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Everything posted by TDUZoqqer
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Haha, I was joking, even if they are barely interested in me working for them, the studio is in Paris, neither I can speak french nor can I afford to go there right now lmao. Not even talking about that I think Paris is an unbelivebly ugly city. hurr durr I am blackpanthaa and think every car game besides need for speed is crap hurr durr.
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Forza wasn't about that either. Forza is not a hotwheels game. Burout Paradise is a Hotwheels game. The hotwheels pack for H3 was optional so for me this argument is quite invalid, as out of 518 playable cars 10 were a hotwheels crossover. I don't think it's fair to call Forza out on a collab. I am fully aware of what TDU is, it's not like I played it since release. My point is, that since the title was gone for such a long time, the industry changed. People expect it to be placed down at todays standards. This won't happen. I also have quite wishes I would love to post down for TDU3, but as I know for a studio of the size of KT, which is nowhere NEAR Microsoft's Turn10, I am pretty sure that eventho I have expectations for the game, I will just wait and hope, as a majority of what my expectations, from the standpoint of the consumer and enthusiast, might have been won't be realized in the way I hope to. And speaking as a game dev who is well aware of the industry myself, I am even more aware of that. I just hope TDU3 won't be a disapointment perse, like TDU2 was for me. PS: Oh, and they're looking for a vehicle artist. Well, what better opportunity could it be for me to "slide into DM's" :lol:
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hands down we are way too spoiled with Forza Horizon now since TDU1 was left behind. So out expectations might be too high, we need to settle it down to not be disapointed when it won't beat out H4 physics and graphics wise. Because we all know this won't happen. But excited about TDU3, nontheless.
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various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
[quote name='Loek']@TDUZoqqer if you can help Playground Games by selecting cars to add to the game that the community actually wants, get that job ;)[/QUOTE] I wish it would be that easy haha! I think there are more reasons behind the scenes about not adding the cars the people want than just not wanting to. I know of strict regulations on the licenses and stuff. One reason why Mitsubishi and Toyota aren't featured. -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
Sure will do when I have something new for sure. I just have projects (real life workwise) so I don't have any time really to continue. But when I will have some time here and there to fix some stuff on the game I'll post it here first -
@Diablo what's happening with all those bots recently?
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Thanks, yes I hope they will fix the headlights for the production version. Also finished the wheels. Done with the One for now. Maybe in another year from now I will have time to model the interior :lol:
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Damn, took me forever to find this thread again. So I had some free time to finish the exterior on my Mercedes-AMG (Project) One model I now realize, the designers took this "mad face look" three steps too far. I can't take that front end serious, looks like a Hotwheels car now :lol:
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Looks promising so far. I only gonna judge the physics model as it was your main target. First of all, I got the feel the suspension is too soft. According to what is visible from the outside view and bonnet view. Feels a bit too GTA4ish to me personally. I'm pretty sure the suspension of a 4 series is way firmer than the one on a Corvette C3 :) Second, which is bothering me even more, for some reason the whole driving feels really slow. Looking at the speedo you going 130 at 6k rpm feels like you are in first gear driving 30. Had the same feel with TDU. I don't know why. There are some graphics aspecs I would concider fixing, but it's not the time to point that out as it's an Alpha :) E: 250 km/h in this Peugeot? :D This must have been a twin turbo mega sleeper
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not when you don't share it commercially. eg. when you don't monetize your game whatsoever. Which would mean you would have to upload it to a hoster which don't have any advertisements. (Google Drive, Dropbox). On the other hand people might fine you for using their 3D models when you didn't do them yourself but rather have them from a game (forza, need for speed etc).
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point 0: the forum is not the most alive ever. My thread also just gets replied by 2-3 people. You're 4 years too late for insane engagement :lol: 1: ok didn't know there won't be real cars, sorry. Just seen the SV Lambo and as I have a good comparisment in real life, also with my TDU mods, I could see some things off. Nevermind then when it won't be in the future versions. 2: okay got you. Similar to what I'm doing :) 3: sure thing. I just try to make everything really pretty for a demo. That's why mine is delayed for two months now :D especially for a video the esthetics count more than physics, as you can cheat on physics in a video a bit, not on the UI tho. 4: well I just pointed out how we tend to stick to perfectionizing the things we personally like, eventho surely nobody will take care of in the final release if they didn't know about it. Eg my ultra configurateable and real life accurate license plates.
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various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
Not really, quite busy with real life projects at the moment. Okay, not quite, I've added the aftermarket Panamericana front grille for the G class yesterday. But no real logics updates just yet. Still have to finish some plate fitment issues before heading on to the last panel for the demo. -
Okay its really promising so far :) just please do me a favor: please please pretty please take your time and work on the individual car Details. Like individual tire and wheels sizes, body height, and especially materials. I like how it looks like so far and I know that it takes some time to take on those Details, but many people I know, me included wont be Entertained by a car game if the looks are amazing and physics is bad, or vice versa. The details are key. Also point 2 is, please get rid of the default User Interface you have at the Moment and take your day or two to design a good looking, coorparate designed one. It adds so much to the game! Ps: in my opinion all this tuning goes really far, with optical tuning Channing behaviour and stuff, So far that I dont belive i will use so much in the actual game. ... Okay, that being said by someone who Programmed license plates for a month straight :hmm: nevermind :lol:
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Facebook is dead in general. My car Page has 20 Likes on Average at 13500 followers. It just isnt worth the time updating
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I would like to contribute my part to this but this is very Future talk for me we have here. I first have to finish my UI logics for the Demo before actually loose a single thought about sharing oportunities. I am sure the other guys are a little more progressed than me so i let them Go before me. I will come back at it when I am somewhere near first release
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Damn, didn't know you model it yourself. I see a lot of things to improve in the 3D model in terms of real time optimization, but when it works good in the game, I can not complain :) BTW I realized some days ago that it was you who I looked the polycount thread of with the topic of rain shaders. At the end I will just try to reproduce the way rFactor did it. I belive the solution with the blob meshes isn't the most efficient one.
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various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
It would cost me a working visa if they actually would invite me, sooo :lol: -
UGHHH COLLIDERS. I hate them. Nontheless curious about the Demo :)
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Are you using scratch made physics? Or whose Setup do you use? I wanted to get Edy's physics back in the days i was working with unity. Now we bought this super fancy raytraced physics Setup for 250$ idk how it's called but its insane.
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Looks good! I like the fact turboduck is evolving into an indie game dev forum :lol: BTW just as a tip for the dev progress: don't add more than 1-2 cars untill the physics and all the car function scripts are working. This will just make a mess. I speak from experience lmao.
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TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
Guys I know I suck in 3D modeling, compared to what they are looking for (despite the fact I am a 3D artist by profession, it's my main job and I know their requirements and workflow better than they self), but... should I?: Vehicle Artist - Playground Games -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
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various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
Nice! Gonna follow the thread now. Hah, I am just an overenthusiastic piece of garbage who tries stuff he is not able to make :lol: But I guess as I have some knowledge about my project physics in particular, I will redo the physics from ground on one day or another. Or when the dude I watched the tutorials at releases his physics on the marketplace finally, I will get it, too. I perfer first, though. Visual scripting is literal cancer. But I can't write code. At my work we all use Unity and I can't help because neither I use Unity nor can I code. lmao. -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
I failed physics. Badly. A good requirement for a completely physics based project I guess.