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Forums \ Street Legal Racing \ Work In Progress Mods \ SLRR 2.3.1 Unofficial patch

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#81\2014-01-10 07:03
brandonb21 you think the games will be on its website after the update??? One Maintenance mean nothing. Raxat will tell if the the version is downloadable

Added 28 minutes later:

I do not deny that I like the effect of race GT1




Added 10 minutes later:

I feel that I love this game, its output sharply. 2.3.1 coming soon!!!
This post was edited by DJ_Kepta77 (2014-01-10 07:41, 4 years ago)


#82\2014-01-10 18:51

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2.31 will be out when its out..... dont rush perfection

#83\2014-01-11 01:35

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@DJ_Kepta77: I'll check audios a little bit later, I really need some stuff for soundtrack. Some old mods will be compatible without any special fixes, but some of them may be completely incompatible;

@vmo: stable game with broken mods is a logically impossible case;

@kenq3: handling is still unbalanced for most cars, so what you see is not the final result.

Attempting to introduce working pixel shaders into this game once again, first of all I got a very simple reflection shader in RenderMonkey:



But couldn't go any further with this program, since it doesn't support rendering to a cube texture, so I decided to get back to my own test 3D app, it's a simple C++ compiled DX9 executable with some FPS-like keyboard/mouse controls to navigate through the virtual space, and it does support rendering with vertex and pixel shaders



You can see the tiger and the ground are over-saturated, their texture colors have been modified by pixel shader.

So, what I have today:

- Rendering to texture, allows to capture an image of environment around the camera and apply it as a texture to some mesh;

- Shader support to control every pixel of a texture, or even entire screen;

- Cubemap environmental map support in SLRR, this map produces a 360-degree panoramic image and we can apply it on a car as a reflection map;

- Individual environmental map for every mesh in SLRR. You know, SLRR uses one map for all meshes, even if you render this map as a realtime-updated environment, so individual mapping gives us more control.

The main purpose is to introduce controllable shaders into this game. I'll post some updates later, for now I'm trying to connect vertex and pixel shaders into a single pipeline in my app to get a more complex visual effect and there's no success yet.

About the release: I got only 2 days in a week for my project right now, so this 1% may take some long time to cover. But this beast is gonna be released anyway.
CEO at ImageCode LLC. (http://image-code.com)
The developer of Street Legal Racing: Redline v2.3.1
Owner of PRO Mods (http://promods.ru)
YouTube: streetlegalredline
PayPal: [email protected]
#84\2014-01-11 03:21

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I will admit that im really waiting for this for SO long, im a bit impatient for the release. But then i realise that your doing this for free, and you put SO MUCH effor, so the thing is, keep it up bro! its better that you take a long time with that 1% but do the things right, than doing everything fast and wrong

Really ameazing job

PD: Would be posible to do an SLRR without any stock mods? that would be really great, cuz i personally dont use the stock cars, or the career.

#85\2014-01-11 06:13

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Its been 99% for a year orso. Still love the features of this version. Perfection takes time. Hope it will run without bugs and crashes
#86\2014-01-11 08:02

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The thing with projects this big is that u get new ideas as u go. So the 1% can take another year easily. "oh woulnd't it be cool if i added this to the game." "now that the last thing is done' woulnd it be cool to try this one too" etc. :D
#87\2014-01-11 11:43

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its on the original physics lol so yeah there will be heaps of understeer.

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#88\2014-01-11 14:40

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Would be posible a version without mods? that question torture my head :p
#89\2014-01-11 15:06

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@PzyDuck: it's possible, but you need to make much more moves for that now. Actually you can run the game engine with everything stripped out, just Invictus engine and you, the developer, absolute ZEN;

@kenq3: yea the biggest problem is that I can't stop myself when I want to try implementing some cool new feature in the game, like callbacks, new math, CUDA/OpenCL support, replays, etc., so this loop gonna break on the graphics, finally.

Got a little update on the shader test app: it supports .FX files now :) much more convenient than using .vsh/.psh separately, and this experience can be brought into SLRR as well.

Also added some fixes to these race dialogs, I hope they'll be finished tomorrow.
CEO at ImageCode LLC. (http://image-code.com)
The developer of Street Legal Racing: Redline v2.3.1
Owner of PRO Mods (http://promods.ru)
YouTube: streetlegalredline
PayPal: [email protected]
#90\2014-01-11 15:43

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raxat you are still the man
I Am The Anti-Rice

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