I am very happy that we managed to get quite a lot of things done since version 0.6.6.1. And more things to come thanks to our most recent big time contributor Martin Scherer. I don't want to withhold those advances to the community of players for long. My aim is to make the new Trigger Rally release in time for the next stable release of Debian. Which I suspect will be around the third quarter of 2021.
Therefore, I propose to change the version number to 0.7 for our next release and to do this release in the next few months. At latest by June. If we manage to finish the damage model and the in-game menus we surely have progressed enough to make that step. What do you think? (I assume we will be able to fine-tune our car models and behaviour by then also.)
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Perfect!
BTW: how about adding new color code to terrain map, with action to disturb direction of the ride in some way? I mean this rather simple hack would allow for adding collisions and crashes.
Another simple (?) addition concerns level map. Currently there is option to add bitmaps as road signs. It takes one point, azimuth and scale. I managed to utilize it for adding fences, but this is rather tricky.
Is it possible to add option for bitmaps positioned on the map using TWO points sticking to the ground? In connection with this collision hack mentioned above this would allow for adding fences, racetrack barriers or so.
Thanks a lot for your work,
can't wait for version "7",
greetings,
Janusz
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this rather simple hack would allow for adding collisions and crashes.
Unless you are talking about something I don't yet understand: the development version already has collisions.
It is not trivial to add code for fences since if you use more than one point of origin you run in the problem that those points are usually at different heights and you normally want all bitmap points to start not higher than the lowest point on the map area they cover. Even if we write code that takes the lowest point as the reference for calculating the base point it could easily bring the problem that the fence just gets "swallowed" by the ground. I already illustrated the basic problem with this idea in an older post.
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hello everyone, I have some stuff to tell you but I didn't want to create a new Topic for so little. I discovered the game by chance it a few days, I play it under windows and it was a good surprise and I appreciate it very much, for the moment I went through the first two events, overall it's rather convincing but I find that the cars turn a little fast especially on some surfaces like bitumen, which tends to turn the car and that passing a certain speed the direction becomes too sensitive , which is why I set the dead zone of the joystick to 0.48.
But it's really good work, and I guess it will be improved, Trigger Rally reminds me of the first V-Rally games due to its arcade side and its shimmering colorimetry, I managed to activate the 360 xbox controller by combining the keys as best as possible I will put below a summary and the procedure to follow in case it could help some of you.
But at the moment I have two three ideas to propose, like putting stop lights on vehicles and headlights. I understand that soon there will be vehicle deformation as well as a Ghost mode and the ability to activate vibration, and I'm in a hurry to be able to test that. Thank you and good luck.
nice to hear, that collisions already are implemented.
For me fence sunken a bit is not a problem. Whole "fence" (or something similar) may be stacked from many shorter elements. Until terrain is not too sloppy, this should not cause many visual problems. On the other side, if someone wanted mount long fence from shorter sections an important problem arises if one has to define them using one point and azimuth. It is just very hard to stick all sections seamless together. Having two points configuration this gets easy, and additionally allows for bended fences or barriers.
I successfully implemented fences on sloppy terrain in my Bahrain track version 2020, enjoy!
You obviously put a lot of work into the event. And it shows. I only wished that the road would be less bumpy. I suspect it would help to use a higher resolution height map image and then go for more blurfilter values. (Unfortunately, this would also require you to adapt the coordinates.)
I wasn't even aware that it is possible to use a much higher resolution colour map with a lower resolution height map. Thank you for making that clear to me! I will certainly find good use for this in the maps where I actually wanted to have roads with markings on it.
Don't you want to include co-driver commands instead of so many check points? They look especially odd because they are so big due to the low resolution height map.
We would need a rather different way to deal with sprites requiring two anchor points since then the distance of the points would practically decide the scaling. And this wouldn't be easy to do in a uniform way if you have a curved road it is meant to go along. And an other requirement would be that it should be rigid not only in the middle but over the whole surface of the sprite in order to actually be a solid obstacle you can't just drive through.
Last edit: Onsemeliot 2021-02-02
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I am very happy that we managed to get quite a lot of things done since version 0.6.6.1. And more things to come thanks to our most recent big time contributor Martin Scherer. I don't want to withhold those advances to the community of players for long. My aim is to make the new Trigger Rally release in time for the next stable release of Debian. Which I suspect will be around the third quarter of 2021.
Therefore, I propose to change the version number to 0.7 for our next release and to do this release in the next few months. At latest by June. If we manage to finish the damage model and the in-game menus we surely have progressed enough to make that step. What do you think? (I assume we will be able to fine-tune our car models and behaviour by then also.)
Perfect!
BTW: how about adding new color code to terrain map, with action to disturb direction of the ride in some way? I mean this rather simple hack would allow for adding collisions and crashes.
Another simple (?) addition concerns level map. Currently there is option to add bitmaps as road signs. It takes one point, azimuth and scale. I managed to utilize it for adding fences, but this is rather tricky.
Is it possible to add option for bitmaps positioned on the map using TWO points sticking to the ground? In connection with this collision hack mentioned above this would allow for adding fences, racetrack barriers or so.
Thanks a lot for your work,
can't wait for version "7",
greetings,
Janusz
Hi Janusz,
Unless you are talking about something I don't yet understand: the development version already has collisions.
It is not trivial to add code for fences since if you use more than one point of origin you run in the problem that those points are usually at different heights and you normally want all bitmap points to start not higher than the lowest point on the map area they cover. Even if we write code that takes the lowest point as the reference for calculating the base point it could easily bring the problem that the fence just gets "swallowed" by the ground. I already illustrated the basic problem with this idea in an older post.
hello everyone, I have some stuff to tell you but I didn't want to create a new Topic for so little. I discovered the game by chance it a few days, I play it under windows and it was a good surprise and I appreciate it very much, for the moment I went through the first two events, overall it's rather convincing but I find that the cars turn a little fast especially on some surfaces like bitumen, which tends to turn the car and that passing a certain speed the direction becomes too sensitive , which is why I set the dead zone of the joystick to 0.48.
But it's really good work, and I guess it will be improved, Trigger Rally reminds me of the first V-Rally games due to its arcade side and its shimmering colorimetry, I managed to activate the 360 xbox controller by combining the keys as best as possible I will put below a summary and the procedure to follow in case it could help some of you.
But at the moment I have two three ideas to propose, like putting stop lights on vehicles and headlights. I understand that soon there will be vehicle deformation as well as a Ghost mode and the ability to activate vibration, and I'm in a hurry to be able to test that. Thank you and good luck.
Exemple for Joystik configuration:
!-- Typical joypad configuration --
<joystick enable="yes">
<button action="forward" index="0">
</button><button action="back" index="1">
<axis action="right" index="0" direction="+" deadzone="0.48" maxrange="1.00">
<axis action="left" index="0" direction="-" deadzone="0.48" maxrange="1.00">
</axis></axis></button><button action="handbrake" index="2">
</button><button action="recoveratcheckpoint" index="9">
</button><button action="next" index="0">
</button><button action="cammode" index="3">
</button><button action="recover" index="6">
</button><button action="pauserace" index="7">
Last edit: NeoRetroGaming 2021-02-01
nice to hear, that collisions already are implemented.
For me fence sunken a bit is not a problem. Whole "fence" (or something similar) may be stacked from many shorter elements. Until terrain is not too sloppy, this should not cause many visual problems. On the other side, if someone wanted mount long fence from shorter sections an important problem arises if one has to define them using one point and azimuth. It is just very hard to stick all sections seamless together. Having two points configuration this gets easy, and additionally allows for bended fences or barriers.
I successfully implemented fences on sloppy terrain in my Bahrain track version 2020, enjoy!
BR,
Janusz
You obviously put a lot of work into the event. And it shows. I only wished that the road would be less bumpy. I suspect it would help to use a higher resolution height map image and then go for more blurfilter values. (Unfortunately, this would also require you to adapt the coordinates.)
I wasn't even aware that it is possible to use a much higher resolution colour map with a lower resolution height map. Thank you for making that clear to me! I will certainly find good use for this in the maps where I actually wanted to have roads with markings on it.
Don't you want to include co-driver commands instead of so many check points? They look especially odd because they are so big due to the low resolution height map.
We would need a rather different way to deal with sprites requiring two anchor points since then the distance of the points would practically decide the scaling. And this wouldn't be easy to do in a uniform way if you have a curved road it is meant to go along. And an other requirement would be that it should be rigid not only in the middle but over the whole surface of the sprite in order to actually be a solid obstacle you can't just drive through.
Last edit: Onsemeliot 2021-02-02