Am I doing something wrong that the WipEout and 2097 ships ain't showing, or are they disabled at the moment?
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Am I doing something wrong that the WipEout and 2097 ships ain't showing, or are they disabled at the moment?
You need to provide the data for them, there's a readme provided with the game on what you need to do. The options don't show up if the game doesn't find the files required.
I understand what you're trying to say, about hard. What am I saying is there is something off with the collisions yet y'know? I'm comparing it to WO3(SE) and it's preety faithfull wehn flying around(some tracks), but, I just think there's something >>very off<< with the colisions that's all.(But that was on v0.2, I'm sorry) I couldn't properly race on Stanza, with G-Tek on Halberd, and I race this thing on phantom with at least a ship with 3 of handling(on WO3). I've found myself dual braking most of the time in BNG(Again, that was v0.2)
I guess I can live without sideshift...I'll just miss it :frown:. AILERON ROLLING(Star Fox be da**ed. Because of this dumb guy on the localization team, it was turned into a meme, and a default in gaming) is the bane of my existance in the newer WipEout's. I swear I could break my thumb and the analog stick on the controller when playing Pure and Pulse. It just comes when it wants to. The position of your hand on the stick doesn't let you turn left and right with full precision, and the game just screws with you because of that. Wiggle that thing all you want, unless you put this thing straight horizontally it won't come out, which is atrocious.
Hyperthrust...Can't say I hate it, but I don't like it much either. The idea of using shields to get a boost of speed when needed is a good idea, just the way it was executed that felt broken(at least in Wip3out, you could skip whole chunks of tracks with a ramp and a hyperthrust, but I wanna see how you'll make it work in your tracks, and the game overall, cuz custom content YAY!)
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WipE'out" Final, because R-Type "finished" the series, with a glorious last title to end the saga(till they released a PSP strategy game and a 3D Space shooter on the PSN Home JPN...but that's not the case)
Well, This version is much better than the last I've played and the game improved A LOT overall, I loved the new tracks, the 4 best handling ships feel good(I NEED DI HANDLING), Ship Editor...is good ATM, can be improved(is there a way to change the color of the tail fin?), I'm missing the quake, and the game progress is going smoothly, I just wish the game was HD...I really wanted to see the older WipE'out" concept running in with beautifull High Definition graphics..."Beggars can't be choosers", but one could dream. HOWEVER problems still remain:
_As I said in a post before, that version has some performance issues, the frames were skipping...but they're sudenly gone, the game is running smoothly +60fps...weird. Not complaining but weird...
_Utah Project is unberable in Halberd with the current AI. They keep clustering and as I see they're going full auto-pilot, since they seem to be using always the same line, hitting themselves and me to my death rentlessly.The problem is even WORSE when playing on Zen with slower machine, or when you don't nail the track. Hit the wall = You're done, and you won't be seeing the other ships again. They cluster too much, their speed is the same.Specially in Zen. I think the only thing it needs now, besides finishing the other tracks, and fixing some few issues with weaponry(I'll put it below) is to rework the AI and the Auto-Pilot, which are the same, and it's broken.
_Ackinovae has a problem with the AI ships(besides the wrong behavior), which I don't know if it's specifically on Zen, but the ships spawned in the air and dropped down later in the race. Other problem(Probally in Zen too, since I was running on that speed) the ships are now Goku's teleporting. When they get almost to the end of the track, they just cut the whole chunk, but I don't know if that happened just once, or if it keeps happening in that speed class, because it is IMPOSSIBLE to keep up.
_Some items don't have use. Yet. Or I'm using it the wrong way. What's that half shield symbol do? I never got what's being said by the computer, so I don't know what's it's use.
_Sometimes the shield does not engage.
_Weapons/Items can be taken repeatedly if you discard the item you have, if you're about to go over a item pad
_Auto-Pilot struggles to navigate through the track. So does the AI in certain tracks(except on that BLODDY UTA-*shot*)
_Ship importer doesn't like WOHD Ship models(They're extracted from the game intact). The glass just disappears. The texture has no alpha, so does the glass geometry itself. I don't know what's happening. The ship itself looks fine.
_Position counter glitches if you overlap the other racers(I think). I've finished the 1st Season of the single player, all in first place, but in the results it gives me 7th(most of the time). Once it gave me a 5th.(That's why I was pissed before, because I've finished the Season, and nothing did unlock for me. So I couldn't use any of the games features)
_(Done on v0.2, check further versions)XL Track 4 has 2 bugs in the first jump: If you fail the jump, you have a chance of getting stuck beneath the track and don't respawn. The second one, is when you go somewhat farther then the game expects, you fall through the ground and respawn(I dunno if theres a chance of getting stuck).The later happened to me once.
_With camdmg enabled, if you finish a race hitting the wall, the effect will still be present. It resets upon loading another track.
_The ships stay in their "prototype track form" when they race in one of the prototypes. When you go to other track(no prototype one), they're still on the "prototype track form"
_Custom ships glitch(appears as if it was on the editor) and the menus disappear(with the custom ship, I don't know the others) when you pause the game, AFTER you going to any prototype track.
_(Not an issue) LUNA's walls are hard to see without Tonemap. The lights on the track are a nice touch both in aesthetic and functionality, I just wished i could see the walls better.
So yeah.... I think that is most of the problems I've found playing the game. Sorry if I sound too harsh(and for the long post), it is because I'm somewhat perfectionist, when it comes to some stuff...don't burn me:redface:
Thanks for the list of bugs! Quite a few of them are already fixed, will fix the remaining stuff you've listed soon :)
For the ship importer, it only supports 1 mesh and 1 material. You can have submeshes that belong to the 1 supported mesh, but make sure that there is only 1 material being used for all submeshes. For the Wipeout HD ships you need to combine everything into one mesh. For the glass you'll need to edit the texture and UV it on manually, same for the carbon texture for the fury ships. In the final build of 0.3 the ship importer is going to reject the mesh if it has more then 1 mesh.
I can't realocate the UV's on the fury ships, it's all messed up. I could put everything in one texture, but I can't put in one material, it's impossible. In the next version put support for multiple materials please. PLEASE.
Everything is in one mesh already. After you told me that thing with the textures that I've saw the problem. I went to look the belly of the ship and there it was. Looped textures. Thanks for the heads-up. Also...can I post a G-Tek model template for importing? You should have included that to show how the model should be scaled in-game...
Go for it! Going to be providing some templates with the final build but until then that should help anybody who wants to try it out early.
Yeah, you should put in the configuration menu in the next build Snake. I want to hit people with X, not with B button.
Click me! :--
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Totally original design, do not steal.Or else SUFFER THE CONSEQUENCES....which is taking the rest of your life in front of a monitor.
I can't help myself with the piracy joke. also is there a way to resize the image when posting?Code:
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EDIT:more bugs
_You should be able to take items while using shield
_AI ships gain an insane boost of speed when doing jumps(seen in Ackinovae).
_AI ships will relenteslly keep hitting anything in front of it, without thought of trying to go around( I've passed through a Scorpio been hit by another ship mutliple times. It felt that scorpio was a nail in a plank...)
_Tampering with the frame rate make ships...faster than it should be. I went with a framerate of 30 to simulate the fps of the ps1 and the ships just got insanely fast. they all of them were keeping up with th Tenrai ship I was using, I had no chance to overtake the others. Once i've hit a wall it was basically over for me, I couldn't catch up. So yeah... the lower, the worse the auto-pilot and AI will be.
_Missiles and Rockets don't disappear upon impact. They can go through walls and hit multiple targets.
_Season 1, 4th track you can't finish first, and upon finishing the track the game gives you quit and restart options. Clicking restart takes you to the next track(that's why I though I've finished the season)
_Ship is invisible upon finishing in 1st person view(plz keep it that way, it's good and surprisingly not nauseating. Hooray the camera is not on the ground)Just plz change the shield effect while in first person...it's distracting
Really, work on the AI. This makes the game frustating.
Just released 0.3! You can download it here or as usual it's also on the release thread.
https://www.youtube.com/watch?v=afhVWw0g9Ng
Rafeku, I've provided a link to that template ship on the github wiki page for it, which is also linked to in the modding tools folder in the game. I've also fixed (or at least should have fixed) the problems you've listed before your edit on your latest post, I was testing for a few hours last night and everything seemed in order. The shield thing isn't a bug by the way, it's intentional that you can't pickup anything else while it's active. Will likely have a hotfix up at some point to address the other stuff you've listed, finishing the documentation for the modding tools is now my top priority though so it will probably be a few days.
I'll be taking a look on it tomorrow I'll edit this post when I get my dirty jands on the build. Now I didnt get it yet, but can you program the collision model to when the games register a hit, it reduces to half the current speed? I was watching a 2097 Pirahna run, and when it hit the wall it went from 357km/h to 13#(it was fast). Can try doing that in a build? Thx in advance.
EDIT:
Okay so I got my hands in the game. Not much changed... have you tweaked the AI? At least in Apex they seem to be more calm, Halberd however is the same chore. They're clustering less, but with a lap, they are all togheter. I see that they now try to keep overtaking you, but they're still relentless in corners. I was drifiting with a Scorpio and a Tenrai have blown my left match box :(. He kept hitting my left like it was hammer till I've hit the wall, and the other racers went through; all of them togheter. Bunch of assassins. I feel like I've killed their partners and they want revenge or something. All of'em. I once got hit by 4 rockets at once. AT ONCE. I've had overtaken 2 guys once, and they tried to overtake me. One of them had hit my back, exploded it with rockets(I hate when the AI does this cheap crap), and so did the guy behind in an instant. What's tihs? A CONSPIRACY, I SAY!!!! They're the Illuminati! I'm telling you. That was on Zephyr Ridge. Utah Project also had this problem, so in this case, from the 2: 1) I nailed the track or 2) You've touched in the AI.
Have you tried to make the AI follow a pattern? Random positions, Random ships, they'll follow a pattern to keep up on a certain position, once you overtake them, they'll try to overtake you. Once you get first they'll amp up the pace. I dunno. What breaks the fun of this game to me is the AI. They don't lose speed in corners, so this means if he's closing on you, you're sure to get hit by him and he won't have any consequences, making all your work to the top go to the trash in a matter of seconds. When the ships are hit by weapon, they should have a delay to return gaining speed. Multiple times I've hit ships with missles or rockets, and the worst that happens to them is getting themselves a jump and they're back already in less than a second, the cannon slows them down though. I just don't know by how much, it depends how many shots you can land on it...
Nice touch on the menu presentation, 2097 all the way. I just missed the flying arrows, they're a nice touch on the menu...which is only grey :(
Can you send me a config file with L1(LB) and R1(RB) buttons as airbrakes and, [ ](X) and O(B) inversed? I can't get used to using the triggers as airbrakes, and the [ ] button is more convinient(to me) to fire weapons.
Baby got an atom bomb. K.
_Controller keeps vibrating when you hit a wall and quit th track. Stops vibrating upon loading another track.
_Menu music doesn't loop.
_Auto-pilot still strugles through the track. In Harpstone the A-P kept going back and forth through the tangent and could go out until I've disabled it.
_XL Unfinished track has inverted textures on the signs... Zephyr Ridge and Utah have wrong placed textures on the track walls, do little check on it.
_When you press the fire button multiple times with plasma bolt, the >sound< is played multiple times.
_Custom color hud doesn't display the diamond shaped icon on the side of the time of the lap