Project Mystery [Final Beta 2, Update 1]

Share with us how are you using the powerrrr of the force

Moderator: Alain

Do you think the car physics are better in this release than in previous?

Yes
5
19%
Yes
5
19%
No
1
4%
No
1
4%
Don't know
7
27%
Don't know
7
27%
 
Total votes : 26

Project Mystery [Final Beta 2, Update 1]

Postby Oziriz » Fri Dec 09, 2005 4:41 pm

Check last post for further information, but here's the link if you just wanna download the final beta 2:

http://rapidshare.de/files/12262622/Mys ... l.exe.html (3289 kB)

EDIT:
I managed to forget packing some important files into the package, so it crashed when pressing new game. :roll: Link updated now!

EDIT 2:
Game updated with very minor fixes. Remember to read Readme on how to modify game! If you already have Final Beta 2 you can download an update here:
http://rapidshare.de/files/12267452/Update.exe.html (182 kB)
Last edited by Oziriz on Tue Jan 31, 2006 6:15 pm, edited 8 times in total.
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Postby Dimidium Mortuus » Fri Dec 09, 2005 5:27 pm

Recommended hardware:
128 MB AGP Graphics card
1.5 GHz AMD Athlon or equivalent


I ran it with 64 FPS with:

32 MB Radeon X200 Integrated Graphics
224MB RAM
AMD Sempron 3000+

:D :D
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Postby Julio Jerez » Fri Dec 09, 2005 5:33 pm

@Oziriz
I see we are seemed to be having a new bread of apprentices training secretly in the dark art of the Newton force.
And these new apprentice are defiant they register and just like that here is my work, not introduction, not question. Is this getting too easy?

I could not download it? but the screen shot look good.
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Postby _Tux_ » Fri Dec 09, 2005 5:36 pm

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Postby walaber » Fri Dec 09, 2005 6:08 pm

same here. download seems to be down for the moment.
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Postby Oziriz » Fri Dec 09, 2005 6:55 pm

Sorry people, due to a humanly mistake the file was unavailable (AKA forgetting to upload the file after removing it when updating site). It's available now. :P

@Julio
Hehe, yeah, I've been browsing the forums quite a bit, thanks to a lot of people, especially you and Walaber I've been able to get what I have now. And the screenshot is getting a bit old, I suggest you check again and download!
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Postby CodyPChristian » Fri Dec 09, 2005 6:59 pm

Sorry about that link being down its all fixed now.. My mistake. :D
Thanks, CodyPChristian
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Postby Julio Jerez » Fri Dec 09, 2005 7:20 pm

Wow the car handling is very nice. Is this done with the car joint?
The car does the power slide very nice, much better than I was expecting
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Postby Sury » Fri Dec 09, 2005 7:53 pm

I could be wrong, but it seems like a raycast car to me. Either way, very nice vehicle handling indeed !
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Postby Oziriz » Fri Dec 09, 2005 8:22 pm

Thanks for the replies. And no, it's done using the car joint, seems like you guys underestimate it a bit. :)
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Postby Julio Jerez » Fri Dec 09, 2005 8:39 pm

I see we are in the present of a prodegée here, Mitoclorian count is off the chart.
I was undecided between ray cast and Joint, so I tried driving very slowly until I hit the sidewalk, and I saw how the tire ret on the edge, a raycast car can not do that.

Would you care to share few pointers for the younger apprentices; I must confess that even I am intrigued how you did it. I can make you an offer you cannot refuse in return. But do not worried I will never call upon you for a favor.
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Postby Oziriz » Fri Dec 09, 2005 8:44 pm

Well, sure... Umm, just ask what you want to know? Also, the gearbox will be reimplemented, it's currently a bit out of order, only having one gear at the moment, due to some bugs with it. :D
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Postby Julio Jerez » Fri Dec 09, 2005 8:48 pm

Well the million dollars question is how you implemented the tire model? :shock:

BTW the new car joint is so much more robust and more physically correct, I think you are going to have a good time making your car. :)
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Postby walaber » Fri Dec 09, 2005 8:53 pm

yeah, I've been playing around with the (beta) updated vehicle joint in Stunt Playground, and although it's incomplete, I think it's going to be really cool!

by the way I enjoy the game so far! the power-slide is very well done, it doesn't feel too slippery.
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Postby Oziriz » Fri Dec 09, 2005 9:05 pm

Can't barely wait for it. :D

Well, to begin with, these values are far from the real values, I had to forget them to get more realistic car handling it seems, sadly.

Gravity force: dVector(0.0f, -mass * 45.8f, 0.0f);

My car is a FWD, with the following settings:

Tire Mass = 6.0f;
Suspension Shock = 0.47f;
Suspension Spring = 1.47f;
Suspension Length = 0.10f;

NewtonBodySetMassMatrix(carbody, 100.0f, 100.0f, 250.0f, 100.0f);

NewtonVehicleSetTireSideSleepCoeficient(vehicle, id, 1.0f * speed);
NewtonVehicleSetTireMaxSideSleepSpeed(vehicle, id, 1.0f * speed);
Where speed is the NewtonVehicleGetTireLongitudinalSpeed(vehicle, id);

So... There they are, very unrealistic values, but they work. I may have missed something too, it's 3 AM in Finland, and soon going to bed. :)
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