Jean-Philippe | 1 Aug 2011 15:37
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Re: nsx fenders

HI, WEC.

> i tinkered a bit with the fenders of the nsx and elongated the bonnet a bit.
> is it an useful improvement for you?

Looks really better like this !

But if we want to include it in 2.0, we'll have to (IIUC) :
- rework all the car skins (and shadow ?),
- check if this does not imply changes to the car specs
   (longer wheel base, mass repartition, ...)
   and so, to the baseline and robots setups ...

Are we able / do we want all of this (open discussion, as always) ?

Cheers,

Jean-Philippe.

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Haruna Say | 1 Aug 2011 15:44
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Re: nsx fenders

Hey dudes,

On Mon, Aug 1, 2011 at 9:37 AM, Jean-Philippe <jpmeuret-GANU6spQydw@public.gmane.org> wrote:
HI, WEC.
Looks really better like this !

But if we want to include it in 2.0, we'll have to (IIUC) :
- rework all the car skins (and shadow ?),
- check if this does not imply changes to the car specs
  (longer wheel base, mass repartition, ...)
  and so, to the baseline and robots setups ...  
 
Not needed bro. All it looks like he's done is smoothed out the model, which should only imply some small tweaking to the painting template and textures. At least that's how it was like for his rework of the Archer and the GT1 Cavallo.
 
Cheers,
Haruna.
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Raph_S | 2 Aug 2011 08:55
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Re: nsx fenders

Hi SD-Team,

Thanks for the feedback,
maybe i should have clarified what changes are needed on the texture
for a propper evaluation: 
- the roof is about 30 pixels shorter, and the bonnet
  is around the same size longer
- the rearview mirror are moved to match the moving of 
  the A-col (also about 30 px)
- windshield has a different curvature
- as Haruna said, no changes on car setup (Wheelbase, wings etc)

> hey, why not join the dev team?

i think as an art contributor this doesn't make much difference
because at this stage imho any contribution needs to be proposed
for inclusion and decided on by the lead artists, 
ideally on a forum (i like the way it is done on the 
wesnoth forums, where things that are not wanted for the main game
are moved to an holder area for usermade content)

On that note i would wish that you could sort out the issue with the 
forums, which doesn't allow posting and is (apparently) overrun by 
spambots as well.
Since by the looks of it nobody has time to maintain it, why not 
letting it host by someone like freegamedev, where at least some
functionality is guarantied and spam is removed.
(the sourceforge-forum has just too little funtionality, imho)

Also on twitter you write, that you still need help in the 
art department for 2.0 beta. What is still needed ?

regards

W-E-C
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Rod McCall | 4 Aug 2011 14:14

Location Information

Dear Speed Dreams people,

I am currently exploring using Speed Dreams as the basis of a
simulator, and as part of this need to be able to get current location
information from the game instance and send it to an external device
e.g. a tablet PC. As I am new to Speed Dreams I am currently messing
around with the code, almost blindly  but would appreciate information
on where I could find the relevant part of the source code or
variables? If anyone knows where I should look please let me know.

Thanks in advance for any help.

Kind regards,

rod

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Jean-Philippe | 4 Aug 2011 14:49
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Re: Location Information

Welcome, Rod.

> I am currently exploring using Speed Dreams as the basis of a
> simulator, and as part of this need to be able to get current location
> information from the game instance and send it to an external device
> e.g. a tablet PC. As I am new to Speed Dreams I am currently messing
> around with the code, almost blindly  but would appreciate information
> on where I could find the relevant part of the source code or
> variables? If anyone knows where I should look please let me know.

Not sure about what you mean by "location" ...

If it is the position (coordinates) of a car on the track,
you can explore the C structures in src/interfaces/raceman.h
and src/interfaces/car.h

First, you should start from the RmInfo structure : the race engine
(in src/raceengine) owns 1 only instance of it : 'ReInfo',
and this instance (or its sub-objects) is used to communicate
with the modules of the game (like the physics or graphics engines).

The data describing each racing car (position and many other things)
can be found by digging in the 's' field of ReInfo (tSituation type).

We currently use src/modules/simu/simu v2.1 as our official physics engine
(the car physics is currently being setup for this simu version).

The graphics engine is in src/modules/graphic/ssggraph.

To be short about how the game mainly works in-race
(see src/raceengine/raceupdate.cpp) :
* the race engine loops as long as the race is not finished or the user
   does not stop it ;
* in each loop, the race engine sequentially calls (more or less directly) :
   - R times the rbDrive function of each racing 'driver',
     which is an instance of a 'robot'
     (see src/drivers/usr* , simplix* and kilo*,
      and human for the human player with the wheel/joystick/keyboard in hands)
   - S times the update function of the physics engine
   - once the update function of the graphics engine (giving 1 frame)
* R and S mainly depend on the current CPU load, in order to let the user
   feel like it is real-time ; of course, this can become false when the CPU
   is overwhelmed by too rich graphics or too many drivers.

Feel free for asking more details.

Cheers,

Jean-Philippe.

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Rod McCall | 4 Aug 2011 15:04
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Re: Location Information

Hi Jean-Philippe,

Thanks for your quick reply.

Yes it is the location of the car on the track, I will take a look at
what you have said below and see if there is an easy way to get the
data out of SD.

Cheers,

rod

On 4 August 2011 14:49, Jean-Philippe <jpmeuret@...> wrote:
> Welcome, Rod.
>
>> I am currently exploring using Speed Dreams as the basis of a
>> simulator, and as part of this need to be able to get current location
>> information from the game instance and send it to an external device
>> e.g. a tablet PC. As I am new to Speed Dreams I am currently messing
>> around with the code, almost blindly  but would appreciate information
>> on where I could find the relevant part of the source code or
>> variables? If anyone knows where I should look please let me know.
>
> Not sure about what you mean by "location" ...
>
> If it is the position (coordinates) of a car on the track,
> you can explore the C structures in src/interfaces/raceman.h
> and src/interfaces/car.h
>
> First, you should start from the RmInfo structure : the race engine
> (in src/raceengine) owns 1 only instance of it : 'ReInfo',
> and this instance (or its sub-objects) is used to communicate
> with the modules of the game (like the physics or graphics engines).
>
> The data describing each racing car (position and many other things)
> can be found by digging in the 's' field of ReInfo (tSituation type).
>
> We currently use src/modules/simu/simu v2.1 as our official physics engine
> (the car physics is currently being setup for this simu version).
>
> The graphics engine is in src/modules/graphic/ssggraph.
>
> To be short about how the game mainly works in-race
> (see src/raceengine/raceupdate.cpp) :
> * the race engine loops as long as the race is not finished or the user
>  does not stop it ;
> * in each loop, the race engine sequentially calls (more or less directly) :
>  - R times the rbDrive function of each racing 'driver',
>    which is an instance of a 'robot'
>    (see src/drivers/usr* , simplix* and kilo*,
>     and human for the human player with the wheel/joystick/keyboard in
> hands)
>  - S times the update function of the physics engine
>  - once the update function of the graphics engine (giving 1 frame)
> * R and S mainly depend on the current CPU load, in order to let the user
>  feel like it is real-time ; of course, this can become false when the CPU
>  is overwhelmed by too rich graphics or too many drivers.
>
> Feel free for asking more details.
>
> Cheers,
>
> Jean-Philippe.
>

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Jean-Philippe | 4 Aug 2011 15:50
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Re: Location Information

Rod,

> Thanks for your quick reply.
>
> Yes it is the location of the car on the track, I will take a look at
> what you have said below and see if there is an easy way to get the
> data out of SD.

You could also search for 'telemetry' in the devel list archives,
to get the exact status of our planned (but not yet implemented)
telemetry feature ... there's some old code in for that though,
may be you could start by looking at it.

Cheers,

Jean-Philippe.

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simon | 4 Aug 2011 16:51

Re: Location Information

Did anything come of the telemetry interface?

> Hi Jean-Philippe,
>
> Thanks for your quick reply.
>
> Yes it is the location of the car on the track, I will take a look at
> what you have said below and see if there is an easy way to get the
> data out of SD.
>

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simon | 4 Aug 2011 21:51

How it's done in Forza4

http://jalopnik.com/5827752/does-the-worlds-greatest-road-course-only-exist-in-a-game

If only it were that simple....
Simon

PS. Yeah Grindlewald, went there as a kid :-)

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simon | 5 Aug 2011 04:25

going really wide

Got my DualHead2Go today (thanks ebay) and it's cool.

In case anyone wants to know how to configure X, it's easy... didn't even
have to generate any special modelines.
--
xrandr --output  VGA-1 --primary
xrandr --size 2560x1024 --rate 60
xrandr --output  DVI-I-1 --mode 1280x1024 --left-of VGA-1

cp ~/.speed-dreams-2/config/screen_3840x1024.xml
~/.speed-dreams-2/config/screen.xml
/usr/local/games/speed-dreams-2
--

Cheers,
Simon
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Gmane