FIGURE 8 NATIONALS

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demoliton derby &figure 8 race add-ins
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  FIGURE 8 NATIONALS
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madmax
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Re: FIGURE 8 NATIONALS
« Reply #45 on: Mar 20th, 2010, 12:44pm »

on Mar 20th, 2010, 12:35pm, 572bigblock wrote:
I'm not sure how to add laps to a race. There are a few easy ways to make multiple laps score as 1 lap, but as far as seeing the counter raise above 20, I have only seen that on Flash's head to head conversion track.

I think that was an unintended hidden feature. As soon as I grasp all this, I want to fix that track so that it will do a minimum of 2 laps. Currently its random and the counter says lots of crazy things. I believe that's because of the order of the counter, but what do I know LOL.
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Re: FIGURE 8 NATIONALS
« Reply #46 on: Mar 20th, 2010, 12:57pm »

on Mar 20th, 2010, 12:44pm, madmax wrote:
I think that was an unintended hidden feature. As soon as I grasp all this, I want to fix that track so that it will do a minimum of 2 laps. Currently its random and the counter says lots of crazy things. I believe that's because of the order of the counter, but what do I know LOL.


I've been curious about this, too. I havent really looked into it.
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Re: FIGURE 8 NATIONALS
« Reply #47 on: Mar 20th, 2010, 1:02pm »

on Mar 20th, 2010, 12:42pm, madmax wrote:
Ok, give me the easy way to make multiple laps score as one.

The Banger.. bump race needs more time to accumulate damage then will occur in 20 laps.


I understand. 20 laps isnt enough to total out many cars. Endurance races should last longer.


To make multiple laps score as one:
-Make a mistake in the ordering of checkpoints as described on the last page
-Add additional checkpoints in order around the track after the last checkpoint, so you will need pass through an extra set of checkpoints in order to score one lap
-lol >>> move waypoints with modelers garage. It seemed to mess up the laps on my Fort Dodge banked figure 8 track.
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madmax
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Re: FIGURE 8 NATIONALS
« Reply #48 on: Mar 22nd, 2010, 05:46am »

Thanks for your help I have it set to 60 laps or "You score 1 Point for every 3 laps"

And here is a blank Sprint Car. Erm, I did do the wheels.
Can you tell the difference? F#&$(&*#($&(#!!!!

This one is made up like the Anglia. Will take a bit of time. I got some of the bitmaps right and some wrong... Again.





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Re: FIGURE 8 NATIONALS
« Reply #49 on: Mar 27th, 2010, 07:55am »

on Mar 20th, 2010, 1:02pm, 572bigblock wrote:
I understand. 20 laps isnt enough to total out many cars. Endurance races should last longer.


60 laps is just enough for cars to start getting damaged and smoking. I can't seem to fudge the system to get anymore then 60 laps. Perhaps I need to create another checkpoint. I think 80 laps will be perfect.

I am going to try the euduro format on a bigger track and see how that works out. My guess is the hits will be harder and the cars will become disabled sooner.

So far I haven't been able to replicate anything as fun as your Big8 National track.



« Last Edit: Mar 27th, 2010, 07:55am by madmax » Logged

572bigblock
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Re: FIGURE 8 NATIONALS
« Reply #50 on: Mar 27th, 2010, 12:02pm »

looks really fun. keep us updated on your progress.
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madmax
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Re: FIGURE 8 NATIONALS
« Reply #51 on: Mar 27th, 2010, 1:20pm »

on Mar 27th, 2010, 12:02pm, 572bigblock wrote:
looks really fun. keep us updated on your progress.


I need you to double check something for me.

You have the F8 Nationals set up for 30 cars. I have always thought there were 30 cars on the track but never counted. Of course I have been playing with the files.... and somewhere along the way, I can only get 24 cars on the track an when I went back to test on your F8 track, I only had 24 cars on it too, even though I have 30 in the events folder and I see 30 spots available on the AIW file.

Can you put my mind to rest and verify that there are 30 cars on your track? On my other computer which went up in smoke, I had always thought there were 30 cars. Perhaps its this computer?

IF there is 30 cars, I have to find out what I did and undo it.
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572bigblock
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Re: FIGURE 8 NATIONALS
« Reply #52 on: Mar 27th, 2010, 2:51pm »

you're right. there is only 24 cars on the figure 8 nationals track. There are 24 spaces available in the AIW file, and I wanted to round it up to an even 30, so I copied and pasted 6 blocks of text and renumbered them. I always assumed there were 30 cars, but never bothered to count them.
I counted twice and there are only 24 cars on the figure 8 nationals track
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madmax
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Re: FIGURE 8 NATIONALS
« Reply #53 on: Mar 28th, 2010, 07:59am »

on Mar 27th, 2010, 2:51pm, 572bigblock wrote:
you're right. there is only 24 cars on the figure 8 nationals track. There are 24 spaces available in the AIW file, and I wanted to round it up to an even 30, so I copied and pasted 6 blocks of text and renumbered them. I always assumed there were 30 cars, but never bothered to count them.
I counted twice and there are only 24 cars on the figure 8 nationals track


I also assumed there were 30 cars on the track. I copied your fire and couldn't figure out why I couldn't get those 6 extra cars.

I was intending to put 50+ cars on the Banger/Bumptopass large oval.

Creating a banger/bumptopass track is easy and I could get one ready for release but at this point its more self amusement and though it is somewhat entertaining to me and adds a new style to the game, It would likely bore a true gamer to tears and it has nothing over the Demolition Derby and the F8 Tracks in terms of gameplay.







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Re: FIGURE 8 NATIONALS
« Reply #54 on: Mar 28th, 2010, 12:36pm »

Although you would need a super computer to handle 50+ cars, it would be a lot of fun and I wish there was an easy way to do it.


The demolition derby events are slow moving by comparison, so they would seem kind of boring to some players too. The racing is fun in its own way. Especially if you have a car that handles well. Most cars from this game handle terribly when you put them on the circle track.
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Re: FIGURE 8 NATIONALS
« Reply #55 on: Mar 29th, 2010, 08:08am »

on Mar 28th, 2010, 12:36pm, 572bigblock wrote:
Although you would need a super computer to handle 50+ cars, it would be a lot of fun and I wish there was an easy way to do it.

I haven't used DD&F8 on anything higher then P4. I was anticipating that 50 cars would be reasonable with something bigger and a decent graphics card.

Quote:
The demolition derby events are slow moving by comparison, so they would seem kind of boring to some players too.
That's correct. Some gamers don't get it. But this is the appeal to people who are derby enthusiasts. I read in other posts about smart improvements for the game that suggested appealing to both markets which I concur with. I just wouldn't want to see the flavour of DD&F8 lost simply to appeal to the broader gamer market. I like it slow


Quote:
The racing is fun in its own way. Especially if you have a car that handles well. Most cars from this game handle terribly when you put them on the circle track.


Terribly is an understatement. These cars are crap on the oval. I have no idea why its easier to drive most derby cars backwards on the oval, then it is forwards...LOL.

For speed, I prefer the F8 National. It works and then it has the crash impact. Carnage is everywhere and making it to the finish without wrecking isn't easy.

The smaller F8 tracks are TOO EASY to win at. Even at the Ultimate difficulty setting.






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Re: FIGURE 8 NATIONALS
« Reply #56 on: Mar 29th, 2010, 5:27pm »

on Mar 29th, 2010, 08:08am, madmax wrote:
Terribly is an understatement. These cars are crap on the oval. I have no idea why its easier to drive most derby cars backwards on the oval, then it is forwards...LOL.

For speed, I prefer the F8 National. It works and then it has the crash impact. Carnage is everywhere and making it to the finish without wrecking isn't easy.

The smaller F8 tracks are TOO EASY to win at. Even at the Ultimate difficulty setting.








lol, most do drive better in reverse. Its ass-backwards.

Apparently I dont avoid enough wrecks when I race at the F8 Nationals. Its difficult for me to finish the race without destroying the front. It doesnt help that 24 cars makes my computer run a little choppy.
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madmax
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Re: FIGURE 8 NATIONALS
« Reply #57 on: May 13th, 2010, 09:55am »


Figure 8 Nationals ONLINE

You put online features into this track but I have yet to find someone online who has it installed. Mainly because most are new players or I haven't asked them.

A couple things have come to my attention and since you actually created this without playing online, that is quite a feat.

But.... here is my thoughts now that I know whats going on.


The figure 8 nationals will be restricted to 8 cars no matter what you set it if you are playing online. Thus its 8 players or 2 Players and 6 AI cars max.

The AI cars will follow the waypoints, but us regular drivers are on the honor system. You can score a lap without going to the far distant corners. You may be going faster but the shorter distance will prevail for [s]us[s/] cheaters.

It won't be as scarey heading to the intersection as the Singles Game but the crash will be a big one all the same if it occurs online.

Also, the online games seem to create the field based upon a random assortment of

LEAGUE SETTINGS, Player Car choice based on the vehicle chosen, and some other bizare factors.

Thus anyonline game is subject to a combinate of Compacts and Large vehicles regardless of how league files are supposed to work.

So, you successfully created TWO leagues. One for compacts and one for Fullsize. What I haven't been able to test is if it will actually work. It would be great if it did, but it doesn't work for the regular online games so I haven't set my expectations very high.

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572bigblock
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Re: FIGURE 8 NATIONALS
« Reply #58 on: May 13th, 2010, 6:09pm »

you bring up some good points^^^

I'm really not sure if it will work online. And I'm wondering if it will resort back to racing at the actual Zanesville or something weird like that. When you try to record a race at the F8 nationals it plays back normal, until you exit the game and try to play the race again. Then it decides to load Zanesville and all of Zanesvilles textures instead of F8 National's own textures.

It might be kind of fun racing online. You will start out racing the whole track. Someone may cut the corner a little sharp. and the next guy will cut it a little sharper. and pretty soon you are racing around the tires and trying to take out the cheaters.
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572bigblock
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Re: FIGURE 8 NATIONALS
« Reply #59 on: Jul 7th, 2010, 3:30pm »

Madmax and I tested this track out online and it works good!

good but not great. thats because we ran into one minor snag.

Madmax hosted and in the pre-race setup, when he chose 'Figure 8 Nationals--Fullsize Event', it would appear 'Zanesville Figure 8' on my screen. When we went to race, his game would load all of the Figure 8 National's files (music, loading screen, AI rubber groove, new F8 nationals starting positions) and my game would load all of Zanesville Figure 8 files (music, loading screen, AI rubber groove, old Zanesville starting positions). I would begin the race around the Zanesville course and I would see the opponent cars lined up around with me. Madmax would begin around the F8 nationals course and see all of HIS opponents lined up around HIM. When the race started, all of the opponent cars around me would disappear.

The rest of the race would run fine with the exception that I see Zanesville and Madmax sees F8 nationals.


Temporary fix: Before begining madmax's race at the F8 nationals, I would log out of his hosting, host myself, and search through the track menu until I found the F8 nationals. Then I would log out of my hosting and join back up with Madmax's game and everything would work great! If you do this you must repeat this step before every race.



This seems to be a unique problem to this track only. I think the problem lies in the track ID in bold below:




Name="Figure Eight Nationals-Fullsize Figure 8"
ID="ZV8M"
Type=2
Track="Figure8Nationals"
League=1024
NumberOfCars=8
Fanfare="Fanfarer6"
EndingMusic=""



I left the track ID the same as Zanesvilles track ID. This is possibly why both games will load seperate tracks. These two tracks have overlapping IDs, which I believe are similar to chassis numbers in cars.
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