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Speeder

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Everything posted by Speeder

  1. Awesome share Diablo! Thanks! :D I'm wondering if they all belong to the same project, as there are completely random props... Well I got my answer... :p http://dransem.nemoid.net/Pro2.html
  2. Ah btw I was SURE I wasn't that crazy about a PC version of the project! :p :http://www.linkedin.com/profile/view?id=75661709&authType=name&authToken=i1wr&goback=%2Efps_PBCK_*1_*1_*1_*1_*1_*1_*1_1674685_*1_Y_*1_*1_*1_false_2_R_*1_*51_*1_*51_true_CC%2CN%2CG%2CI%2CPC%2CED%2CL%2CFG%2CTE%2CFA%2CSE%2CP%2CCS%2CF%2CDR_*2_*2_*2_*2_*2_1674685_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2%2Enpv_41518804_*1_*1_OUT*4OF*4NETWORK_ZPsa_*1_fr*4FR_*1_*1_*1_81bc4191*57501*54d58*5b3f5*5e99b8c363b13*51_15_35_ps_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1%2Enpv_15818065_*1_*1_name_kiln_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1&trk=prof-sb-browse_map-name
  3. According to his CV, the Ivory Tower project MAY use Unreal Engine 4. I said MAY because it could be from his personal experience, but since his last job was in 2010, I doubt he could have worked on UE4 before. Also UE4 is only for big game companies that have some serious project. http://www.linkedin.com/profile/view?id=15818065&authType=name&authToken=kiln&goback=%2Efps_PBCK_*1_*1_*1_*1_*1_*1_*1_1674685_*1_Y_*1_*1_*1_false_2_R_*1_*51_*1_*51_true_CC%2CN%2CG%2CI%2CPC%2CED%2CL%2CFG%2CTE%2CFA%2CSE%2CP%2CCS%2CF%2CDR_*2_*2_*2_*2_*2_1674685_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2_*2%2Enpv_41518804_*1_*1_OUT*4OF*4NETWORK_ZPsa_*1_fr*4FR_*1_*1_*1_81bc4191*57501*54d58*5b3f5*5e99b8c363b13*51_15_35_ps_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1&trk=prof-sb-browse_map-name
  4. Well that's the only game I believe in for the TDU-like future. :)
  5. There will never be any TDU3. Eden Games is in Liquidation since 4 days... :/
  6. Glad to see it's definitely on next-gen. :D I'm pretty sure it will be on PC too, I don't remember where but I'm sure I saw "PC" written somewhere... :)
  7. Ah I have some "news" about the project. I used my spy skills and stuff to find some twitter account of Ivory Tower employees. :D Well the news is that the game seems to be already in test sessions, which is not a bad thing. But they still need Ubisoft approval to reveal the title of that game. Twitter / HerveGengler: @Oxydam @_KiruB_ Hey ! Tas ... Ah and also I noticed that most of the jobs offers mention "next-gen plateforms", which would be linked with the future announce of the PS4 and Xbox3 this year.
  8. Pretty much what Djey said. Also jorge Djey is right, TDU2 source code is crappy, if you wanna know I tried once to debug it (with ollydbg), even with a no security version it simply refuses to run contrary to TDU1 which can be easily debuged (thanks to that you can access to physic debug options, the fake "simulation mode" which was Hardore mode codename I assume even if it's not really that). Well without the server software data or anything useful to reverse it, I'm not really sure if the adventure can continue. And I don't even think about TDU2 for the reason I thought about while I was map modding it. Let's hope Ivory Tower will rock with their new game and they'll allow modding a bit, hum? :p
  9. Well I really hate to say that, but it might even be a better idea than the actual: TDU1 servers can't be reversed with the low amount of documents I have. I wouldn't try TDU2 reverse personally since the game is still active and I don't want to ruin Eden's work (even if they are slow as hell to publish new dlc).
  10. https://www.youtube.com/watch?v=zgHJJfKgEX8 While I was working on the online, I took a short time to dig into the debug options left in TDU... And well it seems there are a lot of them! Except the official debug menu was cut off the game when it went from debug build to finale ready for retail (I assume), almost all of these options are there! I'm not going to show all of them because I didn't research all of these first, and some of these doesn't worth it (I mean even if a modder would like to edit the NPC in the world the BOAT TRACE (=show the path of the boat around the island) option would never come handy :D ). PS: sorry for the crappy quality and the total absence of sound. :( And yup these options should be available with the patch. :D
  11. Well I studied this point a bit with some help as I said: It seems to be possible, but it will be quite long and hard to do, since I only have some debug logs to work with, and I don't have the encryption algorithm or the structures of the packets yet. BTW if any experimented developer is around, feel free to PM me since extra help would be quite nice for such a hard project. :)
  12. [ATTACH]18340[/ATTACH] Still in progress, but I'd like to know what to improve in TDU1 graphics. :D (don't pay attention to the weird fog on the right, it's of course not intended to be there :p)
  13. I put 3 new screens on my tumblr. :D Happy new year to all turboduck community in advance! :p
  14. [ATTACH]18329[/ATTACH] After some researches, I figured out some tweaks for TDU graphics and found a lot of debug options (I'll post a video tomorrow) that I might share in a little soft. :D
  15. I'm not sure if the 3D library is editable, so for the moment I'll only re-use buildings that are already in game. :D But it's still impossible to edit these roads, because of the weird organisation of the collision file. :jealous:
  16. Set a command line option (noob friendly edition) Changelog v0.03A [20/11/14] ADDED: * Pearl Harbor gas station is now available! *A Launcher is now provided with the game client (for easy options setup) *Offline mode (-offline): disable multiplayer *Solo Races (-races): enable Solo races in Hardcore Mode *Unlocked Settings for Windowed mode (-wx): unlock settings for the windowed mode (-w) FIXED: * Fuel Gauge visibility glitches (in pause menu, in game, in photomode) * Time Synchronization no longer take over custom time the player set in photomode * Updated HD/SD modes settings (less freeze and aggressive lightning ; should also fix the occasional map crash) * Updated map display function (players should be easier to see on map) * Non-active modes are now disabled (such as Multiplayer Lobby, Ebay...) v0.02A: public beta BugList Please don't report a glitch/issue already listed here. :) Nothing [F] = fixed & ready to be included in the next update; Media
  17. Features FreeRide's back online! New back-end features (such as time synchronisation) New client features (key shortcut, launch options, ...) Fuel Mode Modding enhancement Graphics Tweaking Small Tweaks (such as faster launch) And more! Disclaimer Even if this mod doesn't affect directly your game files, installing this mod is at your own risk. We are not liable in any way for any damage to equipment or loss of income that may occur due to its usage. F.A.Q. Q. Do I have to own a legal version of TDU? Yes Q. How do I install the mod / how can I solve my issues? See the ReadMe in the archive, it will solve most of your issues Q. Do I have to own the Megapack to play online? No. You need however the latest official version of TDU (1.66A) Q. Is there any mod incompatibility with the mod? Most of your mods should work (unless it implies executable modifications) Q. Is this completely free? This mod is, and will ever be 110% free. Q. Where can I download the source code or the server binaries to set my own server? This isn't possible at the moment (because it would be pointless to setup many TDU servers when the game work in P2P). If the server close, the binaries will be released. Q. What features aren't / won't be working at release? (this list may change) Clubs, Drive In, Multiplayer Lobby, Leaderboard, E-bay Q. Can I play offline with this mod and keep the features (such as the fuel mode)? Yes Q. Do I need a powerful connection to play? If your connection used to work on the official server, then it'll work too there Q. Can I play with Xfire, Steam, MSi afterburner integrated into my game? No, because it will cause conflicts with the mod. You'll have to play without those Q. I get an error message on connection because of my username Read the instructions provided in the archive Q. Is there more features to come? Maybe... who knows! Download Links Test Drive Unlimited: Multiplayer Modification Version: 0.03A Description: Multiplayer Game Client with a lot of awesome features! Logitech G27 Racing Wheel Fix Version: 0.01 Description: Fix 1.66A force-feedback and add led support Credits lean (code), Milli (fuel assets), Speeder (code) Special thanks Thanks to the donators Harry B., COMB@T_$HOTGUN, Damian L., t0m3k911 Thanks to the testers big 206 fan, X8X8X, COMB@T_$HOTGUN, DrifteaCent, TDUZoqqer, DJoyTinnio, iLLGT3, Reventón09, Automotive Gaming, t0m3k911, Ryzza5, Dux, Rassva, Zlatko Ilijeski, Prince-Matt, and anyone I forgot to add here because of my empty sent items box Thanks to Diablo and all turboduck staff for keeping alive this (awesome) community ... and thanks to anyone who supported the project. Remember guys, it's only the beginning! #TDUForever
  18. Don't forget that the patch isn't compatible with the last version of TDU2.
  19. https://www.youtube.com/watch?v=MOGTM-mTmyM Short video, but some update at least. :)
  20. If you want for the lastest version it doesn't exist at all since the database adresses changed with the last updates and tomsolo stopped the modding on TDU2 before that update. Sorry man.
  21. [ATTACH]18181[/ATTACH] I didn't find the perfect texture for the terrain yet, but it looks better than the old one. :)
  22. Not for moment. Plus if you wanna export the map to another game, you'll have to export the library of entites and export the .pmi by yourself.
  23. I can't create any new sector I must reuse one that is already present because of a problem with Zmodeler (maybe if Oleg solves that one I could create a new sectors :p). TDU1 had the same problem unfortunately. You can almost do anything you want with the entites, but the structure is quite hard to handle (I only use an hex editor to edit anything on the map...).
  24. If only TDU1 servers were still up... I'd directly work on TDU1 map modding. :/ http://img15.hostingpics.net/pics/871518TestDrive22012102621051671.jpg Didn't work a lot on that map modding, but still I found how to put entities on the map. :p
  25. For the moment, I only re-use parts of the map that are radicaly edited (because Zmodeler can't export the 3D correctly because of shaders errors). TestDrive22012102112331773 (picture is too large according to TDU-C rules) Terrain texture fix: done! :D
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