GZDoom Crazy RC Cars!

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Expand view Topic review: GZDoom Crazy RC Cars!

by solarsnowfall » Wed Dec 28, 2005 0:13

Phobus wrote:I haven't seen any of the scripts and stuff, but if at all possible I think you should play a series of revving sounds based on the speed its going at, so it sounds (realisticly) like the motor is being strained more at higher speeds. I imgine it would take a bit of point calculation (distance travelled in a second or something), but the resulting script could also be used for a speedometer, too, if I'm any judge.
What kind of racing mod would this be if I wasn't already calculating the speed? :P Should be simple enough. I'd probably use the same sound for all speeds, but play them at different pitches for different speeds.
wildweasel wrote:For screeching, put a delay when the turning starts - the delay should get shorter depending on how fast the car is going when the turning starts. So if the player is going fairly slow, wait a split second before playing the screech sound. If they're at top speed, it ought to start immediately.
I had a rudimentary steering delay put in, but I didn't like it, I'll rewrite it eventually, so that the car doesn't spin so fast at low speeds. For the sounds, I'll probably just compare the angle the car is moving in, versus the actual angle the car is facing, and assign the tire screeching accordingly.

by Phobus » Wed Dec 28, 2005 0:00

Yeah, static custom missiles ought to do the trick for that, just like the muzzle smoke from some WRW guns.

by wildweasel » Tue Dec 27, 2005 22:27

For screeching, put a delay when the turning starts - the delay should get shorter depending on how fast the car is going when the turning starts. So if the player is going fairly slow, wait a split second before playing the screech sound. If they're at top speed, it ought to start immediately.

Oh, and for graphical effect: when the screeching begins, have the car start spewing smoke.

by Phobus » Tue Dec 27, 2005 11:49

I haven't seen any of the scripts and stuff, but if at all possible I think you should play a series of revving sounds based on the speed its going at, so it sounds (realisticly) like the motor is being strained more at higher speeds. I imgine it would take a bit of point calculation (distance travelled in a second or something), but the resulting script could also be used for a speedometer, too, if I'm any judge.

Also, if speed turns out to be 0, you should activate an idling sound until it is going again, so the sounds would have to be short and loop well in order for this to work.

One thing I'm not sure about is what you would do to mae the car screech when turning, because tyres don't just squeal as soon as the car turns, it takes a bit of turning for that to happen...

by solarsnowfall » Tue Dec 27, 2005 6:40

Any ideas on how I should do sound? This is an area I haven't given much thought.

by BioHazard » Tue Dec 27, 2005 4:05

This wad needs sounds very badly.

BTW. Those scripts you sent me are a bit hard to understand. Catch me on the IRC.

by wildweasel » Tue Dec 27, 2005 1:40

Hey, fun. I encountered a little glitch with steering though - holding a steer key and going from reverse to accelerate tends to screw the camera and steering controls up a bit (especially up against walls).

by Cutmanmike » Tue Dec 27, 2005 1:26

Not 100% but still bloody good

by solarsnowfall » Mon Dec 26, 2005 19:03

Updated steering, sliding, and camera performance. Still not quite 100%.

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Re: GZDoom Crazy RC Cars!

by solarsnowfall » Sun Dec 25, 2005 3:11

Sir_Alien wrote:...support...
Rockin'

by Apothem » Sun Dec 25, 2005 2:42

Zeg-Vok wrote:DIdnt SHadow Warrior have something like this?
Yes, first level, where you get the silver key.

Re: GZDoom Crazy RC Cars!

by Sir_Alien » Sun Dec 25, 2005 1:23

solarsnowfall wrote:Help Wanted!
I also put forth my support in this capacity, and second the "you know where to find me" sentiment.

Also, I apologise to Solar for dragging this out, but for all those people who got the shits up over my other post in this thread, calm down.

by solarsnowfall » Sat Dec 24, 2005 22:55

:) :D :biggrin:

I've got to double down on my commitment to ZDF.wad first, then expect me to be in touch in the new year. Thanks a lot Bio.

Re: GZDoom Crazy RC Cars!

by BioHazard » Sat Dec 24, 2005 10:52

solarsnowfall wrote:Help Wanted!
  • Script Analysts: These people wouldn't have to acutally do much work or contribute anything to the file, rather, examine what scripting I've done, and suggest imrpovements. I'm looking for wisdom here, as my knowledge in ACS is limited to a "Figure out how-to, as you need it" basis. I'll admit, I don't know everything. If I'm doing something stupidly, I'd like to have someone in my corner letting me know. If you can take a look at what's been done, and offer a suggestion as to how to improve, you are the win. I plan on doing 100% of the actual work.
You know where to find me...

by Zeg-Vok » Fri Dec 23, 2005 23:44

Could always make a Road Rash Version, or have the RC Cars with Monster heads popping out of the top, which would therefore designate different car stats and attacks. If you would deem it to go that way.

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