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Speeder

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Everything posted by Speeder

  1. Wanted: (dead or alive, alive would be better :D) 5 testers to test the current Test Drive Server! The aim of the session is to test the server performance, so all you'll have to do is to drive in freeride. If you're interested, simply post here, only the first users to reply will get in (but we'll add more and more players if the server doesn't crash :p ).
  2. We had to of course (don't forget lean who works hard especially on the server code :cheeky:).
  3. I got some sweet goodies in my PM box when I came back home yesterday: 80 Mo of pure packet dump sent by lean!! :D So as soon as we can get in touch, the serious business will start. (pic unrelated, just me messing around with the gamespy peerchat :p)
  4. Some update (after such a long time it might seems weird :D): Work in progress. That's all I can say. And also for the wait a modded exe to bypass the login sequence (and basically play with your online profile offline). https://backwardgaming.wordpress.com/2014/08/05/project-1-2/ I already started the most interesting part (yup the freeride :) ) but I still need those dumps from lean (turboduck member) to get it serious. For now, have fun! :cheeky:
  5. You're absolutely right about teams doing free mods without payment; but in that situation, those team love the game they're working on and have interest in it. Imagine asking someone to work on a game they don't really care about, and which needs an important amount of work. I mean if I knew people who love Test Drive and have enough skill on RE, don't worry I'd have asked them in first place. I asked some IRC, boards (even if most of them seem dead), and personal contacts, but yup it's usually complicated to convince someone to work on something that big when they don't really give a damn. As I said earlier it's not a problem of skill (I won't say I'm the best ASM coder in the world) but it's rather a problem of work amount. Reversing a game when you have the ability to sniff the packets between server and client is already complicated but when you don't have access to the server and you can only rely on the code and instinct, it's even more a pain. Also if you know people skilled enough who could accept to work for free on that project feel free to tell me. @airbus: afaik, creating a kickstarter project for a reverse engineering project when it's clearly stated in the User Contract of TDU that you can't decompile or reverse the code would be impossible.
  6. I don't really like to say stuff like that, but for now the server project is frozen. :( Why? Because I can't build a solid team which doesn't cost me a lot of money (yup it's impossible to find someone working for free or for a small amount of $$) to work on the whole thing. And I can't even imagine doing that on my own; the work is way too important for a single man. It doesn't mean I'm stopping it forever, just need time to find a cheap and good team to work with that's all. :D
  7. What's that "auto respawn thingy"? :D ----------------- I know this isn't the custom server code that everyone expects, but I thought a new version of Test Drive unlimited Advanced Tools, with more options and stuff could be nice to fill the wait. :p The 1.1 version is only available in command line style (as I already said creating a decent gui is quite long and I didn't have enough time to work on a good hotkeys mechanic) and offers even more options (camera hack for freeride, designer mode for the race editor, custom resolution for windowed mode...). I'm working as hard as I can on the multiplayer part, so don't loose hope, it will come one day. :cheeky: Also it is still a little bit buggy, but I'll fix that when I'll have time. :) Full article: http://backwardgaming.wordpress.com/2014/01/19/project-1-1/ Direct Download: http://www.mediafire.com/download/z3r1mnmds2x3zrz/TestDrive-Advanced.exe
  8. Eh that was a quite interesting video, thanks! :D There should be a new version of the tools quite soon, still without the online features unfortunately (but I'm working on it no worries :p) but it will include new commands and stuff. (and it will be a commandline tool now, as I am too lazy to design a new ui :twisted: )
  9. Yep the wait must be quite painful for anyone who still believe in TDU1. But it's still alive. :p
  10. Hi again there! :D I have some good news, and some bad news. The bad one: my Visual Studio Installation went nuts and screw up my TDU AO project (hopefully I still have my work somewhere else) so I'll have to rewrite the whole thing. The good one? I still need to dig deeper as it doesn't work online, but still, the lobby is now working. Also I've found some weird stuff I can't explain... Airplane anyone? :p (well I'm pretty sure the first one is a cubemap but why would they've code some mode to display that in fullscreen... no idea seriously)
  11. http://translate.google.fr/translate?hl=fr&sl=fr&tl=en&u=http%3A%2F%2Fwww.tdu-france.net%2Ft5974-tests-et-autres-essais Apparently, Ivory Tower is watching carefully most of the TDU boards to see players reactions or wishes. The guy who wrote that article had a "VIP access" (he skipped a 4 hours queue) since Stephane Beley (game producer) knew he'd come to GC because of a post on the board. Also according to the article, the game is in Alpha at the moment, so these collisions bugs and other stuff should be fixed for the release. :)
  12. Some teasing... (and Work in Progress, don't have a lot of time to work on these at the moment :| ). And this time, the Network tab has more than one option... :D
  13. No idea if this is useful, but since I'm doing stuff on TDU1 I believed posting old TDU2 stuff could be useful for you. :p Some 'hidden' GamePC commands. I'm sure there were other commands hidden, but I don't have these written somewhere (they were maybe useless?). NewGameFreeride spawns you at the start of the open beta, and the forced day length does what it clearly says (but no idea if it was decimal value, scale or something :D). Sorry if someone already posted these! :)
  14. I only use tweaks with vanilla TDU instead of adding new stuff (since it would be another long work like the server). But from what I've tried, I managed to get a good result from my version of Test Drive, tweaking the clipping of the bushes and the assets, enabling the HDR without getting the blurry render TDU had, some tweak of the reflections and car body. I'll post some comparaisons screens tomorrow if I've time.
  15. I've deeply studied the case of the lobby reversing: I thought it would be possible to use the protocol of the Xbox version, but it seems I can't do that (tried a ton of bypass and tricks, nothing worked). So I'm affraid it will need a real custom code to simulate that lobby... I'm mailing people about that to help me on that part, since I don't have enough time to do it all by myself (and also because this is quite insane to do that alone :D). At the same time, I may update the Advanced Tools to add some Graphic related options (such as custom LOD, lightning, Zplane...). Pretty sorry for the speed of the project btw! :p
  16. Some update for TDU1 players (if you are still alive :D): I didn't work on the project since my last post (see the post above me). But I have free time these days to work a little bit on that project... so let's go! :cheeese: To be honest, the online races are really close to be functional (because of a video someone sent me in PM; minime :cheeky:; and the researches I've done). Freeride is different, completely different...
  17. You can accelerate in game clock if I remember correctly.
  18. Haha that's quite funny I find the driving better than its last presentation at the Ubisoft Conference. :p
  19. For a next gen game, it sure looks promising. Also I noticed that the UI was close to TDU1.5 one... :)
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