Happy track Alpha/Beta Thread.

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  Happy track Alpha/Beta Thread.
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   Author  Topic: Happy track Alpha/Beta Thread.  (Read 2013 times)
572bigblock
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Re: Happy track Alpha/Beta Thread.
« Reply #30 on: Aug 12th, 2010, 5:15pm »

very few.

I'm going to go ahead and send you the track file so you can load it into your MAS file and work on the starting grid. In the meantime I will continue working on placing the balls. I need to remap one bank of the track as mentioned before, so its not done, but the modeling part of it is. thats enough to get you started
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madmax
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Re: Happy track Alpha/Beta Thread.
« Reply #31 on: Aug 12th, 2010, 6:24pm »

Thanks I am downloading it now...
Will give me something to work on this weekend....

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Re: Happy track Alpha/Beta Thread.
« Reply #32 on: Aug 13th, 2010, 10:44pm »

worked late on this track tonight. Got 156 balls loaded in the pit (one by one). Could probably use 2.5x more

I'm already starting to see framerate issues. Its very choppy backing up until the balls scatter, then once they sink into the ground and become unmoveable, the framerate picks up and the game smooths out. This kind of suggests that the game looses track of moveable objects after a short time, which explains their strange behavior: They move and all of a sudden they sink and you pass through them like a ghost.

I also found out that I only need 4 ball files in the MAS file. I need a ball for each color and that is it. In the SCN file I can list off infinite different object names (Ball1, Ball2, Ball3, Ball4, Ball5, ect.) and they all can use the same 3d model, for example: BALL1.VRL

Each object code can have different coordinates to place it where ever. Basically, I have 156 balls placed in rows in the ball pit and they all use 1 of 4 different 3d models in the MAS file.


Very interesting....


I fell upon this one by mistake. When going through the SCN, I forgot to update the VRL files I had added to the MAS file to each object code grouping. Instead of unexpectedly crashing the game, it worked perfectly. This little tip is saving me some time copying and renaming VRL files.


Hope to finish the ball pit soon. I'm on the final stretch. I already fixed the distorted mapping on the bank.
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Strassman
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Re: Happy track Alpha/Beta Thread.
« Reply #33 on: Aug 14th, 2010, 11:23am »

Sounds awesome, can't wait to see...

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572bigblock
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Re: Happy track Alpha/Beta Thread.
« Reply #34 on: Aug 14th, 2010, 12:04pm »

I'm up to 429 balls in the pit


could probably use a total of 500 but I ran into a little snag.....


The framerate was real real low, somewhere under 5 frames per second. All of those balls are a major memory hog. And the game will run for a second or two and then crash.... even on the lowest resolution and the lowest detail setting.


The Happy Fun Park MAS file is only 100kb larger than the stock Dixboro MAS file, however the Happy Fun Park SCN file contains a LOT of data. It is 10x larger than the stock Dixboro SCN file.


So I definately need to go back and start reducing the number of balls in the pit. I should cut it back at least under 300 balls. It still ran choppy this way, but it was playable. The game ran pretty good still around 200 balls, so the more I can get rid of the better. less=more


If it is ok for you, I would also like to weed through both MAS files before you publish this track to remove all unnecessary files for the track to run, such as the textures and objects not used in the track. This is just a common thing that I do to save memory and reduce the download/upload times. Even on a heavily modified track, I can cut out enough useless memory to bring the MAS files well under half the size of stock tracks.

Let me know what you think
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572bigblock
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Re: Happy track Alpha/Beta Thread.
« Reply #35 on: Aug 14th, 2010, 12:21pm »



This is what 429 colored balls looks like for anyone curious. there are 11 rows of 39 balls. Like the original large balls, these balls come in 4 different colors.

This was the best shot I could get before the game crashed, but they extend out in the other direction off the picture.

The ball pit seems a little long and even a little wide, so reducing the number of balls will be just right. And it will be necessary
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madmax
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Re: Happy track Alpha/Beta Thread.
« Reply #36 on: Aug 14th, 2010, 1:09pm »

From an online point of view. The framerate is concerning. I like the idea of cutting out the waste of the files. I feel pretty bad that u shrunk Strassmans balls and now are going to cut them out.

Interesting trick that u stumbled into earlier. Of course that just brings alot more questions into my head.

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572bigblock
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Re: Happy track Alpha/Beta Thread.
« Reply #37 on: Aug 14th, 2010, 2:35pm »

on Aug 14th, 2010, 1:09pm, madmax wrote:
From an online point of view. The framerate is concerning. I like the idea of cutting out the waste of the files.


Yes, thats exactally what I was thinking. I'm also concerned about having too many track objects on this track. I'm going to take as many balls out as necessary, or possibly make simpler, much cruder, and more basic balls. Since 1 ball right now takes up 23.1kb. They dont necessarily have to be that detailed. I'm not sure if removing waste files in the MAS file will help the framerate out, but perhaps removing some of the unnecessary track objects currently on the track will help lots. Such as the winner step-up box, the announcer stand, a couple of trees, people in the grandstands, or the grand stands in general. But I'll have to have Strass' input and decision on this one.



on Aug 14th, 2010, 1:09pm, madmax wrote:
I feel pretty bad that u shrunk Strassmans balls and now are going to cut them out.


LOL, Yep. Strass is having his balls cut out. I hope hes ok with the castration
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Strassman
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Re: Happy track Alpha/Beta Thread.
« Reply #38 on: Aug 14th, 2010, 10:30pm »

on Aug 14th, 2010, 12:21pm, 572bigblock wrote:


This is what 429 colored balls looks like for anyone curious. there are 11 rows of 39 balls. Like the original large balls, these balls come in 4 different colors.

This was the best shot I could get before the game crashed, but they extend out in the other direction off the picture.

The ball pit seems a little long and even a little wide, so reducing the number of balls will be just right. And it will be necessary

Looks frikin' awesome!!
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Strassman
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Re: Happy track Alpha/Beta Thread.
« Reply #39 on: Aug 14th, 2010, 10:39pm »

on Aug 14th, 2010, 2:35pm, 572bigblock wrote:
Yes, thats exactally what I was thinking. I'm also concerned about having too many track objects on this track. I'm going to take as many balls out as necessary, or possibly make simpler, much cruder, and more basic balls. Since 1 ball right now takes up 23.1kb. They dont necessarily have to be that detailed. I'm not sure if removing waste files in the MAS file will help the framerate out, but perhaps removing some of the unnecessary track objects currently on the track will help lots. Such as the winner step-up box, the announcer stand, a couple of trees, people in the grandstands, or the grand stands in general. But I'll have to have Strass' input and decision on this one.

Sure thing, whatever works and makes it run smooth...I could live without trees, extra buildings & such - hell, the idea of just a cement pit in the middle of nowhere sounds neat too..."The Happy-Fun Pit Of Despair"!! (It sounds more ominous when said with an evil Vincent Price/Princess Bride Albino voice)


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LOL, Yep. Strass is having his balls cut out. I hope hes ok with the castration

« Last Edit: Aug 14th, 2010, 10:52pm by Strassman » Logged

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Re: Happy track Alpha/Beta Thread.
« Reply #40 on: Aug 23rd, 2010, 2:34pm »

Aerial view teaser (without balls)
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572bigblock
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Re: Happy track Alpha/Beta Thread.
« Reply #41 on: Aug 23rd, 2010, 8:33pm »



I got your hint


been busy and in my free time ive been busy with the rest of the projects for this game. I still work on it and i have a little work to go
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Strassman
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Re: Happy track Alpha/Beta Thread.
« Reply #42 on: Aug 23rd, 2010, 8:52pm »

on Aug 23rd, 2010, 8:33pm, 572bigblock wrote:


I got your hint


been busy and in my free time ive been busy with the rest of the projects for this game. I still work on it and i have a little work to go

No hint, seriously...

Played Happy Fun a bit today, was diggin' just the "cement pond" look & the fact I destroyed the kids (hence the screenshot)...might just have a plain version as well?

...on a side note, me & the boys also had a hoot playing your Dixboro Jump this afternoon, good times & BIG AIR!!
« Last Edit: Aug 23rd, 2010, 9:04pm by Strassman » Logged

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572bigblock
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Re: Happy track Alpha/Beta Thread.
« Reply #43 on: Aug 24th, 2010, 7:55pm »

on Aug 23rd, 2010, 8:52pm, Strassman wrote:
No hint, seriously...

Played Happy Fun a bit today, was diggin' just the "cement pond" look & the fact I destroyed the kids (hence the screenshot)...might just have a plain version as well?

...on a side note, me & the boys also had a hoot playing your Dixboro Jump this afternoon, good times & BIG AIR!!



Oh ya.

My favorite thing to do on the Dix Jump track when I am a few laps ahead at lap 19 is to run the course up to the end, turn left and exit the course. Drive around the red barn and gather a full head of steam to fly off the outer bank and then shoot up the hill to get MEGA air across the finish line! LOL

I posted a picture on the goofy screenshots thread of when I did this in the yellow tiny car. It still had motion when the game transfered my car to the winners circle and it slid out a little ways into the grass.

That would be cool to have 2 versions. With and without balls
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madmax
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Re: Happy track Alpha/Beta Thread.
« Reply #44 on: Aug 25th, 2010, 05:53am »

There is something funny about Happy Fun Park.

I am playing with Balls and Without Balls. I was just about to post some pictures (photobuckets down), of some Ball shots.

I guess u will have to wait to see me play with Big Balls.

Seriously, I play this game in both versions and when the small balls come, I will be playing that one too.

There is something very catchy about this track.

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