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
Sorry, and how to compile android app with your code?
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
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
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...
And how to add brakelights to handbrake?
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
My "little" pack of car screenshots
Why no brake lights when braking by handbrake? In real cars handbrake against lights.
Could you imagine such vehicles in Trigger Rally?
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...
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
Post edited by me engine sound
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
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...
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...
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...
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...
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...
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
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...
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...
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....
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.