Stunt Rally - version 2.6

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Crystal Hammer
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Re: Stunt Rally (VDrift+Ogre) - version 7, with Track Editor

Post by Crystal Hammer » Wed Nov 24, 2010 10:55 am

Ok, I've done the pipe road. We have 2 tracks with it. They can be edited in Track Editor.
I've reworked the code for road rebuild, now road segments can have different width steps, and transition segments are created.
Pipe segments require more width steps both to look and to drive through smoothly.
Also implemented car color change, can be changed during game (hope it works), but for big textures it can take a second.
Have fun !
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Re: Stunt Rally (VDrift+Ogre) - version 8, with Track Editor

Post by Crystal Hammer » Sun Nov 28, 2010 10:11 pm

As for the new version, I've made 2 new sceneries: forest with rain and pines, and winter suiting to the time of year :)
Also fixed car's physics behaviour when on terrain, now it should be much harder to drive outside road (especially on snow).
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Re: Stunt Rally (VDrift+Ogre) - version 9, with Track Editor

Post by Crystal Hammer » Sun Dec 12, 2010 9:36 pm

Release 9 is available, at last you can race against clock to beat your best time, on 32 tracks. Some of them are quite difficult, but many are easy and nice driven. Two downloads now (tracks are in a separate archive). To reset best times for track x, delete records.txt file from data/tracks/x.
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Re: Stunt Rally (VDrift+Ogre) - version 9, with Track Editor

Post by dudeabot » Mon Dec 13, 2010 1:27 am

great improvements!

on a side note: when im driving i have the impression that the car tends to loose his rear easily, maybe its just me?
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Re: Stunt Rally (VDrift+Ogre) - version 9, with Track Editor

Post by Crystal Hammer » Mon Dec 13, 2010 8:29 am

No, this is right. The car tends to oversteer, just like in RBR. And I've set breaks to 65 % rear (normally were 60% front) so when braking it's possible to loose grip on rear wheels easily (no need to handbrake).
Maybe some day we'll have few car setup values like: steering sensibility and range, brake ratio, suspension height and stiffness. I just didn't get to that part yet. Making tracks is the best time for me. Also the only proven car is 3Sgrav_norm, the other aren't that drivable on gravel or jumps.
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Re: Stunt Rally (VDrift+Ogre) - version 1.0, with Track Edit

Post by Crystal Hammer » Sun Jan 02, 2011 8:12 pm

The new version 1.0 has now 7 drivable cars. I've improved 360 and CT, and added 3 new.
Including a very fast and powerful car XM. Easy to drive, just don't press throttle to much :) .
The Track Editor is now complete and has everything needed to create and edit tracks in it.
I hope it's not too colorful or buggy.
There is also a new video of 6 minutes gameplay:
http://www.youtube.com/user/TheCrystalHammer
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Re: Stunt Rally (VDrift+Ogre) - version 1.0, with Track Edit

Post by Crystal Hammer » Sat Jan 08, 2011 12:40 pm

I've uploaded a video tutorial for Track Editor. It's in 2 parts, 18 minutes total.
Hope that editing will be clear now. Any constructive comments or ideas are welcomed.
Also fixed few bugs in editor, you can get an update archive from project's page.
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Re: Stunt Rally (VDrift+Ogre) - version 1.0, with Track Edit

Post by freegamerblog » Tue Jan 11, 2011 3:16 am

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Re: Stunt Rally (VDrift+Ogre) - version 1.1 runs on Linux to

Post by Crystal Hammer » Sun Apr 03, 2011 1:38 pm

Hi. We are now 3 developers.
The game and editor also run on Linux now. There is a package for Ubuntu.
We build from source using CMake and are using Mercurial hg repositories.
There is an installer for Windows now, it has all 49 tracks included.
Finally trees have collision, but as promised it can be turned off in GUI (Fps is a bit higher).
The project's page is still the same:
http://code.google.com/p/vdrift-ogre/
New tracks have screenshots in the gallery:
https://picasaweb.google.com/CryHam/StuntRallyVer10#
Have fun !
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Re: Stunt Rally (VDrift+Ogre) - version 1.1 runs on Linux to

Post by cose » Tue Apr 05, 2011 10:49 am

hi Crystal Hammer,
i tried the installer version of stunt rally downloaded from google project.
when i run the app : ogre exception : file not found : cannot locate resource notfound.jpg in resource group Loading or any othergroup
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Re: Stunt Rally (VDrift+Ogre) - version 1.1 runs on Linux to

Post by Crystal Hammer » Tue Apr 05, 2011 5:45 pm

Hi, the issue was already discussed there: (please read comment 3)
http://code.google.com/p/vdrift-ogre/is ... tail?id=37
I've put an update 1.1.1 (exe only, needs to replace the old one in the directory where game was installed to).
It should fix the issue, and also speeds up collision a bit.
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Re: Stunt Rally (VDrift+Ogre) - version 1.1 runs on Linux to

Post by duststorm » Thu Jun 23, 2011 3:54 pm

I just stumbled upon this (the way I usually stumble upon Ogre projects, by searching for usage of Ogre API code and hitting the google code or sourceforge repo of some project).
Anyway, I am amazed at the work that has been put into this. Lovely use of all these ready available libraries to create very good looking terrain, weather effects, vegetation, ...

I'm also amazed at how effective the DragonSnail models, that were once donated to the ogre community, can be at creating pretty good looking scenes (they are the models included in ogitor you spoke of).
I was shocked at the effectiveness and detail you got from using splattered grass and having the trees cast shadows. With some good values impostered trees give a very fluent framerate without being really noticeable.

Next to effectively using techniques developed by the community, you also contribted your own techncal achievements. I found the editor very nice, with a lot of options. It's always nice to have a good GUI application that allows you to tweak the various settings and libraries in real time.
Your technique for drawing roads onto terrain using splines is fascinating, and still something that is not ready integrated in ogre or ogitor via a library. It would be great if you could provide some general information on the technique you used, or maybe even create a wiki article about it (maybe in the code snippets section?). Anyway, I will have a look at the code as soon as I have more time. I believe it would be a great idea to release something in this style as an ogitor or ogre addon/library.
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Re: Stunt Rally (VDrift+Ogre) - version 1.1 runs on Linux to

Post by fabrixx » Wed Jul 13, 2011 4:55 pm

Finally compiled on Ubuntu 11.04 amd64 (on Debian have too many errors)

I have some errors with playdeb and ppa.

Thanks at this forum for support in OGRE and MYgUI compilation :)

I write an article (italian..)
http://www.osside.net/?p=6478

Bye
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Re: Stunt Rally (VDrift+Ogre) - version 1.1 runs on Linux to

Post by cose » Wed Jul 13, 2011 10:22 pm

we played Stunt Rally with the kinect and the stereo plugin awesome !
the goal was to drive with your two bare hands.
Image
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Re: Stunt Rally (VDrift+Ogre) - version 1.1 runs on Linux to

Post by Slappy » Fri Jul 15, 2011 10:58 am

You game looks really fun!
Several tracks (especially those knotted :) look amazing.
Keep up good job!
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Re: Stunt Rally (VDrift+Ogre) - version 1.2

Post by Crystal Hammer » Mon Aug 01, 2011 6:06 pm

Thanks for comments !

@duststorm
Thank you for your post, I'm glad you see it this way.
It has been over a year of development and I knew OGRE a while back before too.
If you want to look at roads, their own sources are in source/road, and I think they could get detached without bigger problems (for a library).
The road construction part (in Road_Rebuild.cpp) got a bit fat and complicated though.
I think I won't find that much time to write a documentation, I'm still having the best time developing new stuff.
But if you have any questions I can answer them on our IRC.
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Re: Stunt Rally (VDrift+Ogre) - version 1.1 runs on Linux to

Post by Crystal Hammer » Mon Aug 01, 2011 6:11 pm

After some months, Stunt Rally has now reached version 1.2. Notable new features include replay support with "ghost car" and split screen play, localization (en,de,pl) and input remapping support.
There are also new tracks and environments as well as two new cars. Furthermore, various improvements and new things can be found under the hood, such as the editor now being able to save without administrator privileges. Also Editor wiki page is updated now under http://code.google.com/p/vdrift-ogre/wiki/TrackEditor.

This time we have 3 new videos of the game (which were made from best replays) on:
http://www.youtube.com/user/TheCrystalHammer

As with previous release, we provide an installer for Windows and .deb packages for the three latest Ubuntu releases. Source archive is also available for compilation commandos and other Linux distributions become available once the packagers catch up.
Homepage: http://code.google.com/p/vdrift-ogre/
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Re: Stunt Rally (VDrift+Ogre) - version 1.2

Post by fabrixx » Mon Aug 01, 2011 8:41 pm

Fantastic!!

And gamepad support?
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Re: Stunt Rally (VDrift+Ogre) - version 1.2

Post by Crystal Hammer » Mon Aug 01, 2011 9:18 pm

We have started with joysticks (gamepad and wheel too) but there are some steering range problems, so they are detected but range is wrong.
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Re: Stunt Rally (VDrift+Ogre) - version 1.2

Post by fabrixx » Thu Aug 04, 2011 7:56 pm

In future releases Its possible to move the pointer from the game window to the desktop ?

I've compiled now 1.2 fantastic :)
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Re: Stunt Rally (VDrift+Ogre) - version 1.2

Post by nevarim » Fri Aug 05, 2011 8:50 am

awesome :D
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Re: Stunt Rally (VDrift+Ogre) - version 1.2

Post by duststorm » Mon Aug 29, 2011 6:03 pm

spammer wrote:Nice job, very like it!!! :D
Btw, it's a pity that there isn't special version for Linux.
What do you mean? It works on linux :) (which is one of the reasons why it is so great!)

EDIT: Tricksy hobbit fooled me ;)
Last edited by duststorm on Tue Aug 30, 2011 10:53 am, edited 1 time in total.
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Re: Stunt Rally (VDrift+Ogre) - version 1.2

Post by jacmoe » Mon Aug 29, 2011 8:32 pm

It was a spammer. A quote from the first page of this topic. :wink:
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Re: Stunt Rally (VDrift+Ogre) - version 1.3

Post by Crystal Hammer » Wed Oct 19, 2011 7:23 pm

Hi. The new version 1.3 has now Game Controllers support (Gamepad, Wheel). They need few moments to configure but should work (I tested on my wheel).
Road pipe glass material is now fixed. We have first water (WIP) and better terrain blendmap on few tracks.
Few new GUI features to assist driving: arrow pointing to next checkpoint, minimap circle - can be rotated and zoomed, tracks info icons and tracks list sorting.
Also graphics settings presets, use lowest for laptops or old GPUs.
Have fun ! Post on issues if you have problems running (or configuring).
Use our homepage as a starting point to all links: http://code.google.com/p/vdrift-ogre/
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Re: Stunt Rally (VDrift+Ogre) - version 1.3

Post by Crystal Hammer » Wed Jan 04, 2012 11:34 pm

We have a new release version 1.4.
Finally with proper shadows (depth based, with self shadowing). Also with few graphics improvements.

A new gameplay video is available:
http://www.youtube.com/watch?v=ddboRq1MMMA
In game we have now 2 tracks with mud, driving through it can be seen in video from 1:55.

There are 14 new good looking rally tracks (screenshots from them can be seen in the gallery, from older versions too)
http://picasaweb.google.com/CryHam/

Also now we started a detailed changelog, which can be read here (to know all that changed from previous version):
http://code.google.com/p/vdrift-ogre/wi ... ionHistory

Have fun.
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