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TDUZoqqer

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  1. Like
    TDUZoqqer got a reaction from Milli in Community development: Project DRIVE (working title)   
    Yeah exactly, trial and error is the key. Had to learn it the hard way lol
     
    Anyway, as I 1) don't have much time to work on the game now, 2) i tend to make the easy stuff when I DO have time (wheels) and 3) wheels take forever to finish for the game (4 hours roughly, with rendering textures and uv mapping and stuff), I only got a little visual "update".
     

     
    What you can't see here, the CSL slot has 3 different type of wheels ingame now, in particular Styling 67 18 inch (the one in the pic), 19 inch (the original "stock" wheels of the CSL / M3 Facelift) and the CSL wheels.
    What can we take from this picture - the 18 inch 67ers look terrible on the CSL :D :D
     
    Trynna make the plate shop or paint shop work in the near future from now. Stay tuned
     
    EDIT: Oh, and the G-Wagon has 27 factory colors now. Oops.
  2. Like
    TDUZoqqer got a reaction from Djey in Community development: Project DRIVE (working title)   
    Aww, thank you! Glad you like it! :) No problem in terms of not being able to help in this matter, it helps me already to know people are actually liking what I do, that gives me a lot of motivation.
     
    And your post comes quite handy, as I got some updates.
     
    In short - I f...ed up my physics. I don't know how this could happen or what is wrong, really, as it came out of nowhere. I changed my setup slightly (I will talk about it later in the post), which actually didn't change anything in the recieving of the values of the physics. Resetting didn't work aswell, so I'm quite lost here.
    I investigated all my setup without results, as mainly it could be caused by many factors, aswell as not a single one.
    In particular, my cars are now unstable, way slower and braking ONLY with the rear wheels which causes them all to slide away on braking, especially my G-Wagon mammouth likes to flip over now. No idea what's wrong. If anyone has an idea how to car physics, please let me know. Still gonna try to fix the issue, in case I will, I will post another update.
     
    About the change of setup - it's all about wheels and database. I now have an extra database for the wheels, as later in progress there will be an option to change the wheels. It previously was setup so that the wheels are specially made for one car - in particular, the wheel database had values of grip values, if the wheel is turning by steering and affecting at handbrake, aswell as particular wheel bone names for the parent car. Now those values are in the car slot database itself, which makes it easy to just put different wheel meshes on. Gonna make a tire database later on, to change tires aswell. Eg, slicks which give more grip and so on.
    Wheel sizes, and of it resulting tire width and aspect ratio are all read from a dropdown menue now. I have to setup individual aspect ratio sizes for the wall size manually yet, as the size for every single aspect ratio is different, and in case you doesnt know, the size is calculated by tire width/100*aspect ratio. I have aspect ratios from 15 to 95 and widths from 155 to 405 in the database, so calculating them individually will take quite some time for now. Oh well. Gonna do it later when I have more rims ingame I guess.
     
    Also, ability to change rim colors is there now. It's not working in the paintshop yet, but it's setup and ready to be implemented ingame. So that's something.
    Customizing menue is working neatly for the body shop now. It has all kind of extra tuning parts, aswell as extra parts for particular vehicles, eg. impact bars for the G-Wagon and stuff. Bodykits work too now, which removing and adding parts which do not work/work only with the kit. That's quite cool imo, because it took FOREVER to setup correctly.
     
    All in all, works great yet. Only the physics are killing me. Might need to redo some stuff, as I really have no single idea how to car physics. Playing Forza all day to figure out how they solved some problems I have.
     
    Also, have a basic idea how to rain shader, but nothing seems to work "good" as for now. I'm on it, still.
     
    I will keep you updated as far as I have any news to show :)
     
    EDIT: Oh, I've fixed it. Apparently my physics don't like the 23 inch Brabus wheels I put on my G-Wagon.
  3. Like
    TDUZoqqer reacted to africolombiano in Community development: Project DRIVE (working title)   
    Wow TDUZoqqer!! I have been out of it for a bit, focusing on my studies but this project seems amazing. I have no modding or coding or any skills with PC's except playing games, but if I can help in any way...
  4. Like
    TDUZoqqer got a reaction from Eudemon in Community development: Project DRIVE (working title)   
    Hello fellow ducks, I started working on the non-mockup customization system. It is far away from being finished, but it's working really well already, eventhough it took me quite some time and nerves to figure out two bugs I had prior (which I fixed after I realized I had a wrong event trigger applied.. Well..)
     

     
    That's what it looks like at the moment. It's globalized with a database, so it will work for every single car I add (in theory) without any complications or hour-long adjustments. :)
     
    PS: I took the Mercedes G-Wagon as an example, as I have many parts done for it over time I can use for testing. I could have used the M3 aswell, but I don't have any customization done for it just yet.
  5. Like
    TDUZoqqer got a reaction from Milli in Community development: Project DRIVE (working title)   
    Hello fellow ducks, I started working on the non-mockup customization system. It is far away from being finished, but it's working really well already, eventhough it took me quite some time and nerves to figure out two bugs I had prior (which I fixed after I realized I had a wrong event trigger applied.. Well..)
     

     
    That's what it looks like at the moment. It's globalized with a database, so it will work for every single car I add (in theory) without any complications or hour-long adjustments. :)
     
    PS: I took the Mercedes G-Wagon as an example, as I have many parts done for it over time I can use for testing. I could have used the M3 aswell, but I don't have any customization done for it just yet.
  6. Like
    TDUZoqqer got a reaction from africolombiano in Community development: Project DRIVE (working title)   
    Hello fellow ducks, I started working on the non-mockup customization system. It is far away from being finished, but it's working really well already, eventhough it took me quite some time and nerves to figure out two bugs I had prior (which I fixed after I realized I had a wrong event trigger applied.. Well..)
     

     
    That's what it looks like at the moment. It's globalized with a database, so it will work for every single car I add (in theory) without any complications or hour-long adjustments. :)
     
    PS: I took the Mercedes G-Wagon as an example, as I have many parts done for it over time I can use for testing. I could have used the M3 aswell, but I don't have any customization done for it just yet.
  7. Like
    TDUZoqqer got a reaction from F12Berlinetta in Community development: Project DRIVE (working title)   
    Hello fellow ducks, I started working on the non-mockup customization system. It is far away from being finished, but it's working really well already, eventhough it took me quite some time and nerves to figure out two bugs I had prior (which I fixed after I realized I had a wrong event trigger applied.. Well..)
     

     
    That's what it looks like at the moment. It's globalized with a database, so it will work for every single car I add (in theory) without any complications or hour-long adjustments. :)
     
    PS: I took the Mercedes G-Wagon as an example, as I have many parts done for it over time I can use for testing. I could have used the M3 aswell, but I don't have any customization done for it just yet.
  8. Like
    TDUZoqqer reacted to Speeder in Horsepower   
    Since I'm currently working on a virtual file system (GitHub - ProjectHorsepower/horsepower at modern_io), I thought it would be nice to write a small post about mods (well at least how I plan to implement these). :)
     
    Mods are split in two categories:

    Local Mods: mods applied locally; meaning others won't see the mod. This is typically anything that doesn't interact with gameplay (3D models, sounds, textures, graphics effects, ...).
    Global Mods: mods applied globally. This kind of mod would be stored on the server, and shared to the connected clients (either direct download via HTTP or simply ask the user to download the mods from an external link). This kind of mods cover everything the local mods don't (3d levels, physics settings, gamemode, time of day, etc.).

    What does it have to do with the virtual file system thingy? :D
     
    Thanks to a virtual file system (vfs), you can virtually build a directory from different locations (zip archives, disk folders, network content, ...). And that's where it gets interesting.
    With that setup, you can easilly extend the game content without touching your base data. It basically means mods can be shared as zip archives, drag 'n dropped to the mods folder and that's all. If the mod doesn't match your expectations, and you want to uninstall it, you simply remove the archive from the mods folder.
    Another interesting feature (not implemented yet, but shouldn't take too long) is stackable mods, which let you override other mods content without needing to disable/remove these.
     
    Example:
    -Mod A introduces new car model CarModelA, with its own set of texture, 3d model, sound, ...
    -Mod B replaces CarModelA texture set, and introduces new textures for environment
    -Mod C replaces CarModelA sound
    -Mod D replaces CarModelA texture set, overriding Mod B (but doesn't disable the new textures introduced by mod B)
     
    This would work either automatically (based on the archive date) or manually (introducing a priority index or something like that).
    The folder hiearchy would look something like this:
    | Game.zip (base game data that should not be modified)
    | Game/ (folder containing permanent changes, if you want to override base game data)
    | Mods/ (folder containing mod archives, which can be added/removed on the fly)
    | Game.exe
     
    Last week progress (warning: contains geeky mumbo jumbo :p):

    Implemented GameObject binary serialization/deserialization
    Better GameObject API (e.g. component can be added in a template fashion, 'gameObject->AddComponent<Mesh>( "Tree.mesh" )')
    Better unicode support (which should allow to port the code easilly to *nix or MacOS later)

  9. Like
    TDUZoqqer got a reaction from RACER-N3ZX9R ™ in Community development: Project DRIVE (working title)   
    I doubt it will ever be "finished" at all, I will release a "playable" version, and update it further and further :) Thanks
  10. Like
    TDUZoqqer got a reaction from JPTH in Community development: Project DRIVE (working title)   
    I doubt it will ever be "finished" at all, I will release a "playable" version, and update it further and further :) Thanks
  11. Like
    TDUZoqqer got a reaction from F12Berlinetta in What are you listening to?   
    I only now realize how incredibly good the OST of UG and UG2 was.
  12. Like
    TDUZoqqer got a reaction from RACER-N3ZX9R ™ in Community development: Project DRIVE (working title)   
    Oh I wish :D But honestly, the game is already at a state I have not expected to achive (so quick). Not saying it's insanely good for the amount of time - real Unreal devs will laugh at me really hard - but as I started in like, september or so, with absolutely 0 knowledge except how do I put in a cube into the scene, I think it's quite something.
     

     
    Good point! Haven't actually thought about that. I just know that here in Berlin and in the county Brandenburg which is around the town, the elevation is almost flat. Half of germany, mostly the nothern part is flat as paper, so I haven't thought about mountains. But as it's a game, at the end of the day, who will stop me from putting in a piece of land which is geographicaly totally wrong :D
     
     

     
    No problem, I might hit you and Speeder up in future when I decide to start actual coding. Sooner or later the day will come where I will need that, and I am scared of that day to be honest. I tried some thing in JS, back when I looked around in Unity, (a year ago? two?), but after two weeks I still couldn't code a single line. Oh well. :D Tell me the secret of learning code
     
     
     

     
    Thanks! Yeah I (unfortunately) care a lot about correct details, memories about my modding schedule for TDU, huh? :D
    Jokes aside, I think a game with bad details is a bad game. You can only imagine how much time I spent on this M3 alone. The fact, that I've made the bulbs in the indicators glow in 3DS Max and the reflector beneath it in chrome, just to render it out and use it as a mask for correct light distribution in the reflector is just one example of how crazy I am about such little details. Also a good friend of mine has an E46 M3, and oh boy, I should have not shown him the model. :D He pointed out a dozen of wrong details just by looking at three screenshots. Have you realized the rims are wrong? That those are the 1M / M3 E92 GTS wheels, and not the ones from the M3 E46 CSL? No? Well, I didn't know the difference either, but there is. Still need to fix it.
     
    The TDU dummy car seemed to be the perfect.. well.. Dummy car for me to test things. I mean, not that I can hide my roots anyway. I just thought a "refresh" of the model, with all the features working the actual TDU have missed, that would be perfect.
     
    I researched a week before I started developing what cool features my dream game should have. Turns out those are the exact features some friends of mine, which never played TDU, also wanted in a car game. I've added even more, actually. And it's still counting. I will give my best not to loose track of it.
     
    About the wrap thing, yeah, I mean, it's basically nothing different than a paint shop. I still need to figure out how (and most importantly IF!) I will make a sticker shop into the game. Like TDU2 had, eventhough I don't know if it wouldn't be overkill. I think custom vinyls aren't really a thing in the modern car world anymore. But as it's still a room for creativity, I need to make my mind about that in the future.
     

     
    Still need to figure out how exactly I will make it work. But I will make sure that it will work, hopefully exactly like I described.
     
    Thanks :) I'm gonna keep you updated as soon as I have something.
     
    PS: Nothing really exciting happened today. Just added an RPM limiter and fixed the 3D model. Still need to make wipers and dirt work on the car. Ugh.
     
    EDIT: Oh, and I now imported a LOD mesh to the M3. It's a new task in the pipeline. That means, LOD3 for all the Forza models out there. I will make cars below 50k polys not get any LOD meshes, to save me some time, and for all the Forza models there are LODs anyway. Custom made bodykits won't be scaled either. Hope this won't cause too many issues and framedrops later on.
    The only thing which makes me worry about is the dirt map for ever car.. AND for their LODs. Fml.
  13. Like
    TDUZoqqer got a reaction from Ryzza5 in Community development: Project DRIVE (working title)   
    Oh I wish :D But honestly, the game is already at a state I have not expected to achive (so quick). Not saying it's insanely good for the amount of time - real Unreal devs will laugh at me really hard - but as I started in like, september or so, with absolutely 0 knowledge except how do I put in a cube into the scene, I think it's quite something.
     

     
    Good point! Haven't actually thought about that. I just know that here in Berlin and in the county Brandenburg which is around the town, the elevation is almost flat. Half of germany, mostly the nothern part is flat as paper, so I haven't thought about mountains. But as it's a game, at the end of the day, who will stop me from putting in a piece of land which is geographicaly totally wrong :D
     
     

     
    No problem, I might hit you and Speeder up in future when I decide to start actual coding. Sooner or later the day will come where I will need that, and I am scared of that day to be honest. I tried some thing in JS, back when I looked around in Unity, (a year ago? two?), but after two weeks I still couldn't code a single line. Oh well. :D Tell me the secret of learning code
     
     
     

     
    Thanks! Yeah I (unfortunately) care a lot about correct details, memories about my modding schedule for TDU, huh? :D
    Jokes aside, I think a game with bad details is a bad game. You can only imagine how much time I spent on this M3 alone. The fact, that I've made the bulbs in the indicators glow in 3DS Max and the reflector beneath it in chrome, just to render it out and use it as a mask for correct light distribution in the reflector is just one example of how crazy I am about such little details. Also a good friend of mine has an E46 M3, and oh boy, I should have not shown him the model. :D He pointed out a dozen of wrong details just by looking at three screenshots. Have you realized the rims are wrong? That those are the 1M / M3 E92 GTS wheels, and not the ones from the M3 E46 CSL? No? Well, I didn't know the difference either, but there is. Still need to fix it.
     
    The TDU dummy car seemed to be the perfect.. well.. Dummy car for me to test things. I mean, not that I can hide my roots anyway. I just thought a "refresh" of the model, with all the features working the actual TDU have missed, that would be perfect.
     
    I researched a week before I started developing what cool features my dream game should have. Turns out those are the exact features some friends of mine, which never played TDU, also wanted in a car game. I've added even more, actually. And it's still counting. I will give my best not to loose track of it.
     
    About the wrap thing, yeah, I mean, it's basically nothing different than a paint shop. I still need to figure out how (and most importantly IF!) I will make a sticker shop into the game. Like TDU2 had, eventhough I don't know if it wouldn't be overkill. I think custom vinyls aren't really a thing in the modern car world anymore. But as it's still a room for creativity, I need to make my mind about that in the future.
     

     
    Still need to figure out how exactly I will make it work. But I will make sure that it will work, hopefully exactly like I described.
     
    Thanks :) I'm gonna keep you updated as soon as I have something.
     
    PS: Nothing really exciting happened today. Just added an RPM limiter and fixed the 3D model. Still need to make wipers and dirt work on the car. Ugh.
     
    EDIT: Oh, and I now imported a LOD mesh to the M3. It's a new task in the pipeline. That means, LOD3 for all the Forza models out there. I will make cars below 50k polys not get any LOD meshes, to save me some time, and for all the Forza models there are LODs anyway. Custom made bodykits won't be scaled either. Hope this won't cause too many issues and framedrops later on.
    The only thing which makes me worry about is the dirt map for ever car.. AND for their LODs. Fml.
  14. Like
    TDUZoqqer reacted to Eudemon in Community development: Project DRIVE (working title)   
    @TDUZoqqer I am impressed with what I already see in the video. You clearly are making sure to pay attention to the details and the video shows this with the whole lighting options and the ability to take a look into the car. I also liked the little nod to TDU with the use of a certain vehicle. Was cool to see that brought up to date so to speak. As for everything you have listed and spoke about above, it all sounds just like what people would love to see from a game like this and your forward thinking in regards to customisation and a modern-day wrap shop is on the money too. The home ideas all sound good too and it's these sort of optional min-details that set titles apart from one another and so if you get it to work like you want, it would be great. It's going to be quite something watching how this project progresses. @Djey Haha another one?! Damn, you guys are like buses.
  15. Like
    TDUZoqqer reacted to Djey in Community development: Project DRIVE (working title)   
    That's quite a great return of experience for upcoming projects. Thanks.
     
    Personally I'd like to get free time to help on these. I've got my own MMOR project as well, it's nothing but some scratch notes somewhere...
  16. Like
    TDUZoqqer reacted to Ryzza5 in Community development: Project DRIVE (working title)   
    Just watching the video and it looks alright, just slap in some netcode (borrow from TDU Project Paradise community server???) and a tropical island and it's ready to ship, haha.
     
     
    Germany would be an interesting area, especially if you were able to include something inspired of the Black Forest mountain roads in addition to Berlin. I've played some of the Cobra 11 'Crash Time' car games on Steam and enjoyed those.
  17. Like
    TDUZoqqer got a reaction from Djey in Community development: Project DRIVE (working title)   
    Here's the video! As it was a ton to write, please take a moment to read it. I tried to keep it short, but didn't really succeed, I have to admit.
     

     
    Alllright, so what kind of progress can you see here:
     
    First of all - all-new physics.
     
     
     
    Functionality:
     
     
     
    Concepts/WIP:
     
     
     
    Multiplayer:
     
     
     
    Level:
     
     
     
    So, yeah, that's pretty much all I could get up with about telling you about the current state and the concept at the moment. If you got any questions, let me know! I definitly forgot some points, I apologize for that, but the sheer amount of ideas I have drives me crazy. If you cheeky programmers have an idea for more features, or can help me with the existing ones, please do so. One-man-armying isn't fun in the long run.
  18. Like
    TDUZoqqer got a reaction from Eudemon in Community development: Project DRIVE (working title)   
    Here's the video! As it was a ton to write, please take a moment to read it. I tried to keep it short, but didn't really succeed, I have to admit.
     

     
    Alllright, so what kind of progress can you see here:
     
    First of all - all-new physics.
     
     
     
    Functionality:
     
     
     
    Concepts/WIP:
     
     
     
    Multiplayer:
     
     
     
    Level:
     
     
     
    So, yeah, that's pretty much all I could get up with about telling you about the current state and the concept at the moment. If you got any questions, let me know! I definitly forgot some points, I apologize for that, but the sheer amount of ideas I have drives me crazy. If you cheeky programmers have an idea for more features, or can help me with the existing ones, please do so. One-man-armying isn't fun in the long run.
  19. Like
    TDUZoqqer reacted to Speeder in Community development: Project DRIVE (working title)   
    I fail to see how both project are incompatible.
    Plus your work on UI looks pretty great, it would be a waste to throw that away don't you think? :)
  20. Like
    TDUZoqqer reacted to Eudemon in Community development: Project DRIVE (working title)   
    Do what you feel is best for you mate. Have you and @Speeder talked about collaborating on the one project in some way?
  21. Like
    TDUZoqqer reacted to Eudemon in Community development: Project DRIVE (working title)   
    Just be sure to show indicators/turn signals and all will be forgiven. :p
  22. Like
    TDUZoqqer reacted to Speeder in Horsepower   
    @Diablo: roger that :D I have setup a git repo with the current codebase: [URL='https://github.com/ProjectHorsepower/horsepower']GitHub - ProjectHorsepower/horsepower: Horsepower - MMO Racing Game[/URL] The code should be compilable (as long as you follow the Readme). There is not code guideline/contribution guide whatsoever yet, if people are willing to contribute I'll make one. :) I've also made a [URL='https://trello.com/b/XgBYgiT3/']Trello[/URL] to manage the project's roadmap
  23. Like
    TDUZoqqer got a reaction from Milli in Community development: Project DRIVE (working title)   
    Yeah pretty much, I am just less.. French.
     
     
    By the way, a long time passed since I updated the thread, so I wanted to post a WIP video of the current state today or tomorrow. Please get ready your "why didn't you make this / why does it look so weird / why doesnt it work like Forza" text file for quick copy paste here. :D
  24. Like
    TDUZoqqer got a reaction from TIMELESS in Community development: Project DRIVE (working title)   
    Yeah pretty much, I am just less.. French.
     
     
    By the way, a long time passed since I updated the thread, so I wanted to post a WIP video of the current state today or tomorrow. Please get ready your "why didn't you make this / why does it look so weird / why doesnt it work like Forza" text file for quick copy paste here. :D
  25. Like
    TDUZoqqer got a reaction from Djey in Community development: Project DRIVE (working title)   
    Yeah pretty much, I am just less.. French.
     
     
    By the way, a long time passed since I updated the thread, so I wanted to post a WIP video of the current state today or tomorrow. Please get ready your "why didn't you make this / why does it look so weird / why doesnt it work like Forza" text file for quick copy paste here. :D
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