Setting Redline right

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Setting Redline right

Post  aegidian on Tue Oct 07, 2008 12:25 pm

What would be your personal list of must-fix features in Redline 1.06?
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Re: Setting Redline right

Post  DonaemouS on Tue Oct 07, 2008 2:04 pm

first of all the bugs introduced with latest version. In example, now is not possible to join a game from browser anymore. The chance to choose the right Vsync. Anticheat system through checksums with hoster.

Reliability on tracker, fixes on packetlost, disconnects during multiplayer game.

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Re: Setting Redline right

Post  See Flat on Tue Oct 07, 2008 2:05 pm

Must-fix is way different than wish list. Exit lag was the thing that really bothered me the most and it's been fixed (having never been mentioned it was an issue) in 1.05
Every complaint about issues in Redline differs from user/machine type. I think only a programmer like yourself would really know there is something inherent with the design that is a must fix. Wether Net code, or physics of the game etc.

I'm glad you are still in the background giles, just wished we'd see you in MP more often.

SF

p.s. I second Don's joining from tracker bug. This is new and certainly has no excuse of having been introduced when this worked flawlessly before.
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Re: Setting Redline right

Post  leoantix on Tue Oct 07, 2008 2:41 pm

i for one would love to see the net code thrown out and replaced by something more stable and reliable. this to me being the number one issue and more cause of frustration for me in game then anything. adding to that, taking a look how redline handles plugins and memory management, resulting in restart over restart during a long hosting session. secondly, being a host, in-game host controls such as kicking, banning, host-pause only, and other features ... perhaps even a in-game pull down console like quake3 ... or even "dedicated" serving with a map/track rotation ... oh im dreaming now of 2.0 Embarassed

note: nice to cya around giles ... welcome to the forums!

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Re: Setting Redline right

Post  NoNameBrand on Tue Oct 07, 2008 3:49 pm

The only feature request I have for 1.0.6 that are (possibly) small enough:

- trigger DFMs on checksum errors rather than just .car filename mismatches.
- allow demolition mode's damage model to be enabled in real races.

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Re: Setting Redline right

Post  DANDY on Tue Oct 07, 2008 5:19 pm

NoNameBrand wrote:
- trigger DFMs on checksum errors rather than just .car filename mismatches.
Then I'd NEVER get my MP tuning runs in... or be able to hack a rear weight bias into the cheated GpII RSR... or run a dev car in another's stead for performance comparisons...or even CHEAT! (OK, one of these things I've never done..., and at this stage, don't care if anyone does)
nnb wrote:
- allow demolition mode's damage model to be enabled in real races.
+1...and it could be called Strict mode. Rolling Eyes
+Strict speed reduction: increasing based on time spent in contact with object/surface. - then MERGED with sim, if it passes a beta sniff test
+Divide damping and stiffness into front and rear settings.
+Camber effectiveness through wheels.tilt would be grand, but I realize it could be more involving.
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Re: Setting Redline right

Post  Speeddemon on Tue Oct 07, 2008 5:28 pm

So far, just fixing the bug where Redline sometimes crashes on multiplayer when choosing a car.
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Re: Setting Redline right

Post  aegidian on Tue Oct 07, 2008 6:25 pm

See Flat wrote:I'm glad you are still in the background giles, just wished we'd see you in MP more often.
Oh, I'm gonna be around quite a bit more in future. Wink

I must admit, as I've played much less MP recently, that I'd not noticed the net-code being noticeably worse. But yes, I think it could be thrown out and replaced fairly easily.

Adding demolition mode damage has certainly been on my wish list for a while. Personally I'd like to see a bunch of check-boxes that could be selectively ticked to determine how 'Strict' you'd like your Strict to be.

And yeah, stopping .car cheats is a must-fix - but at the same time it'd be cool if Redline allowed some variability in car set-up.

For me, the first thing I'd want to fix is the Canyon grid disaster (where car 12 starts behind the rocks), and then get rid of all the old unused cruft in the built-in .car files. Then I'd maybe try to separate game set-up (choosing cars, tracks etc.) from game play, so as to allow people to dl cars and tracks without having to restart the game this means literally having the multiplayer system be a separate application that then proceeds to launch Redline into the race.
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Re: Setting Redline right

Post  DANDY on Tue Oct 07, 2008 8:09 pm

aegidian wrote:I'd like to see a bunch of check-boxes that could be selectively ticked to determine how 'Strict' you'd like your Strict to be.
As displayed host options, maybe? SICK What a Face
aegidian wrote:
separate game set-up from game play
That sounds hard. Restarting RL (other than the new 10.4 bug) doesn't seem to be a big deal anymore - with 'Restart RL when finished' checked in RLPAU, it's normally a 1-click update and you're back, so this one might fit the 'nice to have category.'
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Re: Setting Redline right

Post  slowDan on Wed Oct 08, 2008 7:33 am

aegidian wrote:
Oh, I'm gonna be around quite a bit more in future. Wink
This is good to hear. Wink


I'd not noticed the net-code being noticeably worse.
I'm not sure its any worse it just hasn't got any better!

Damage mode, tuning and strict variations are surely into the realms of purest fantasy now. Not saying that it wouldn't be good to have but I just can't imagine that coming to pass.

Anti-cheat based on checksums sounds reasonably simple and probably enough to stop all but the most determined hackers. In my opinion that would be plenty, if you can beat that, have fun winning.


For me, the first thing I'd want to fix is the Canyon grid disaster (where car 12 starts behind the rocks), and then get rid of all the old unused cruft in the built-in .car files.
That is a classic and definitely needs a fix. Removing all the wasted and unused files from data.redplug and putting back the missing ones would be good, there are plenty in there!

Fixing the leader, position and gap displays for reversed tracks would be nice, but non-essential.

More surfaces, please, please, please. It should be so simple to add, why has it not happened. scratch

Would be nice but probably never gonna happen list:
Editable grids, rolling starts, gap to next/following driver, replay controls, control over split markers, throttle/brake/steering positions shown in replays, control over start positions, tyre wear, real support for cameramode 9, rear view mirror, look to the side buttons, ABS toggle, and the basic, more taunts. Wink
I have more (in case you are wondering), but that should get us started! lol!
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Re: Setting Redline right

Post  aegidian on Wed Oct 08, 2008 4:19 pm

Oh, and races that finish according to FIA rules. Ie. after the checkered flag drops your race ends at the finish line (no more waiting for lapped cars to come around again, and again).
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Volume control in-game?

Post  JW Barto on Thu Oct 09, 2008 9:04 am

How about some basic stuff like volume control in-game? Also, being able to calibrate a wheel in a MP lobby would be cool too, but not as much as volume control.

And what all the other smart people said.

Thanks...

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Re: Setting Redline right

Post  djpimley on Fri Oct 10, 2008 8:04 pm

The distinction between features and fixes has got totally blurred... but anyway:

Fixes:
1) Time trial replays do not play on Intel.
2) Switching between full screen and windowed more than once destroys frame rates until reboot (Intel, NVidia GeForce 8800 GT). Does anyone else get this?
3) Missing files or bad configurations cause a craptastic Windows' style crash. Just an error message would be nice.

Features:
1) In-game kicking for hosts.
2) A damage model (aka demolition mode) added as a gameplay option (not just to strict).
3) Tuning of gear ratios, suspension travel and sway bars (even a simple + or - 10% slider).
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Re: Setting Redline right

Post  DANDY on Sat Oct 11, 2008 7:07 am

Just say no to tuning -- it sounds like fun, but could ultimately ruin what someone is trying to accomplish with their version. It's simple to do via the .car files, and if it's desired, a tournament could incorporate tuning in this way, with the organiser setting ground rules.
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Re: Setting Redline right

Post  slowDan on Sat Oct 11, 2008 9:07 am

DANDY wrote:Just say no to tuning -- it sounds like fun, but could ultimately ruin what someone is trying to accomplish with their version.
This is true, but if it was done right it could enhance the game no end. Imagine being able to specify in the .car which variables are editable. Road cars would stay as standard and race cars could be multi-adjustable. I would also love to see a huge 'back to default' button so you could fix all the monkeying about when it goes horribly wrong! Wink

(why no multiple quotes in this forum? Sad )

@dj..
1) They don't save rather than don't play. I can watch Brook and Val's from the forum but I can't save a working one myself.
2) I don't switch views enough to notice
3) What an idea! Perhaps even a helpful message rather than just 'Redline has crashed'? Nah, lets not get greedy. Smile
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tuning

Post  aegidian on Sat Oct 11, 2008 9:38 am

I see tuning as an option that a car designer could add to their .car files. To take the Radical as an example, it'd be cool to specify an adjustable range for the ride height, front and rear sway bars, and the rear air foil. Then at the car selection stage allow a choice of saved set-ups in exactly the same way as one chooses colours.

The player would have to set up the car from time-trial mode and save their favourite set-ups. Hosts could specify whether such custom set-ups (within the ranges of the check-summed .car file) were permitted in their races or not.

(Posting from a Wii, my iMac is in the store for repairs - dead HD fortunately completely backed up onto an external drive.)


Last edited by aegidian on Sat Oct 11, 2008 6:19 pm; edited 1 time in total
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Re: Setting Redline right

Post  djpimley on Sat Oct 11, 2008 11:33 am

slowDan wrote:@dj..
1) They don't save rather than don't play. I can watch Brook and Val's from the forum but I can't save a working one myself.
Ah, I see. I assumed the save wasn't to blame since any other little problem Redline has, it notifies me by crashing. Wink
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error messages

Post  aegidian on Sat Oct 11, 2008 6:18 pm

Yes, instead of cryptic error codes, some actual error messages would be a good idea. Better yet would be some resilience to the situations that cause crashes.
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Re: Setting Redline right

Post  DANDY on Sat Oct 11, 2008 10:07 pm

Code:
sD/aeG wrote: Imagine being able to specify in the .car which variables are editable/I see tuning as an option that a car designer could add to their .car files
That makes perfect sense. Carry on!
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Re: Setting Redline right

Post  C14ru5 on Sun Oct 12, 2008 12:04 pm

djpimley wrote:Switching between full screen and windowed more than once destroys frame rates until reboot (Intel, NVidia GeForce 8800 GT). Does anyone else get this?
3) Missing files or bad configurations cause a craptastic Windows' style crash. Just an error message would be nice.
I have very similar specs: Mac Pro 2.8 w/8800GT, 4GB RAM, OS 10.5.4, and I believe that I've experienced your error once or maybe twice, but I'm not so sure that it was after switching windowed/full screen. From what I remember, there probably was another bottleneck at the time.

Maybe it was after I had used Snapz Pro X to capture video, but I just tried that now and it didn't affect the framerate.
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Re: Setting Redline right

Post  leoantix on Sun Oct 12, 2008 2:42 pm

djpimley wrote:Switching between full screen and windowed more than once destroys frame rates until reboot (Intel, NVidia GeForce 8800 GT). Does anyone else get this?
running a iMac 2.8 with 256 vram and 4 G ram and no issues ... even with two monitors and switching between windowed or full

slowDan wrote:why no multiple quotes in this forum? Sad
are you sure? tongue

DANDY wrote:That makes perfect sense. Carry on!
+1

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Re: Setting Redline right

Post  See Flat on Sun Oct 12, 2008 4:58 pm

Multiple quotes:
I've also not figured out how to do it.

SF
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Re: Setting Redline right

Post  leoantix on Thu Oct 16, 2008 11:24 am

See Flat wrote:Multiple quotes: I've also not figured out how to do it.
think copy and paste with the occasional back button tongue

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Re: Setting Redline right

Post  See Flat on Thu Oct 16, 2008 12:00 pm

leoantix wrote:
See Flat wrote:Multiple quotes: I've also not figured out how to do it.
think copy and paste with the occasional back button tongue
I'd call that a tedious laborious work around and not an installed feature! hehe
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Re: Setting Redline right

Post  leoantix on Sat Oct 18, 2008 3:11 am

See Flat wrote:I'd call that a tedious laborious work around and not an installed feature! hehe
you are correct sir

btw ... something that has come up in MP and mentioned before on the ambrosia forums by me regarding the calibrating momo loop
yet it brings me back to another bug i remember about the controller options. if split axises are set for pedals the calibrate "wizard" gets stuck in a funny loop where it recalibrates the wheel only never asking you for the pedals bc it is stuck in a silly loop, hitting esc while hitting enter works yet doesn't solve the fact that the pedals aren't calibrated ... i actually have to set to "no split" then calibrate ... then split again so the loop doesn't effect my setting ... weird

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