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amilmand

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#241   2018-03-10 17:00          
Right sure you could do this add a slot to the wheel and make a "blurred" part somehow and just add it on top of the base part.
Though making a blurred looking wheel with models and transparent textures could prove quite challenging.
A general solution is not yet feasible I dont think

Franco

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#242   2018-03-10 17:37          
making a separate model wouldnt be an issue, can be easily made, so when achieved certain speed, the Wheel 3d model will change to the blurred one.

gorgoil

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#243   2018-03-12 18:53          
Hi Amilmand, I've been trying to figure if there's any way to make the player car follow a spline, but till now nothing worked. Hope you know any way to make it! Thanks in advance. And about that crash I was having when the car hits hard on anything, it's not happening now with the last update you released

svander

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#244   2018-03-12 20:28          
# gorgoil : Hi Amilmand, I've been trying to figure if there's any way to make the player car follow a spline, but till now nothing worked. Hope you know any way to make it! Thanks in advance. And about that crash I was having when the car hits hard on anything, it's not happening now with the last update you released
Should check valo city files as when you press S the car follows a spline in streets and sets a speed limit

gorgoil

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#245   2018-03-12 23:29          
# svander : Should check valo city files as when you press S the car follows a spline in streets and sets a speed limit

that's because of TRC files which sets the routes and speed limit on those parts by what Amilmand said before, and if it was that easy I'd probably figured out(I think) xD

amilmand

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#246   2018-03-12 23:47          
I posted the way to define splines not long ago LINK
You can make a bot follow a spline by the suitably named
public void followSplineTrack( float width, String splineFile, int oppCarId )
function of the Bot class check out the bot.java from an original java pack (LINK) for other useful functions of this construct like the
public void createCar( GameRef map )
and there usage either from the ROCTrack.java or if you have it the TournamentTrack.java of the SlrrExhaustive pack.

You can make the camera follow a bot car (TournamentTrack.java demo mode)
If you are after a way to modify the path on the fly with player input the only way for now is to decode the trc file

gorgoil

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#247   2018-03-13 01:56          
I've checked that post of you about splines but there's wasn't saying it was possible to make player car follow a spline, so I didn't checked it carefully, because make a bot follow a spline that's easy but now the player car I've been trying hard to make it work but the only thing I've got was crashes xD

Added 3 minutes later:

But if you think there's no way to make player car follow a spline via java like bots on ROC then I think I will forget my idea

amilmand

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#248   2018-03-13 03:21          
You can but you would have to give the control of the players car away to a bot (only one controller can have control over a given car either player input or the bot) with a script like
Bot raceBot = new Bot( 0, 1, 1, 2.0, 2.0, 1.0);
player.controller.command( "leave " + player.car.id() );
raceBot.car = player.car;
raceBot.enterCar(raceBot.car);
raceBot.brain.command( "AI_BeginRace 1.0" );
raceBot.followSplineTrack( SplineWidth, "maps\\RaceSpl\\temp_spl_"+bot_i+".spl", 0 );
you would probably have to reset the camera aswell
You could perhaps monitor player input in a track's handleevent or similar method and give back control to the player upon keypress
raceBot.leaveCar(0);//traffic id should be 0
player.controller.command( "controllable " + player.car.id() );

gorgoil

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#249   2018-03-13 14:31          
# amilmand : You can but you would have to give the control of the players car away to a bot (only one controller can have control over a given car either player input or the bot) with a script like
Bot raceBot = new Bot( 0, 1, 1, 2.0, 2.0, 1.0);
player.controller.command( "leave " + player.car.id() );
raceBot.car = player.car;
raceBot.enterCar(raceBot.car);
raceBot.brain.command( "AI_BeginRace 1.0" );
raceBot.followSplineTrack( SplineWidth, "maps\\RaceSpl\\temp_spl_"+bot_i+".spl", 0 );
you would probably have to reset the camera aswell
You could perhaps monitor player input in a track's handleevent or similar method and give back control to the player upon keypress
raceBot.leaveCar(0);//traffic id should be 0
player.controller.command( "controllable " + player.car.id() );
it gives me this error:

!Mighty ERROR

amilmand

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#250   2018-03-13 15:48          
which line?
but it does work though doesn't it?

gorgoil

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#251   2018-03-13 16:40          
doesn't says any line, just that, and it doesn't work

amilmand

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#252   2018-03-17 03:56          
gorgoil:
doesn't says any line
believe it or not I myself saw that too...

The raceBot.enterCar(raceBot.car); is the line producing the Mighty Error because the Bot.world variable is null.
we need to set that to the map of the track you are putting this script into like:
Bot raceBot = new Bot( 0, 1, 1, 2.0, 2.0, 1.0);
player.controller.command( "leave " + player.car.id() );
raceBot.car = player.car;
raceBot.world = map;
raceBot.enterCar(raceBot.car);
raceBot.brain.command( "AI_BeginRace 1.0" );
raceBot.followSplineTrack( SplineWidth, "maps\\RaceSpl\\temp_spl_"+bot_i+".spl", 0 );

Though if it didnt work for you before it wont now either I just got the mighty error(I just didnt check the error.log) and the car behaved as intended.

I also solved the last crash point(last at my end at least) in SlrrExhaustive, the one caused by the followSplineTrack, it was actually just the game opening the given spl file with no read-sharing and failing to close the file before the next iteration tried to open the same file again for another bot to follow, now in the Tournaments the bots copy the given spl for themselves with a unique name and reference that, this seems to work.
I updated the patch link.
(SlrrExhaustive Patch Link)

adnan54

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#253   2018-03-17 23:40          
Just a random question: Is it possible to turn the small map/gps navigator into a circle instead of a rectangle?

Something wrong is not right.

amilmand

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#254   2018-03-18 03:43          
No
(the game defines the navigator as a viewport which is rectangular and then tiles the map texture on a very big plane so no not directly)

You can approximate the circle with some (3 in this case) rectangles though of course the error of the approximation induces a wider than "current trends would deem pretty" border.

However this border could be used to show rpm, turbo and other info like in I dont remember which NFS that would make it pretty.

I created 3 navigators ensuring the correct ratios and relative positions (0.7071 is(~) sin(45°) 0.4871 is(~) -sin(22.5°) 0.8733 is(~) -cos(22.5°)) in the track like:
nav =  new Navigator( -23.482, -24.45, 5.828, maps.city.smallmap:0x00000001r,
	maps.city.smallmap:0x00000002r, maps.city.smallmap:0x00000005r, 8, 8, 8 );
nav2 = new Navigator( -23.482, -24.45, 5.828, maps.city.smallmap:0x00000001r,
	maps.city.smallmap:0x00000002r, maps.city.smallmap:0x00000005r, 8, 8, 8  );
nav3 = new Navigator( -23.482, -24.45, 5.828, maps.city.smallmap:0x00000001r,
	maps.city.smallmap:0x00000002r, maps.city.smallmap:0x00000005r, 8, 8, 8  );
float aspectX = 0.09;
float aspectY = 0.16;
float scale = 1.78;
float initialX = 0.44;
float initialY = 2.66;
nav.changeSize(  aspectX*scale*(initialX), aspectY*scale*(initialY),
	aspectX*scale*(0.7071), aspectY*scale*(0.7071) );
nav2.changeSize( aspectX*scale*(initialX+(0.7071-0.4871)/2.0), aspectY*scale*(initialY-(0.8733-0.7071)/2.0),
	aspectX*scale*(0.4871), aspectY*scale*(0.8733) );
nav3.changeSize( aspectX*scale*(initialX-(0.8733-0.7071)/2.0), aspectY*scale*(initialY+(0.7071-0.4871)/2.0),
	aspectX*scale*(0.8733), aspectY*scale*(0.4871) );

The zoom is viewport-height dependent so the animate block also needed updating:
nav.updateNavigator( player.car );
nav2.updateNavigator( player.car );
nav3.updateNavigator( player.car );
nav.cam.setMatrix( new Vector3(CamPos.x/100, GPS_Min_Zoom + Speed, CamPos.z/100),  new Ypr(Rot, -1.57, 0.0) );
nav2.cam.setMatrix( new Vector3(CamPos.x/100, (GPS_Min_Zoom + Speed)*1.236, CamPos.z/100),  new Ypr(Rot, -1.57, 0.0) );
nav3.cam.setMatrix( new Vector3(CamPos.x/100, (GPS_Min_Zoom + Speed)*0.69, CamPos.z/100),  new Ypr(Rot, -1.57, 0.0) );

Thats basically it.
(I also replaced the GPS frame with a circle with the correct size for 16:9)

adnan54

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#255   2018-03-18 05:29          
Pretty interesting! I never thought in create a circle using 3 squares/rectangles (at least not in scripting). Thanks for sharing
Something wrong is not right.

svander

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#256   2018-03-18 11:30          
Can the GPS be deactivated? I noticed that with your files it stays ON even when you press F9 to take a Pic

amilmand

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#257   2018-03-18 12:04          
If you are referring to SlrrExhaustive its TAB
(if you are using reshade use the printscreen button(by default) it will only capture the stuff under the UI)

svander

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#258   2018-03-18 12:25          
Good to see you're online now. Im having a strange error. Yday everything was working just fine. Today I cant buy a new FULL car from catalog because it crashes with this:


Also, 1.8.4 isnt working over BBs mod. Im using BB mod plus the reshade SLRR Exhaustive from your "Pack all versions" file.

EDIT: Okay, just reinstalled the game and it keeps crashing o.o cant really see wtf is happening

This post was edited by svander (2018-03-18 12:53, 154 days ago)

amilmand

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#259   2018-03-18 12:54          
The SlrrExhaustive patches (LINK) are for the SlrrExhaustive pack only
Use only the patch from SlrrExhaustive Bits and BB's modified track script LINK if you want those features aswell.

But alright feedback received this is complicated I will include a readme in the patchlink and the SlrrExhaustive Bit downloads

svander

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#260   2018-03-18 12:57          
I had the game working, that's the funny thing xD

amilmand

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#261   2018-03-18 13:00          
Lucky, you should try the lottery ;)

svander

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#262   2018-03-18 13:02          
You're misunderstanding me, I used your bits, didnt install your full game over bb's, dude, been modding the game since 2009, I'm not that dumb. I'm having a random crash and I just managed to fix it. Not related to you or his game, just random SLRR non sense. Im sorry for all the crap here. Might just leave.

amilmand

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#263   2018-03-18 13:21          
You wrote
1.8.4 isnt working over BBs mod
How did that come then? Only the patch that should not be installed over any other mod (other than SlrrExhaustive) has versioning. and the current version is that 1.84
:/

svander

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#264   2018-03-18 13:26          
# amilmand : You wrote
1.8.4 isnt working over BBs mod
How did that come then? Only the patch that should not be installed over any other mod (other than SlrrExhaustive) has versioning. and the current version is that 1.84
:/
That's because I couldnt get anything to work, searched for the last file you uploaded just to try and it didnt work either, and as the link you posted for this 1.8.4 seemed a small mb file I thought it was for BITS and not for the full version, the game did start but crashed in the same place when buying a car. Just, nvm, for some reason a running gear file got corrupted and caused everything.

amilmand

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#265   2018-03-18 13:31          
I see
Glad you got it working in the end :)

Orange2000

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#266   2018-03-27 10:47          
Hello Amilmand!

Very enjoing your version SLRR. So much car!
But want to change one little thing. Is it possible to generate used cars more unequipped? For ex without tears.

Try to change vmd.minTear in VT files of different cars, but nothing changes. All used cars is fully equipped...
Thank you!

This post was edited by Orange2000 (2018-03-27 13:57, 145 days ago)

amilmand

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#267   2018-03-27 14:39          
Hi Orange2000

You would need to edit the Chassis.java
Here is a version that will make the cars miss only non-engine parts:
LINK
And one that can spawn cars with engine parts missing (this can cause a challenge because it is possible that the car will be missing some crucial part of the engine (and only some parts not the whole engine) that you will have to rack down in the catalogue (or just sell the engine)):
LINK

I edited the loop starting at line 697 I added this code to line 785 before the addPart call:
if(random() > desc.tear && parts_list != parts_list_E)
   continue;

I also edited the CarMarket.java to make sure the tear of every stock car is 1.0 so they wont be missing parts even if the VT definition is erroneous.
At line 100:
if(cars[i] != null && vt == VehicleType.VS_STOCK)
{
    cars[i].tear = 1.0;
}

Alexkiller3

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#268   2018-03-27 15:41          
Hello amilmand
When I use the reshade the game from 100 fps goes to 10 fps.What can I do?
Use your imagination to build the perfect car

amilmand

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#269   2018-03-27 16:02          
The most demanding setting currently is the DynamicReflection_DownsampleFactor in the ReflectionSettings section of the reshade config menu (shift+F10) you want that to be 1.0
The second would be the iMXAOSampleCountin in the MXAO section if the above does not work try lowering this aswell (to change this you would need to edit the ReshadeConfig.ini or switch reshade to configuration mode in the config menu)
The third is the AmbientLight try disabling it completely (checkbox next to the AmbientLight.fx text)

Orange2000

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#270   2018-03-27 17:33          
amilmand,
thank you for quick answer.
I copied 2nd version of chassis file. Now i have cool results with no engines or doors, bampers...But wheels (rims - tears) always equipped on all used cars.

Help needed. I cant to resolve this issue by myself.

This post was edited by Orange2000 (2018-03-27 17:53, 145 days ago)

amilmand

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#271   2018-03-27 19:08          
That would require much more coding:
The running gear must always be installed because the game cant handle if they are missing in the incorrect order (if there is a brake but no suspesion forexample) you wont be able to install new ones (I didn't bother to fix this as it would need much more work than the potential reward).

Lets make a bargain I will go as far as wheels, missing wheels will visually give you the beaten-up aesthetic but will still keep the game together.
I updated the files under the links from above with the code that can generate cars with missing wheels.
only non-engine parts (and wheels):
LINK
with engine parts (and wheels) missing:
LINK

I modified the Chassis.java at line 854 if you want to test what happens if there are more type of parts missing.

Orange2000

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#272   2018-03-27 19:23          
Cool! Now i have what I want!
Any plans to add new cars?)))

amilmand

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#273   2018-03-27 19:50          
Sry not really possible would need to reimagine how the cars are handled, the catalogue takes advantage of the fact that each car is defined in a separate rpk (tests the dynamic typeID-s external part to show you the relevant parts in the body tab) so merging racer rpks is not really an option I would need to make even more lookups now deciding what the original rpk layout was honestly I had enough Slrr-modding for my lifetime I'm cool with patching and theorising but overhauling the game even more hmm probably not soon
Anyway I would think 220 car types is plenty enough :)

(to put this into perspective we have 220 chassis types (not taking into account the customisability of individual cars(bumper types, skirts..)) we have 2084 types of rims, 248 prebuilt engines, 203 types of mufflers (If a car will have no wing and all four rims are the same and we only count the prebuilt engines) this means 220*2048*248*203 = 22682992640 possible cars to make if you only take a one second look at each one you will be looking at different cars for more than 719 years nonstop)

(On the need of rpk merging:(last few paragraphs) LINK)

amilmand

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#274   2018-03-28 04:19          
I merged the idea of Orange2000 to the SlrrExhaustive patch (LINK) (the "non-engine parts and wheels can be missing" version)

I got around and added two more variables to the SlrrExhaustive Bits download (these modifications are also added to the patchlink above)
AutoShiftDeadTimeShiftingUp
  -The length of the dead-time when shifting up
AutoShiftDeadTimeShiftingDown
  -The length of the dead-time when shifting down

adnan54

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#275   2018-03-29 18:57          
I'd like to suggest a thing for SlrrExhaustive:
Set the front and rear wheels max steering angle in the chassis tuning menu, it is a bit useless but would be funny to have such thing
Something wrong is not right.

ALAN

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#276   2018-03-29 19:08          
That's a great idea

amilmand

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#277   2018-03-30 03:36          
This was surprisingly easy to do there is a variable in the WheelRef at a small enough offset that actually scales well (if you set it to negative it will invert the steering) this offset is wheelref.ptr+0xc8 and it is a float, I used the RawEdit.setF function to write to it.
(I'm on my laptop so the video is quite choppy but it serves its purpose as a demo)



I've added this to the SlrrExhaustive patch link

adnan54

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#278   2018-03-30 06:56          
Nice :D

Also, i think i'm having problems with the function/method GetCurrentTurboValue(), it always returns me a weird/non sense values.. is it right?
Something wrong is not right.

amilmand

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#279   2018-03-30 07:07          
What do you classify as nonsense?
I know that for example the turbo on the stock Duhen returns from the exceptional cases either 999999 or -999999.
But other than that it should be some proper value.
I must point out though that the function relies on a valid DynoData named dynodata in the Chassis class but that can be easily hmm saved out to a member variable in the updatevariables() function. It creates it after the engine.updatevariables(); call.

Added 14 minutes later:

Yep verified it does work with the Chassis.java of the current SlrrExhaustive which defines this dynodata variable.
More insight though is that the default GUI scales from 0 to 1 if the turbo value is larger than 1 it still shows max if its smaller than 0 it shows no turbo activity.

This post was edited by amilmand (2018-03-30 07:22, 142 days ago)

adnan54

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#280   2018-03-30 07:46          
I thought it returns a value proportional to the P_turbo_waste(which higher the pressure, higher the value that it returns(something similar to the IndexedData_NOSLevel)), but which lower the P_turbo_waste, higer the value (and if the P_turbo_waste is lower than 1.0, it returns a negative value).

I dont know if i'm doing something wrong or if there is something wrong with my game (or even if i misunderstood how does it works)
Something wrong is not right.