NOTICE Notice: This is an old thread and information may be out of date. The last post was 1542 days ago. Please consider making a new thread.
Page 11 of 16 FirstFirst ... 789101112131415 ... LastLast
Results 201 to 220 of 313

Thread: rFactor 2 Track Progress

  1. #201
    Knowledgable Person Noel Hibbard's Avatar
    Join Date
    Oct 2010
    Location
    Jacksonville, FL
    Posts
    3,053
    DeDios!!!! Amazing find! I just downloaded the software and took just 27 photos (with my iPhone 4) of a room and was blown away with what it was able to put together. I can only imagine what it could do with higher quality photos and more of them from more locations and angles. This software is mind blowing. As a developer I am probably more amazed then some. I am truly blow away.

    Thanks for sharing!

  2. #202
    Registered DeDios's Avatar
    Join Date
    Oct 2010
    Location
    Lecco, Italy
    Posts
    204
    No problem when i saw that video i immediately thought at this thread. Looks stunning.

  3. #203
    Registered knightyc's Avatar
    Join Date
    Oct 2010
    Location
    Birmingham, UK
    Posts
    39
    tim will the beta be before xmas id hate to miss out when my pc is shipped over to the usa I wont have it for 8 to 10 weeks then an no way would rf2 work on laptop lol

  4. #204
    Registered sg333's Avatar
    Join Date
    Nov 2010
    Posts
    1,408
    In the blurb about the Grand Prix video this was said: "We hope those of you who will want to participate in the open modders beta testing period are almost ready"

    Well its over a month later, are we actually close to the beta?

  5. #205
    Registered Lazza's Avatar
    Join Date
    Oct 2010
    Location
    Australia
    Posts
    3,447
    Of course! We're over a month closer!

  6. #206
    Registered PLAYLIFE's Avatar
    Join Date
    Dec 2010
    Location
    Melbourne
    Posts
    588
    DeDios, thanks for posting that video, looks like a great bit of kit!

  7. #207
    Registered John DiFool's Avatar
    Join Date
    Feb 2011
    Location
    Jacksonville, FL
    Posts
    29
    Quote Originally Posted by Lazza View Post
    Of course! We're over a month closer!
    In the same way that Achilles is closer to the tortoise, no doubt.

  8. #208
    ISI Staff Staff Tim Wheatley's Avatar
    Join Date
    Sep 2010
    Location
    USA (Central)
    Posts
    10,752
    Quote Originally Posted by sg333 View Post
    In the blurb about the Grand Prix video this was said: "We hope those of you who will want to participate in the open modders beta testing period are almost ready"

    Well its over a month later, are we actually close to the beta?
    Yes. We get closer every second. Main issue over the last month has been the fact that payment and user creation has had issues (which we think are close to all fixed thanks to the community helping Gjon by making test transactions from some other locations). Without a user, the software wouldn't work.

  9. #209
    Registered ZeosPantera's Avatar
    Join Date
    Oct 2010
    Location
    Philly, PA
    Posts
    1,613
    Quote Originally Posted by Tim Wheatley View Post
    Main issue over the last month has been the fact that payment and user creation
    I hope everyone here will agree that securing payment information trumps a speedy release any day. That said.


  10. #210
    Registered JoshJ81's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Quote Originally Posted by ZeosPantera View Post
    I hope everyone here will agree that securing payment information trumps a speedy release any day. That said.

    Love that show!

  11. #211
    Registered Pandamasque's Avatar
    Join Date
    Oct 2010
    Posts
    244
    Back to tracks...

    Long long time ago, back when I was young, cars were loud and trees were tall... Gjon and SRT were discussing animated objects in rF2 and mentioned a video of cows eating grass by the track side or something like that.

    Tim, can you please find that video in the archives and dust it off for us to enjoy?

  12. #212
    ISI Staff Staff Tim Wheatley's Avatar
    Join Date
    Sep 2010
    Location
    USA (Central)
    Posts
    10,752
    Quote Originally Posted by Pandamasque View Post
    Back to tracks...

    Long long time ago, back when I was young, cars were loud and trees were tall... Gjon and SRT were discussing animated objects in rF2 and mentioned a video of cows eating grass by the track side or something like that.

    Tim, can you please find that video in the archives and dust it off for us to enjoy?
    Some of the anims are so funny! But, honestly, I really don't want to spoil some of it... You WILL eventually find yourself on the wrong side of a fence or something at Spa (with damage off) and having to find yourself a gateway to get back to the track at some point, and driving through fields of horses or cows can be pretty funny. I don't want to spoil what some might consider easter eggs.

  13. #213
    Registered shum94's Avatar
    Join Date
    Oct 2010
    Location
    Paris, France
    Posts
    373
    I dont remember any discussion about animated pit crew. I know about pitting out guy indicating pit out but what about tires changes, is it in yet ? If not will it come ?

  14. #214
    Registered MarcG's Avatar
    Join Date
    Oct 2010
    Location
    Brighton, UK
    Posts
    4,390
    Quote Originally Posted by shum94 View Post
    I dont remember any discussion about animated pit crew. I know about pitting out guy indicating pit out but what about tires changes, is it in yet ? If not will it come ?
    if theres animated horses & cows I should bloody hope they had animated Pit Crew done first!!

  15. #215
    ISI Staff Staff Tim Wheatley's Avatar
    Join Date
    Sep 2010
    Location
    USA (Central)
    Posts
    10,752
    It's a very small amount of work to do a Cow compared to a crew. It's fuel is always in the same place. It is planned, however, but it's something that requires a lot of work to adapt to the different car tire, visor, wing and fuel locations.

  16. #216
    Registered MarcG's Avatar
    Join Date
    Oct 2010
    Location
    Brighton, UK
    Posts
    4,390
    Quote Originally Posted by Tim Wheatley View Post
    It's a very small amount of work to do a Cow compared to a crew. It's fuel is always in the same place. It is planned, however, but it's something that requires a lot of work to adapt to the different car tire, visor, wing and fuel locations.
    hehe yeah fair point, I can imagine the uproar if the animated tire changes hands are merging with the wheel so it looks naff!
    Hopefully the community can build on animated stuff like this too.

  17. #217
    Registered xTr3me's Avatar
    Join Date
    Oct 2010
    Location
    Germany
    Posts
    67
    Quote Originally Posted by Tim Wheatley View Post
    It's a very small amount of work to do a Cow compared to a crew. It's fuel is always in the same place. It is planned, however, but it's something that requires a lot of work to adapt to the different car tire, visor, wing and fuel locations.
    But you've implemented a standard crew? At least I heard that there is something like mechanicians in the pit lane^^

  18. #218
    Registered Lazza's Avatar
    Join Date
    Oct 2010
    Location
    Australia
    Posts
    3,447
    Quote Originally Posted by Tim Wheatley View Post
    We get closer every second.
    1 down, 3283198 to go... 2 down, 3283197 to go... 3 down, ...

    Quote Originally Posted by shum94 View Post
    I dont remember any discussion about animated pit crew. I know about pitting out guy indicating pit out but what about tires changes, is it in yet ? If not will it come ?
    This was mentioned and discussed, quite a while ago. I don't feel inclined to go find it to be honest, but I'd say it was in this section somewhere. I think the gist of it was there'll probably be a basic framework in place, with more details to come later.

  19. #219
    Registered K Szczech's Avatar
    Join Date
    Oct 2010
    Location
    Poland
    Posts
    1,855
    Just to point out how complex pitcrew animation can be in simulator that is open to modding.


    When you think of Formula 1 pitstop you think of a bunch of guys standing at exact spots and waiting for the car to come. Then every one of them does some quick work and off you go.

    Now think of NASCAR. These guys wait behind a wall. When car comes in, then jump out and run to the right side carrying tires. One of them lifts the car, while two guys work on each tire. Then they run to the other side of the car and to the same. Note that they also need to take old tires with them.


    Two different racing disciplines and two completely different behaviors of pitcrew. So if we're talking about open platform then how many other scenarios can we encounter? Modders would have to be able to define such things (to some extent) in their mods and/or rFactor will need some sort of AI just for that.

    And then it gets better... If you add the fact that players may stop at various angles and positions in pitstop, then you really need AI so pit crew does not teleport themselves to correct positions around the car nor they run through the car.

    In a game like Codemasters F1 there is automatic pitlane and there is only one type of car and only one scenario for pitstop (with some variations). That's why they could put animations easily.
    With open platform with manual pitstops it's a whole new level of complexity.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  20. #220
    Registered Pandamasque's Avatar
    Join Date
    Oct 2010
    Posts
    244
    Now I want some cows as my pit crew!

Page 11 of 16 FirstFirst ... 789101112131415 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •