24 July 2021, 20:47 | #241 |
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Ah nice attempts. The ice track is good. I didn't see the big picture at once It's exactly the kind of stuff I could use for extra tracks.
Be prepared to create all 21 tracks if you go down that route... I have created 2 tracks myself for Supercars 3 but they're pretty complex. Looking for simpler ones. Not all tracks have all the features: bends, jumps, trains, gates, slopes, tunnels. |
10 August 2021, 19:55 | #242 |
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With all this tinkering it'd be more fitting to create a new game and not an improved version of SC2.
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10 August 2021, 20:02 | #243 |
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10 August 2021, 20:10 | #244 |
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10 August 2021, 20:19 | #245 |
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10 August 2021, 20:29 | #246 |
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10 August 2021, 22:06 | #247 |
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@CaptainNow your trick about the mirroring + rotation of the tracks isn't going to cut it after all
Just because bridges/tunnels (and jumps) have to be horizontal for technical reasons (clipping). Check the circuits I think it's always the case. Too bad as it was a great idea. It could still be a great idea to create a new track but it would need reworking in some areas. |
29 August 2021, 09:52 | #248 |
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There's zero difference regarding gameplay/difficulty to the OCS version, right?
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29 August 2021, 11:38 | #249 |
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Ha. I dropped in to ask exactly the same question, John. Beat me to it.
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29 August 2021, 11:56 | #250 |
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same thing, no changes. I wouldn't dare changing such a masterpiece in gameplay.
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29 August 2021, 12:27 | #251 |
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Great, then we can allow it for the next round of the competition (additionally to the OCS version) I guess.
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29 August 2021, 13:37 | #252 |
Baked Produce
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Also I just gave it a go. Didn't realise you had come so far so quickly. Looks really good.
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29 August 2021, 22:13 | #253 |
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thanks! There are only a few minor problems right now. I noticed that with comm screens on, you always get the ecologist woman after the first race. Most annoying, but probably easily fixable now that I spotted it.
Also, game is sometimes jerky at least on my A1200/060 in PAL, but if I select NTSC, then it's way better. Really busy with work resuming + pacman to finish coding, but I'm not letting the SC AGA version unfinished now that the toughest changes have been done. |
15 September 2021, 12:01 | #254 |
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This is pretty much perfect. Only the neon pink cars stand out negatively - their color is too bright.
Could you please change their color some day to royal blue, dark pink, silver or beige? |
15 September 2021, 12:08 | #255 |
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I could consider that. Can you post pics of the "offending" cars and a mockup of the colors you'd like? I have the commscreens randomness to fix and just completed a project so I can have a look.
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15 September 2021, 12:43 | #256 |
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The only offending color car is the bright pink one. I have mocked up the colors John is talking about... Not sure if Silver is a good idea is it seems as it can clash with the track color..
Anyway hope this helps |
15 September 2021, 13:53 | #257 |
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Silver would be wasting colors. I like both purple and blue. Okay.
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15 September 2021, 15:17 | #258 |
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purple is cool...
Would it be possible to have 10 different colors? It's been a while that I don't play this game but if I remember well there were cars with the same color... am I wrong? |
15 September 2021, 15:28 | #259 |
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aah I wish that was possible, but you see, the fact that there are 3 different colors in the ECS version is already a feat.
The graphics are planar, and blitting 1 particular bitplane of the graphics at given bitplanes (0, 1, or 2) change the color. That's a trick I inherited from the ECS version and extended (with difficulty) to the AGA version (with an extra bitplane, which allows not 3 different colors but now 6). To make it short, geting 10 different colors that would require going full 8 bitplanes, at the expense of performance (7 bitplanes is already 1 more than the ECS version and it is already slow on some configs). And a big fat 68060 doesn't help, it's a blitter bottleneck issue. |
15 September 2021, 16:43 | #260 | |
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Quote:
Cool - thank you in advance! |
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