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From: Christos D. <ole...@fa...> - 2007-05-03 08:00:35
|
Hello there everyone As I am finally finding time to sort out the bugs in simuv3 and do some cleanup, I thought I'd try and fix it so that it works under win32 for people such as Andrew. The current version does not seem to work. The problems started occurring, if I remember correctly, when I had added the SimulationOptions and Options framework, which is heavy on the templates. Now I've updated it so that it at least compiles under win32, but getting it to run is another thing. Any clues? Christos |
|
From: Christos D. <ole...@fa...> - 2007-05-02 08:19:10
|
Wait, I said something silly, this does not happen at the moment. So, yeah, I'm all for applying this patch. There's still a serious problem with the old smoke code though. When the track is tilted the smoke cuts through the track. I don't think this can be fixed with the current solution since the smoke is essentially an ovoid with independent x-y-z dimensions, but with no control over its rotation... |
|
From: Christos D. <ole...@fa...> - 2007-05-02 08:13:20
|
Andrew Sumner wrote: > I've noticed that TORCS creates smoke when wheels slip sideways or under > braking, but > not hardly any smoke when the driven wheels are spinning. For example, take > one of > the faster vehicles, steer hard in one direction and apply maximum > acceleration. You > see a little smoke due to the car skidding around sideways, but not a lot. > > Anyway, the attached patch seeks to improve this purely aesthetic aspect of > TORCS. > On my machine you get much more realistic-looking smoke effects, but not > such that > it significantly slows fps speed. > Thanks for the patch. m strange that there is smoke when doing that in simuv2 but not in simuv3. Let's see what the difference is before we apply it, shall we? PS. I updated CVS with some simuv3 changes so that Andy can compile it on VC6 (hopefully). |