Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.
-
Posts
3,541 -
Joined
-
Last visited
-
Days Won
159
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Store
Lyrics
News
Guide
Events
Posts posted by TDUZoqqer
-
-
I got quite lost in details actually, I just wanted to get a basic idea of how everything works, but I somehow can't leave things unfinished before taking on whole new things :cheeky: The plate stuff will be totally unrelevant to most of the people playing the game, but yeah, I'm a one man army programming a game so I do stuff I have fun with first :D Don't worry, important things gonna be taken on very soon
-
- Popular Post
Henlo. I'm still working :) A Little update in text-form:
I managed to get the "plate configurator" to work. As I already mentioned in the first post, I will be working with german plate formats for now. For those who don't know the german license plate Format: it's split up in 3 Groups. The first Group is a set of 1 to 3 letters showing which Region the vehicle is registred in. As Germany has like 170 counties, I decied to stick with the Berlin County for now. This can't get changed yet. Second Group is a set of 1 to 2 letters. You can configure them as you want them to have. The third Group is the set of 1-4 numbers, which also can be customized. It makes up 8 formats of license plate layouts you can choose in between, aswell as the actual vanity of the letters and numbers. This all works as an extra menu - which will be the Registration area ingame later. The vanity plate will be saved to your current car (or you can choose one from your list later, I don't know yet), but each plate can be given only to one Slot (unlike forza for example). Makes it a lot more realistic imo. The letters and numbers will be set randomly when you Register the car. You either can Keep it, or personalize it in Terms of vanity, which will be extra 15$ along the 100$ Registration fees then.
But - The part I am most happy about - when you freshly buy a car from a dealer you won't get a regular license plate, but a temporary 5-day Registration. This happens in real life too, most of the time.
The german temporary plates are White with a yellow bar on the right side which Displays the expiring date. This date will be generated by reading the current date and adding 5 to it. The first The first letter (or letters) is the County once again. As mentioned, this is not changeable at the Moment, and I doubt it will be necessary, as I only will have one City ingame - which will be a rough copy of Berlin. So the County letter will always be "B". The blue dot is just the coat of arm of the County. Nothing spectacular.Now it's getting interesting: the temporary plate have 6 numbers (in General). the first two (04) make sure the plate is actually a temporary plate. This won't be changeable. The next 4 numbers will be generated randomly.They are not customizable. This is like in real life aswell.
Now, the number plate and the date will be saved in the savegame. You have 5 days to drive the car around as Long you Register it within the expiring date. When you don't - you won't be able to drive the car and you have to take another to Register it. I don't know what to do when you have only once car, but I'll figure it out :cheeky:
As mentioned, both plate variations will be saved into the savegame. The temporary layout will reset when you Register the car. When you unregister it, you will get another temporary with a new randomly generated plate.
#DETAAAAAAILS
ALSO: Customizing and paint shop save values now. You can respray and tune your car and cast it to the open world driving Level (and all the others obviously).
And some random small fixes. Better light controls, lights enable by night, disable by day, and so on.
EDIT: Forgot to tell I started to build a database with all the small poops i might Need in the game again. Like paint Colors, names (which are already programmed) and other stuff you might remember from TDU - Car names, other car stats, Environment stuff etc.
I'm gonna post a Video of the plate Generation soon as I really like the Feature :)
PS: When someone wants to help me out in Terms of Environment design or graphics design (or Audio), I still appreciate the help :)
Greetings
- robillard3381, mau92, Djey and 2 others
-
5
-
More polygons =/= more quality tho. As far i can see the mod isnt really high quality tbh.
-
As a Forza Enthusiast and car Detail fan, I can tell that Forza never really cared about indepth Details of single cars. I know Forza 4 has 600-ish or smth cars, and I concider that in the following Point - but there was not only one vehicle Artist on the whole game but a whole Team working just on this Topic.
My Point: often cars were treat loveless, and real Details were ignored. Often the brake light Situation was messed up - parts glowed which were not intended to be, and other way around. Front- and rear wheels were ALWAYS the same, even on cars like F50, where ingame rear wheels were identically to the front ones, eventho the rear ones had more concavity irl. Same with the Murcielagos (which personally offended me a lot tbh) and some others. The Black Series C63 had the ugly plastic front bumper plate Region, which is obvioulsy useless in a game which is absolutely non-plate relative. (other than FH3, which still doesnt Support front plates anyway). In real life you could remove it in the configuration process when buying the car, and removing it on a "used" car easily. And so on and so on. Many small Details. They've improved a lot on the next-gen FMs - for instance you can see the brake lights of the Sauber glow realistically now.
I agree that the paddle shift Animation in FM7 Looks meh - it even looked better in TDU imo. FM7 exhaust shake Animation is a neat idea, although they've overdone it, A LLLOT.
a lllllot
lmao
Buuuuuuuuuuuuuuuuuuuuuuuuuut, the windshield reflection Looks neat when you concider the hard sunshine from above and the Driver wearing White gloves.
All in all I can say - Forza doesn't take on on every single Detail - its almost impossible anyway concidering the tight time plan as it's an AAA title. Eventhough the car models are basically the same since FM4 (I know that, trust me), they could take on some Details theyve missed before - they even did on many cars. But still. Don't Forget that most of the People buying forza don't give a flying F about shifting animations and brake lights positions.
Just my two Cents.
-
Porsche fanboys: HURR DURR nevur is the performante so fast its fake hurr durr.
Porsche fanboys: omg porsche best brand ever ofc its the fastest on the ring, i never had any doubts
I'd still rather take the Lambo.
-
- Popular Post
Update, burr burr. Just in case someone is still watching the thread :) Customization menue progressed a lot. Still some things buggy here and there, but all in all it works. Adjusting those cameras was hell. Now I either am going to make a paint shop, or I'm gonna find out how to cast the new purchased parts to the next level (the driving level).
One or the other, progress is kewl. :)
STILL NEED COOL UI, btw :(
Crits and suggestions welcome :)
- Djey, RACER-N3ZX9R ™, Milli and 2 others
-
5
-
I love that small build-up of smoke being produced at the top of the tyre independent to the massive trail from below.
Thanks :) I like it too, actually. Well, I need to, as I have seen from a video how close I actually were on the M3 as it was flying by me in a drift. I just need to like it afterwards (there were like half a meter max between and the car. Well. I live dangerously.)
-
I finally managed to get an upclose drifting shot. But I'm not allowed to share it to social media as we were not allowed to go onto that area and PoPo's are watching now.
Bad luck
- Destroyer-GT and Eudemon
-
2
-
ı just deleted undercover to save space ım going to install CoD Modern Warfare 2
k then
-
Sooo I kind of started the customization menue. It are the very very basics yet, but I don't have much time to work on the project for very long right now :)
To answer your questions right away:
No, it's not the final environment nor lighting right now. It will be really pretty at the end.
Yes, it's inspired by Forza
Yes, the UI icons suck hard at the moment. I was focused on the technical aspect for first
Yes, you see tail light tinting in the video. Yes, it will be available for front and back seperately.
Yes, it will be controlled by input (buttons/controller) later and not by mouse (not only)
No, you will have way more to customize than exhaust tips
No, I don't have a life :)
More updates to come when there are some. Critics and suggestions welcome!
- RACER-N3ZX9R ™ and Rassva
-
2
-
GT3 Touring is there as a GT3 Package. :lol:
https://i.imgur.com/UzeYbO0.png
https://i.imgur.com/FxLH5te.png
https://i.imgur.com/VsbFrNA.png
https://i.imgur.com/mpqj2r6.png
https://i.imgur.com/dwb7Plm.png
Very simple, but i think sometimes, less is more. Plus, this could be a daily, i guess. :lol:
UGH THATS A GT3 WITHOUT PCCB BLASPHEMY
-
So basically, I cannot rip sounds that someone else made for a particular game, Assetto Corsa as an example, and convert them to another game. Does that apply if I have permission from the mod maker to use it?
But if it's a sound that is directly from Assetto Corsa and is made by the developers of the game, then I am good?
If you have a permission, then it's okay too
And yes, as mentioned, you're good when it's vanilla in the outgoing game
-
How TF could People not vote for the 360s and the 355?..
E: Not trying to be picky, but the 330 #24 is not a Spyder :mhmm:
-
Ripping from vanilla games - okay
Ripping from mods from other games - not okay
Those are basically the TDuck politics
-
I wanted to start the customization level, but I have no clue how to do that in the practical aspect (I know how it works in theory), and I barely have time to work on the game right now, and to be honest I'm a bit done with it for the moment :) I'm gonna get back to it as soon as I have more time for it. Unfortunately I have to work alone at it, so it might take a bit from now till new updates come around :)
-
-
And yes, undercover is garbage.
+1.
- Milli, Aenigma and NismoFanboy77
-
3
-
Does UE4's physics engine supports softbodies?
It could definitely improve physics realism (and also gives nice car damages, like BeamNG did).
Yeah it does for sure, personally not quite in the progress and level to try it out right now, I got to be honest :) Gonna give it a try later somewhen, when I'm a bit more into the engine.
E: UE scripters say Soft Bodies are not possible in UE. Idk. Don't need to try then. :cheeky:
(btw imo you should reduce bloom intensity at night, or interpolate the camera exposure to avoid moon über-shininess :D)
Ugh, yeah, post processing is still really basic and barely adjusted. Only disabled auto-exposure, as it was annoying as hell at night. Made the night brighter than the day :lol:
Thanks for the suggestions :)
-
Moreover, all houses would look the same. Not good.
Yeah, as the house variety in TDU is soo massive in vanilla :lol:
-
On the other hand, do you plan to show what is current state about physical engine ? (dampering, jumps, collisions, weight transfer, drifting ...) Having this large, flat playground makes it difficult to watch for vehicle behaviour.
:whistle: :run:
Yeah, I know the Level is not the very best to show-off the physics Situation, I am about to make some roads and stuff to have at least a Basic sense of Speed in the debug. Although the main physics isn't REALLY the top notch to show-off just yet. Yes, everything works in theory, but adjustmets is the key. Springs on cars like the Murciélago are very stiff so there is not much room for playarounds actually. Speed is nice, its capable of making real-world 325 km/ph and stuff. Unfortunately the engine works only with a torque curve, which is not really accurate, in Addition to that. had to Setup 400nm of torque at 0 rp/m to make the car at least hit 100 km/h in under 20 seconds (ugh). Maximum torque Output had to be set up to 800-ish so the Transmission could work with it. So yeah, not quite a sim.. Talking about Transmission - gear ratios in UE4 are the weirdest Thing ever. I think it's somewhere like that: 1-1.8, 2-1.6, 3-1.4 etc.. So also, not really what I was aiming for. Realistic numbers made the car slow AF. But AWD differential works like it should. That's something, I guess. :lol: Gonna Show a physics demo as soon as I have a debug Level.
-
Gonna leave that here. Obvious reasons.
-
People will ride Chirons anyways. :lol:
To be fair, Chirons are epic
-
:bump:
I promised you a WIP video today - here it is!
Sorry that it's so dark, Krut decied to screw up the quality.
I didn't show some things, I realized later. Window wiper works, although it need some adjusting. Windows are about to work, but not yet. Gauge needles are obviously out of place, but they are technically working too, so it's fine for now. Also, I put some basic materials on the interior of Condo, although as you can see it's far from being done. Still requires a lot of modeling and texturing (and lighting, obviously). Camera's work "meh" too, need to fix it somewhen. Also the rear view mirrors are working, but are kinda glitchy, probably gotta hit up some guys from the Unreal Forum about it somewhen.
Sooo, yeah. That's the progress. Working on it 5-6 hours a day, result is quite nice if you think about that I didn't know any relevant information about programming a game about two weeks ago. :)
Let me know what you think. Criticism and suggestions welcome.
-
is it possible to add more garage space, because it would be awesome being able to own every vehicle.
No it's not
money hack on profile file
in Tools / Others Mod
Posted
-I am not sure if I am allowed to reply to that, if don't - admins, don't strike me, just remove the post-
I don't know if it's possible with TDU2, but in TDU1 you could change the prices of cars. Like, buy a car for 0$, sell it for 20 million. Hex editing is a pretty much "last resort" cheating, in any possible game. Never hex code, the change of wrecking your save is too high.