Game testing

Game testing

Postby dimproject » 26 Jul 2013, 21:07

Not convenient left gauge and right, especially when using manual gearbox.
Could better 2 gauges in 1 or 1 gauge close to the other.
For boost maybe circle shaped gauge upper speed gauge.
Damage indicator need close to boost digit (gauge).
All gauges,indicator,digits on the right side more convenient.

Car OT - quiet engine.
Rally on the old vintage truck, fun.
Rally on the future car, interesting.

Green beam for checkpoint - well
Race countdown time 0.0 - 3.0 (better 0 - 6 (1,2,3...))
Icons - well
Car damage - well

Score: 3.1 (better 312(31))
Score needed: 2.0 (better 200(20))
Time(depended from car) - well
Position - well

For challenge ideas

Need collected 10 - 30 checkpoints for limited time(depended from car).
Each checkpoint +10 - 15 seconds(depended from car), need passed 1-3 lap(s).
For car flip on the air racer getting scores, need some scores to pass (1-3 lap(s), time limited).
Track with difficult checkpoints (on the air,...).
Several tracks, need some total time to win(depended from car).
Need got some position or better to win.
Need pass track with car damage not more 10 - 70% (1-3 lap(s), time limited).
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Re: Game testing

Postby CryHam » 27 Jul 2013, 08:07

Cool. Thanks for testing, comments and ideas.
Yes I also think there should be a 2nd view that has car rpm and speed gauges in 1 place, this way also minimap could be on bottom left. Hud code is now a bit complicated to change.
Challenges will have most of this requirements possible.
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Re: Game testing

Postby dimproject » 19 Aug 2013, 20:05

Not show foreign letters(I think ASCII - OK, UTF8 - fail)

WrongChk - Wrong Checkpoint
Player - Player (in game (Opponents List), also Ghost, Track)
LS_CAR - Loading car
LS_GAME - Loading game
LS_OBJS - Loading Objects
LS_ROAD - Loading Road
LS_SCENE - Loading scene
LS_TER - Loading terrain
LS_TREES - Loading Trees
LoadingDesc - Loading, please wait...

Bad color at tab HDR
Input settings became better.
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Re: Game testing

Postby CryHam » 19 Aug 2013, 20:51

Yes. I just now fixed loading texts. Will deal with rest.
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Re: Game testing

Postby dimproject » 24 Aug 2013, 10:12

Sometimes hard turning, especially on the tracks
TestC6-temp
0W12-Peaks

How about cool rally turning with drift (probably required keys to control).

In SR-Editor switch language - fail.
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Re: Game testing

Postby dimproject » 29 Aug 2013, 22:40

Loading texts - show foreign letters.
Rest
WrongChk - Wrong Checkpoint
Player (also Ghost, Track) - Player (in game (Opponents List) - not show in menu - OK)

Good idea about challenge mode.
How about gizmo's for cars - color neon lights in bottom.
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Re: Game testing

Postby CryHam » 31 Aug 2013, 19:24

Well, sorry but, gizmos, neons, stickers and all that will never be on SR cars.
Dynamic lights aren't possible (issue), and more importantly this is a rally game, not any of those games where you pimp a car.
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Re: Game testing

Postby dimproject » 02 Sep 2013, 15:47

Rally cars looks different because have sponsors and using different colors.

How about rally coloring for cars.
Could for sponsors using car names, track names, game name.

In menu (Tutorial) - Time m:s (m:s without translate)
In menu (Help) - Language (without translate)
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Re: Game testing

Postby dimproject » 16 Sep 2013, 18:12

All gauges,indicators,digits on the right side - well.
Minimap on bottom left - well.
Not simple challenges - well (need several easy challenges for beginners).
Loading bar - looks better.
Times bar - looks beautiful.
Cars turning not enough, I don't know why.
Cars without driver.
Car OT - without brake light, boost exhaust.
How about smoke for exhaust at cars.
Almost all of cars - boost exhaust showing not right.
Car UV - strange boost exhaust for electric engines.

I like this game!
Thanks Crystal Hammer and contributors!
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Re: Game testing

Postby CryHam » 16 Sep 2013, 21:37

Cool. Thanks for testing.
You can adjust how much will cars turn, on Setup tab, steering range multipliers.
In Normal simulation cars turn more.

About boost:
I'm not sure what to do with it. But this what you say is about NOS. NOS comes out of exhaust, and just gives more engine torque.
Our boost, comes out of 2 rocket booster, added to car. But there is no model for them, so it looks bad.
I can't find much reference on web, but something like theese only smaller:
http://www.rockets.herts.ac.uk/rocket_car.htm
http://www.ronpatrickstuff.com/images/A ... 05copy.jpg
http://img.engadget.com/common/images/9 ... 6112324181
http://4.bp.blogspot.com/-IR0-yqBz_aY/T ... ot-com.jpg
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Re: Game testing

Postby dimproject » 22 Sep 2013, 20:29

In menu Options tab View - Opponents List shift-F7 (show only Opponents List shift-).
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Re: Game testing

Postby dimproject » 27 Oct 2013, 20:50

Options - Main tab - well
Race countdown time(RMB on slider - reset to default value) - 1.5 (not 2.0)
Bug with swith from fullscreen mode in windowed mode
Language (show on English only)
Time m:s (m:s show on English only)
For show.zip
(597 KiB) Downloaded 161 times
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Re: Game testing

Postby CryHam » 31 Oct 2013, 16:18

Default value fixed,
Languange and m:s should be translatable soon.
What happens from fullscreen to windowed mode ?
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Re: Game testing

Postby dimproject » 31 Oct 2013, 21:47

When game startup in full screen mode,
if switch from full screen in windowed mode,
game crash with message.
Error.zip
(22.77 KiB) Downloaded 165 times


When game startup in windowed mode,
switch from windowed in full screen mode and vice versa - OK.
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Re: Game testing

Postby CryHam » 04 Nov 2013, 19:06

That is a strange error. It looks for me like it wasn't SR fault, maybe card driver or IDK what.
And I don't have it, works normally here.
Does it happen in editor too ? Does it only happen in SR ? Did it happen earlier too or is something new ?
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Re: Game testing

Postby dimproject » 05 Nov 2013, 19:31

Happens in game, editor earlier and now.
This bug for Windows 8 users.
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Re: Game testing

Postby dimproject » 20 Nov 2013, 17:53

D13-Winding, A1-StuntPark - game crash
(bug with new feature - Camera change in loops).
String "Close" shows on English only.
Congratulations for Tutorial from Championship.
Bugs.zip
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Re: Game testing

Postby dimproject » 22 Nov 2013, 15:20

D13-Winding, A1-StuntPark - in game (loading crash (in version 2.1 - no) ), in editor - OK.
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Re: Game testing

Postby CryHam » 22 Nov 2013, 20:26

Hmm, okay this is just not possible, to crash on specific track.
Unless you run out of memory or something. But no way, D13 is empty.
Please include all logs after each crash (from D13 and 2nd pack from A1).
Translations updated.
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Re: Game testing

Postby dimproject » 22 Nov 2013, 22:06

Here is logs.
logs.zip
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Re: Game testing

Postby CryHam » 25 Nov 2013, 13:20

Hmm. You are running in debug mode right ?
Vector subscript out of range is the error on A1.
Can you put callstack (from visual studio) at the error ?
Anyway this is an assertion, won't happen in release, but would be good to fix it.
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Re: Game testing

Postby dimproject » 26 Nov 2013, 18:42

Yes, debug mode.

I was testing version 2.2 (not developing).
Some tracks loading with crash:

0W8-pipe8x8 (after Loading car)
A1-StuntPark (after Loading car)
I11-StuntIslands (after Loading car)
J6-80fun (after Loading car)
M3-Mudlake (after Loading car)
R2-Red (after Loading car)
S14-Refinery (after Loading car)
S15-Scorpio (after Loading car)
V5-Sad (after Loading car)

How about names 0W08-pipe8x8, A01-StuntPark, J06-80fun.
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Re: Game testing

Postby Calinou » 27 Nov 2013, 21:33

dimproject {l Wrote}:Yes, debug mode.

I was testing version 2.2 (not developing).
Some tracks loading with crash:

0W8-pipe8x8 (after Loading car)
A1-StuntPark (after Loading car)
I11-StuntIslands (after Loading car)
J6-80fun (after Loading car)
M3-Mudlake (after Loading car)
R2-Red (after Loading car)
S14-Refinery (after Loading car)
S15-Scorpio (after Loading car)
V5-Sad (after Loading car)

How about names 0W08-pipe8x8, A01-StuntPark, J06-80fun.


I can reproduce this (at least for Mudlake and Scorpio, and one of my tracks, Fast).

I approve for the leading zero. It would fix track sorting by name.
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Re: Game testing

Postby CryHam » 27 Nov 2013, 22:33

Ugh. Ok I have it in debug too. Didn't check.
Some vector overrun in Road_Rebuild.cpp, the worst file to check.
I'll try to fix it asap.
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Re: Game testing

Postby CryHam » 27 Nov 2013, 22:56

Ok is fixed on master, we will have to relase 2.2.1 then.
(Crashed on tracks that have pipe transitions to road (not full pipe, I think)).
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