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Author Topic: Tr0n - (F-zero - XGRA) in 3Drad  (Read 3108 times)

fourdee

« on: February 06, 2013, 12:21:22 PM »
Thanks to everyone who provided feedback, appreciate it.
Please see here for full release: "pending"
« Last Edit: February 20, 2013, 06:50:19 AM by Fourdee »
« Reply #1 on: February 06, 2013, 02:05:48 PM »
cool, like the game, i have a lag issue, normally my pc is fast, but i only got 15fps.
fun to play tho!
« Reply #2 on: February 06, 2013, 06:23:31 PM »
Looks pretty awesome to me. Runs full 60fps.
I currently can't try the xbox controller mode because I accidentally swapped my battery pack for the rechargeable one at home, which is where the charging cable is.
The AI seemed to be a bit hard at first on track 3 and whatever default speed class was (750?). Then I managed to beat them all before the 4th lap (keyboard driving isn't the easiest). Then I found out that there was a boost button. So basically, good competition without boost.

Currently using 7.22

fourdee

« Reply #3 on: February 07, 2013, 09:05:00 AM »
Thanks for feedback guys, appreciate it.

i have a lag issue, normally my pc is fast, but i only got 15fps.
Redfox, if possible, could you please goto options (ideally at the main menu), and, give me the framerate values for the following graphic settings (no need to restart, settings applied in real time):
- off
- Low
- Normal
Would be a great help if you can do the above for me Redfox. Thanks.

for those without xbox controllers, i'll upload a new version with full keyboard controls soon.

« Last Edit: February 07, 2013, 09:14:00 AM by Fourdee »
« Reply #4 on: February 07, 2013, 09:31:45 AM »
Also, I wasn't quite sure if gravity was supposed to have an effect on me or not since the enemies didn't seem to be affected by it. But maybe that's what the boost was for.

I would also make a suggestion to make the pause menu accessible by the escape key.

Currently using 7.22

fourdee

« Reply #5 on: February 07, 2013, 10:49:43 AM »
Also, I wasn't quite sure if gravity was supposed to have an effect on me or not since the enemies didn't seem to be affected by it. But maybe that's what the boost was for.

I've just checked my speedmath function code (which both AI/player bikes use), you can check the AI speed by going into "dev_mode (D)" then pressing (1) to cycle bikes.
Both AI/Player speed is effected by gravity. Gravity is defined by getting a unique vector.y result, rotated against the input bike. If your interested in how this is all done, feel free to check the below:

Code: [Select]
float MATH_speed(float ispeed,float iXROTATION,float iACCEL,float iSTEERING,float iXCOLLISION,int aiflag, Vector3 iv3_world, Quaternion iq_bike){//Bike Speed controller

   float _throttle_scale;
   float _throttle;
   float _break_scale = 1 + (ispeed/2);
   float _XCOL_speed_reducer;
   float _throttle_class_cap;
   float _gravity;
   float _newspeed = ispeed;

   //speed class settings
   if(speed_class==0){ // 250
         _throttle_scale = 1 / (1+ispeed*24);
         _throttle_class_cap = 2.3;
      }
   if(speed_class==1){// 500
         _throttle_scale = 1 / (1+ispeed*18);
         _throttle_class_cap = 3;
      }
   if(speed_class==2){// 750
         _throttle_scale = 1 / (1+ispeed*14);
         _throttle_class_cap = 3.6;
      }
   if(speed_class==3){// 1000
         _throttle_scale = 1 / (1+ispeed*10);
         _throttle_class_cap = 4.2;
      }
   if(speed_class==4){// 1250
         _throttle_scale = 1 / (1+ispeed*9);
         _throttle_class_cap = 5.2;
      }

   //Input states - Accel controller
   if(iACCEL==2){
         if(ispeed <= _throttle_class_cap){
               _throttle = 0.15 * _throttle_scale;
            }
         else{
               _throttle = -(ispeed - _throttle_class_cap) * 0.007;
            }
      }
   if(iACCEL==1){
         _throttle = -0.012 * _break_scale;
      }
   if(iACCEL==0){
         _throttle = -0.003 * _break_scale;
      }

   //Xcollision reducer
   if(iFloatAbs(iXCOLLISION) > 0){
         _XCOL_speed_reducer = 0.01 + (ispeed /60);
      }else{
         _XCOL_speed_reducer = 0;
      }

   if(aiflag==1){//AI speed methods
         _newspeed -= iXROTATION / (350 - _throttle_class_cap);
         _newspeed += (iFloatAbs(iSTEERING/400));
      }
   if(aiflag==0){//Player speed methods
         if(ACCEL==0 || ACCEL==2){//add steering to speed
               _newspeed += (iFloatAbs(iSTEERING/300));
            }
         if(iXROTATION <= -0.2 || iXROTATION >= 0.2){//enable YAXIS boost
               if(iXROTATION <= -0.2){boost1 = (-YAXIS) + (-iXROTATION);}
               else if(iXROTATION >= 0.2){boost1 = (YAXIS) + (-iXROTATION);}
               _newspeed += (boost1/350) / (0.1+ispeed/3);
            }else{boost1=0;}
         if(boost_state==1){_newspeed += _throttle_scale * 0.9;}
      }

   iVectorRotate(iv3_world,Vector3(0,0,1),iq_bike);
   _gravity = (-iv3_world.y/8) / (1+ispeed*3);
   //increase speed reducion for going up hills
   if(_gravity <= -0){_gravity *= ispeed/5;}

   _newspeed += _throttle;
   _newspeed -= _XCOL_speed_reducer;
   _newspeed += _gravity * (_throttle_class_cap/2.2);

   if(_newspeed <= 0) {_newspeed = 0;}
   if(_newspeed >= speed_max) {_newspeed = speed_max;}

   float ospeed_smooth = iFloatTendTo(ospeed_smooth,ispeed,_newspeed,0.7,1);
   return ospeed_smooth;
}





I would also make a suggestion to make the pause menu accessible by the escape key.
As i playtest this game on the xbox controller, i've pretty much forgot keyboard user experiences lol. I've added ESCAPE as a goto menu/back option. This will be available with full keyboard controls in a  new build.

Thanks for your feedback, even the little things (escape key) hopefully makes the game a better experience.
« Last Edit: February 07, 2013, 11:31:37 AM by Fourdee »
« Reply #6 on: February 07, 2013, 10:55:52 AM »
Thanks for feedback guys, appreciate it.

i have a lag issue, normally my pc is fast, but i only got 15fps.
Redfox, if possible, could you please goto options (ideally at the main menu), and, give me the framerate values for the following graphic settings (no need to restart, settings applied in real time):
- off
- Low
- Normal
Would be a great help if you can do the above for me Redfox. Thanks.

for those without xbox controllers, i'll upload a new version with full keyboard controls soon.

ok sure, ill look tonight for you :)

my pc is xp, about 1 year old, decent system, most games like gta saandrease works fine, so i was a bit surprised that this was laggy. might just be that it was running slower than normal.

ill look for you and tell you!
« Reply #7 on: February 07, 2013, 12:47:59 PM »
the above screenie is absolutely beautiful... some of the best graphics i've seen in a 3DRAD game...

yes... it does take a loooooooooooooooooooong time to do things right... don't let this disuade you from the project... best to take it one step at a time... don't worry about rushing it...

also...

this is the stage when a project is nearing the end,  where 3DRAD can be the most difficult to work with... fine tuning things... tweaking performance... getting it ready for prime time... i've been there 3 times already  ;D with my project...

another thing...

if you get collaboration, be sure that you maintain complete control of the project so that the high quality  that you've shown so far (both in the visual presentation as well as the logic) doesn't suffer... give explicit specifications to those who want to work with you, and let em know from the start what you expect, and that you are the head of the project...

don't be adverse to listening to input, but don't loose sight of what you set as the goals of the project...  i worked with Mic on 4x4, and had to reign in my own "ego" so that i didn't "destroy" the great work and the creative genius in his project...

i just got back from Washington DC, and as soon as i get settled in i'm looking forward to taking a look at your latest...

--Mike
« Reply #8 on: February 07, 2013, 04:09:39 PM »
Tried to use nvidia control panel to override a few graphic settings (better anti-aliasing). Still ran 60fps at 1920x1200.
Click for more screenshots. (top right of each has an option thing to view full res)


Another suggestion, the reflection update rate on the player's car I can tell isn't 60 (looking more like 30). Not really that important, but it's a bit noticeable when the game's running 60fps. Maybe make a "very high" graphic option with that set to 60? (not entirely sure how much that would affect performance)

Currently using 7.22
« Reply #9 on: February 07, 2013, 05:15:50 PM »
tracks are much better... more navigable by human drivers... that was the biggest critique from me... good job ( i know it must've been a pain :) )...

there are a few small things i thing might be worth mentioning... they are small and shouldn't require much rewiring...

1- background music during initial game load would be better if it is not slowing loading down too much...

2- replace help screen (on game loading) with a short action narrative (written) overlaying a static (action packed) graphic...

3- option menus... place something indicating that the user can adjust up or down the values (ie, the sound level can go from zero to 100, but i didn't realize that and had to experiment to see if i could do it)  (also, 0 to 100 by ones is a bit too much of an option... increments of 10 would suffice)

4- if it would help performance, a no music option should be available,,,

you're close... now it's mostly rote work of making the levels and some fine tuning...

don't rush it just to get it done...

--Mike
« Reply #10 on: February 07, 2013, 06:50:09 PM »
you did this dang not even i can get those good of graphics and a can get good graphics on 3drad
whats you secret on the bikes because i have some bike skinmesh's and a pcar dirt bike but i can't figure out on how to get it to work correctly and i tryed a lot of methods.

P.S. this game is a ton of fun might i Suggest like puting 360 degree loops and jumps in it because that would be awsome and I really wish I could help you but I don't think I could help you with much because you are doing so good at this game.
« Last Edit: February 07, 2013, 06:52:32 PM by dogtorque »
I be trippin!

fourdee

« Reply #11 on: February 07, 2013, 07:15:30 PM »
Quote from: Dart
Tried to use nvidia control panel to override a few graphic settings (better anti-aliasing). Still ran 60fps at 1920x1200.
You have a skill at taking the great screenshots, your now my chief Screenshot creator! :)

Quote from: Dart
Another suggestion, the reflection update rate on the player's car I can tell isn't 60
Its set at 21. I found this provided the best performance/update ratio. But yes, i did look into having an option to increase this with the graphic settings, however, it cant be done by script.
Currently the 3drad SkinMesh object only supports internal flag of Env.mapping on/off :(.
If i make a breakthrough in HLSL, i might find a way of creating my own shader code with it, and, mipmap LOD settings. But thats on my "when theres nothing else" to-do list.
Thanks again Dart!


Quote from: Mike Hense
tracks are much better... more navigable by human drivers... that was the biggest critique from me... good job ( i know it must've been a pain  )...
You have no idea! lol. Completely had to rethink track design/game mechanics, but, i think we can both say its worked out alot better! Thanks for the nudge ;)

1/4 - Lower bitrates/some cropping to the tracks. Mute music option will be available (and disable refresh of any music in mute state, yep, should help loading performance)

3 - All the user changeable options are in colour (i'am limiting myself to 2 textprint, and 2 sprite objects in the project for performance), i'll add some indicators using the text prints, and tweak the numbers.

2 - not too sure what you mean by this, do you have any examples (youtube etc) i could look at for reference?

Thanks again Mike, appreciate the solid feedback as always. And trust me, theres no rush, i've been working on this project on and off since i started radding over 2 years ago lol.


Quote from: Dogtorque
whats you secret on the bikes because i have some bike skinmesh's and a pcar dirt bike but i can't figure out on how to get it to work correctly and i tryed a lot of methods.
Do you have a link to any screenshots i can look at of your model?
Most of "getting it to look right" is ensuring the model is simple, dont try and over-complicate it by using too many polys. Add textures if you can (again, start simple).
Something worth trying: you can make a cube look amazing, with a simple texture and experiment with the shaders in the skinmesh window. Once you find what works and what doesnt, you'll be able to focus on that and work with it :)

Quote from: Dogtorque
P.S. this game is a ton of fun might i Suggest like puting 360 degree loops and jumps in it because that would be awsome
More crazy loops/tracks will be added in time. Jumps are a possibility, i'll look into it. Thanks again for the feedback!
« Last Edit: February 07, 2013, 07:29:15 PM by Fourdee »
« Reply #12 on: February 07, 2013, 10:05:05 PM »
this game is beautiful :D i love it, i played a lot of times and is amazing, great work :)
See my web:
« Reply #13 on: February 08, 2013, 07:08:19 AM »
oh oh oh oh fourdee I think it would be awsome to have tron cars in the game I can provide you with a car but you would problebly have to edit it first to make it look like something from tron. ill post the model as soon as I get a answer from you because I dont want to be giving out the model without you accepting it or something.
« Last Edit: February 08, 2013, 07:39:20 AM by dogtorque »
I be trippin!

fourdee

« Reply #14 on: February 08, 2013, 08:21:25 AM »
oh oh oh oh fourdee I think it would be awsome to have tron cars in the game I can provide you with a car

Sorry Dogtorque, there will be no cars in this project. Thanks for the offer though.

If you have any bike models, be sure to let me know :)
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