpp: In member function ‘virtual void MainApp::keyEvent(const SDL_KeyboardEvent&)’:...

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    I don't know, I try to do this now and it downloaded and work in my system. I can give you my gitlab link of all my changes https://gitlab.com/eugene.mc13/trigger-rally

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    Sorry, and how to compile android app with your code?

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    I have add some changes to the game as for me its much better for play with arrow to next checkpoint, when speed and rpm on left as in most cars, map on right, and handbrakes work as a speed down with brake lights like on this screenshot

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    Hi, as I understand you don't need to work around with file menu.h because its already compiled coerce code from menu.cpp so all corrections in menu.cpp after compilation will added to menu.h

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Some things you mention might have been replaced for legal reasons. We did clean-up Trigger Rally to only include stuff that is freely licensed, which wasn't the case back when those assets were used.

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    Yes, I do it for my self interest. And I work around web version of Trigger-Rally. What I found in old version of a game that this model of Evo has transparent front lights. I done it on this car. One more I found that some sounds was better, better speedometer and tachometer, but in new version I'll remove speedometer and so on to left and map to right. Crash sound was better in old game gearbox as for me too. Better was sound of gravel. And unknown for me this gearbox transmission rates. In real...

  • Eugene MC Eugene MC posted a comment on ticket #32

    And how to add brakelights to handbrake?

  • Ivan Ivan modified a comment on discussion Open Discussion

    Also, here're two videos featuring my GLES-powered port of Trigger Rally on an Android devices: SD860: https://www.youtube.com/watch?v=ger6-D2XC2I RP4 Pro: https://www.youtube.com/watch?v=Smw5c0vHRas On SD860 I've controlled the car using SDL2's joystick emulation via gyro, and it was kinda flunky. RP4 Pro has a proper joystick, so it was much more pleasant :)

  • Ivan Ivan posted a comment on discussion Open Discussion

    Also, here're two videos featuring my GLES-powered port of Trigger Rally on an Android devices: https://www.youtube.com/watch?v=ger6-D2XC2I https://www.youtube.com/watch?v=Smw5c0vHRas

  • Ivan Ivan posted a comment on discussion Open Discussion

    Sorry for the late reply, Ivan. Don't worry, I already know this project is relatively slow-paced :) Does this mean we lost the features you mentioned if we want to actually include your optimisations? If you want to do it ASAP, then yes. But I don't think it's at the stage you should consider it. From my POV it would make more sense to do a 0.6.7 release featuring everything that is accumulated up until now. After that you can bump development branch to 0.7.0 and work on integrating new renderer...

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Sorry for the late reply, Ivan. Does this mean we lost the features you mentioned if we want to actually include your optimisations? Would you be able and willing to incorporate the later features into your rewritten code?

  • Ivan Ivan posted a comment on discussion Open Discussion

    Just wanted to note that I've updated the code to r1007, adapting and rewriting some pieces in the process. I've decided to take a break at r1007 because options menu (r1008..r1012) and brake lights (r1014) will most likely have to be (almost) completely rewritten due to different rendering method. Other revisions (r1013, r1015-r1019) should be fairly straightforward to merge.

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    I am impressed how you managed to import all those cars even using the textures in perfect alignment. And it is a fun project. Unfortunately, we can't include them into the official game because they are – to my understanding – car models which are protected by copyright – this is at least valid for the brand names even if the 3d mashes them selves aren't. In case of the GAZ67 i would remove the non-transparent wind shield since you can see the inside the car anyway. But as already mentioned, it...

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    No any CPU problems with high poly models, they only slowly downloads first time you start race. But then all work fast and good. My notebook not so powerful, so I believe your PC and others could work good. Motorcycles are heavy to control, like you first time sit on bicycle

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    My "little" pack of car screenshots

  • Ivan Ivan posted a comment on discussion Open Discussion

    That depends on how you downloaded the code. If you did it via Git, I think it would be sufficient to run git submodule update --init in the source directory. If not, you can either install glm library from your distro's package manager (beware of old versions tho) or download it from Github as a zip archive and put all relevant files into glm directory of the source tree. Also note that the build defaults to OpenGL 3.x+, so if you want to build for OpenGL 2.1 / ES 2.0 you need to do extra steps....

  • Onsemeliot Onsemeliot modified a comment on discussion Open Discussion

    Hi Ivan, thank you for sharing your code. It is really a shame that I wasn't capable of creating a new release a while ago since most people wanting to contribute seem to start with the last stable release and forego the advanced development version. This leads to the situation that such exciting experiments usually miss the newest features and it doesn't seem to be an easy task to merge those attempts without losing relevant capabilities. At least I don't know enough to attempt something like this....

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Hi Ivan, thank you for sharing your code. It is really a shame that I wasn't capable of creating a new release a while ago since most people wanting to contribute seem to start with the last stable release and forego the advanced development version. This leads to the situation that such exciting experiments usually miss the newest features and it doesn't seem to be an easy task to merge those attempts without losing relevant capabilities. At least I don't know enough to attempt something like t...

  • Ivan Ivan modified a comment on discussion Open Discussion

    Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...

  • Ivan Ivan modified a comment on discussion Open Discussion

    Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...

  • Ivan Ivan modified a comment on discussion Open Discussion

    Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...

  • Ivan Ivan posted a comment on discussion Open Discussion

    Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    I finally decided to do a programming course for C++. As my final project as part of the exam I would like to create a map editor that can at least make setting and editing co-driver notes, checkpoints and sprites more convenient. I might be able to create the necessary code for doing this with a toolkit like Qt Creator or GTK Builder as a stand alone app but I think it would be better to include it (maybe as an optional extension) into the game. But to accomplish this I would need to understand...

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    I tried to download this sound several times over the last few weeks and in every case the file was corrupted/not playable. Is it possible that there was a problem uploading the file?

  • Eugene MC Eugene MC posted a comment on ticket #32

    Why no brake lights when braking by handbrake? In real cars handbrake against lights.

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Sorry for being kind of a downer. I appreciate your efforts. You seem to have a good handle on many things. I only fear we take away one of the core advantages of Trigger Rally if we incorporate such detailed vehicle models. They demand for sure much more from the hardware than the very low poly models we do have right now. I don't own a system with a dedicated graphics card (and in addition it is from around 2008. So the CPU doesn't have impressive graphics processing power either.) The other thing...

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    Could you imagine such vehicles in Trigger Rally?

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    The version number is only set when I make a new release out of the development code. Therefore, I am talking about the code available on sourceforge. To my knowledge GitHub has similar problems in the area of data protection and self determination than Sourceforge. I am more inclined to use something like Sourcehut or Savannah.

  • Janusz Opiła Janusz Opiła posted a comment on discussion Open Discussion

    Hi, we were talking about development version, 0.7. Unfortunately I cannot find the source code. Is it available? If hosting service is concerned, GitHub seems to be good choice. Best regards, J.

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Sorry for taking so long to reply. I was put off by Sourceforges alteration of the privacy conditions that I can only accept if I want to answer. And it is a 28 pages document without any hint on what they changed. I can only assume it is bad. So it might be sensible to finally move the whole project over to an other hosting service that doesn't force unreasonable conditions on its users. Your alterations sound great. How have things been going since you last posted? I am trying to figure out how...

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    I have changed in vehicle.cpp this formula from: float drivetorque = iengine.getOutputTorque() / type->driving_wheels_num; to: float drivetorque = iengine.getOutputTorque() / 6.283; because this setting made too overestimated the torque of the cars. The division on the number of drive wheels completely equalized the FWD/RWD and 4WD cars, although the clutch of all 4WD gives the advantage of overclocking and torque distributed on wheels (in real machines - it is 40/60 % front/rear). 6.283 its a "2...

  • Eugene MC Eugene MC modified a comment on discussion Open Discussion

    Post edited by me engine sound, this is sound of real dragster car, but it really good for real rally cars. First of all because this sound of 12000 rpm engine (if you are really want to use 12000 rpm in game), but I decrease max rpm of most cars, first of all Kit-Kars. Real stock cars can't spin with 12000 rpm most cars have maximum rpm = 4000...8000

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    Post edited by me engine sound

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Great, I am happy that you see a way forward. It would be great if you can manage to get the physics to behave well.

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    Oh, thanks, I found this patch: https://sourceforge.net/p/trigger-rally/patches/33/ It turns on render of car on hoot camera. Now think about how to fix mass center to make cars controllable

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    I fear I can't help with interpreting the code. But has the code changed so much that you can't figure out how you could get a hood cam in it? Maybe we should reach out to Andrei and ask him. I think he is still involved in other projects here on Source Forge. Did you already check out the readme file and the commit history for hints what his changes were?

  • Eugene MC Eugene MC modified a comment on discussion Open Discussion

    Yes! Camera position attached to mass center. I can solve this problem in old version by this parameters: ctrlparams drag="20.0, 20.0, 20.0" lift="0" fineffect="100" but they decrease car characteristics. Next problem is gearboxes. I'm really not understand how to simulate them? In real car gear box have such parameter: Main gear: 4.103 1 gear: 4.148 2 gear: 2.369 3 gear: 1.556 4 gear: 1.155 5 gear: 0.859 6 gear: 0.686 R gear: 3.394 As I understand in Trigger Rally 1 gear = R gear, OK. But next problem...

  • Eugene MC Eugene MC modified a comment on discussion Open Discussion

    Yes! Camera position attached to mass center. I can solve this problem in old version by this parameters: <ctrlparams drag="20.0, 20.0, 20.0" lift="0" fineffect="100"> but they decrease car characteristics. Next problem is gearboxes. I'm really not understand how to simulate them? In real car gear box have such parameter: Main gear: 4.103 1 gear: 4.148 2 gear: 2.369 3 gear: 1.556 4 gear: 1.155 5 gear: 0.859 6 gear: 0.686 R gear: 3.394 As I understand in Trigger Rally 1 gear = R gear, OK. But next...

  • Eugene MC Eugene MC modified a comment on discussion Open Discussion

    Yes! Camera position attached to mass center. I can solve this problem in old version by this parameters: <ctrlparams drag="20.0, 20.0, 20.0" lift="0" fineffect="100"> but they decrease car characteristics. Next problem is gearboxes. I'm really not understand how to simulate them? In real car gear box have such parameter: Main gear: 4.103 1 gear: 4.148 2 gear: 2.369 3 gear: 1.556 4 gear: 1.155 5 gear: 0.859 6 gear: 0.686 R gear: 3.394 As I understand in Trigger Rally 1 gear = R gear, OK. But next...

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    Yes! Camera position attached to mass center. I can solve this problem in old version by this parameters: <ctrlparams drag="20.0, 20.0, 20.0" lift="0" fineffect="100"> but they decrease car characteristics. Next problem is gearboxes. I'm really not understand how to simulate them? In real car gear box have such parameter: Main gear: 4.103 1 gear: 4.148 2 gear: 2.369 3 gear: 1.556 4 gear: 1.155 5 gear: 0.859 6 gear: 0.686 R gear: 3.394 As I understand in Trigger Rally 1 gear = R gear, OK. But next...

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    I'm sorry to read that. If I remember correctly, I think Andrei changed the camera positioning to overcome an other issue. I can vaguely remember it had something to do with the physics that depended on the camera positioning, probably because the mass centre of the vehicles is actually attached to the same point. But unfortunately I can't quite remember if that really was the problem. The discussion is for sure somewhere here in the board. Is it hard to just add an other camera as hood view again?...

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    I have installed newer code game, but i dislike that in game removed the hood camera view. That make useless my work around a camera position from cockpit. It would be better to move cameras from mass center a little more, as example hood camera need to move up and back on old code version, side camera need to move a little more to right, periscope camera move a lot to back to make it as helicopter camera on back of a car. I have found how to fix problems with mass center in old version and can use...

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    I imagine it something like this: move the center of the mass of cars to the center of the coordinates .obj what it looks like in Blender, and make the Position parameter only responsible for the positions of the view cameras

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Can you imagine adapting the code to separate the mass centre from the other functions using this value? It seems to me this would be the most sensible approach. Your English is totally understandable to me. (I am not a native speaker myself and what I write does probably sound strange at times.)

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Thank you so much for working on these optimisations. Originally we just made different versions of cars (with only different textures) because we didn't have other models available. Of course it would be more fun and interesting to actually have different cars that naturally would have different behaviour and attributes. We would only need to group them sensibly into our three categories. But I fear you are working with very old code. Didn't you pull our newest development version from the git instance...

  • Eugene MC Eugene MC modified a comment on discussion Open Discussion

    I found two options for solving the problem with rear-wheel drive cars, the first is to reduce the dampening of the rear wheels, then the car after tilting or turning slower the wheels with the surface and therefore the car does not throw in the opposite direction. But another solution could serve as a shift of the car gravity center to back wheels. But here the problem arises, the fact is that the parameter "position" in Trigger Rally is responsible not only for the displacement of the camera, but...

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    I found two options for solving the problem with rear-wheel drive cars, the first is to reduce the dampening of the rear wheels, then the car after tilting or turning slower the wheels with the surface and therefore the car does not throw in the opposite direction. But another solution could serve as a shift of the car gravity center to back wheels. But here the problem arises, the fact is that the parameter "position" in Trigger Rally is responsible not only for the displacement of the camera, but...

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    I corrected some cars that were available in the game, and I also noticed that they were reduced in the scale by about 1/3, which made very poor handling of car. By increasing the scale to 1:1 cars began to work more adequately, I was also able to achieve that rear-wheel drive cars begin to drive more adequately. Back drive I made Evolution because in reality, only this car can have a rear drive, not a small focus. I added some other old models to the model range and made them more adequate in characteristics....

  • Eugene MC Eugene MC posted a comment on discussion Open Discussion

    Thanks to the authors, I'm work around some cars and backward drive wheels. Game need some work about scale of maps and surrounding. I saw that cars are too small in a scale that why they controls too hard, They have unreal gearboxes i were correct this too.

  • Xandr Xandr posted a comment on discussion Open Discussion

    Thanks for information. Well, I guess that compile the game Is to complicate for me. So I prefer to wait... And lead my track to an acceptable compromise at last. Maybe, my friend can achieve some results in compiling. Unexpected he try to change speed-counter visualization but not success. I read few treads about possible new futures of T.R. Improving of foliage visualization on curved ground, add to tracks bridges and tunnels, graphic menu - all that great and very wishible to set game to new ...

  • Onsemeliot Onsemeliot modified a comment on discussion Open Discussion

    Sorry, it has been very long since we did make a new release. I had forgotten that there is a lot of stuff not yet included in the last released version. If you want to work with the new features (like vegetation with rigidity) I fear it is necessary to compile the game from the source for the development version you can find in our git repository. There is also a BUILDING.txt file you can follow to do so. Or you wait for the new release. But I am uncertain when this will actually happen. It might...

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Sorry, it has been very long since we did make a new release. I had forgotten that there is a lot of stuff not yet included in the last released version. If you want to work with the new features (like vegetation with rigidity) I fear it is necessary to compile the game from the source for the development version you can find in our git repository. There is also a BUILDING.txt file you can follow to do so.

  • Xandr Xandr posted a comment on discussion Open Discussion

    Thanks, Onsemeliot. I had to make images of foliage square as you say, and now they displayed correctly. But. I couldn't find rigidity.xml file! To no mistake I ask my friend (who working with improving handling of vehicles in T.R.) to help find this file on his computer, and he didn't find rigidity.xml too. We both use Linux (Debian), so operate with zip-archive 'data.zip'. But inside It and in any other place on game folders there Is no rigidity.xml . Trigger Rally was installed with aptitude....

  • Onsemeliot Onsemeliot posted a comment on discussion Open Discussion

    Hi Xandr, unfortunately the game engine can only handle square foliage images. So, if you want to keep the proportions of the original image you need to add a transparent area on both sides until you have a square image file. We have defined a rigidity.xml map in the data folder that defines for each sprite how solid it is. A value of 1 means that it is impenetrable. We do use that for trees. Grass and bushes do have lower values. We need to define each vegetation and street sign sprite in this XML...

  • Xandr Xandr modified a comment on discussion Open Discussion

    ...Hi everybody! I have o couple questions about images of foliage in the game. Firstly I notice, that some trees from .png files have displayed horizontally stretched. I ques, it's happened in cases, when height of image is much greater then width. How It's with it? ... I had trimmed some transparent areas in images with a tall trees to get minimum total "weight" of my track. And then I saw scratching. Maybe this problem was discussed yet, but, sorry, I can't find that thread since I visit forum...

  • Xandr Xandr posted a comment on discussion Open Discussion

    ...Hi everybody! I have o couple questions about images of foliage in the game. Firstly I notice, that some trees from .png files have displayed horizontally stretched. I ques, it's happened in cases, when height of image is much greater then width. How It's with it? ... I had trimmed some transparent areas in images with a tall trees to get minimum total "weight" of my track. And then I saw scratching. Maybe this problem was discussed yet, but, sorry, I can't find that thread since I visit forum...

  • Xandr Xandr modified a comment on discussion Open Discussion

    Halo, Onsemeliot! Glad to hear you. Yes, I trying place foliage mostly around track. I know, that it is a "canonical" trick to make graphics less heavy. And I already decrease vegetation areas several times.) Now I "plant" trees along the routes "manually" in level-file, using <roadsign> tag coas gray8 gradation in f.png is to less for make different plants areas without sudden 'stranges' who grew up where they were not planted. And if to make winter variation of same track using foliage map, vegetation...

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