Stunt Rally 3 with Ogre-Next 3.0 progress - help welcome

Re: Stunt Rally 3 with Ogre-Next 3.0 progress - help welcome

Postby CryHam » 27 Mar 2023, 21:21

Thanks guys.
Hi Wuzzy, it's been a long time.

So SR 3.0 is simply a continuation of SR 2.7 using newest Ogre-Next.
And let's just say, it did change in so many areas, it feels like redoing half of the game (and editor) again. Just a bit faster, but with less help (I miss the year or so when programmers contributed). Fortunately I get my questions answered on Ogre forum, otherwise I would probably get stuck few times.

We have already new features in SR3 too. Details on changelog
But yeah still few key things missing (like 5) until I'll think of making a release. Marked bold on roadmap

Now for an update.
It's going a bit slow since there are mostly bugs to fix, and more difficult topics left like terrain and water todo.
I got a track with 5 terrains, looks cool, like having 4 tracks at once in some parts. Only downside is the hard edge between them, no blending.
Still early and I need to fix stuff to work. Here's a screen:
`0860``.jpg

Terrain on Space and Crystal sceneries is now reflective, just as road.

I did update some tracks with more wet reflective roads, mainly all rainy tracks and some with ice too. Looks cool and more interesting.
`0727``.jpg

`0374``.jpg
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Re: Stunt Rally 3 with Ogre-Next 3.0 progress - help welcome

Postby Julius » 08 Apr 2023, 10:14

Looks amazing :)

On a side note: would you be willing to move this thread and future discussions to our new forums? Our plan is to archive this old forum sooner or later and projects with low activity like this one could get a custom tag on our new forums like this: https://freegamedev.net/t/stuntrally (the invite code for the new forum is currently: P6KY4V5X but Oauth2 sign-up should hopefully work without it.)

I am also looking into hosted dedicated Flarum forums for more busy projects like ST and STK, but I think that would not be necessary for Stunt Rally for now.

Oh and do you have a chat channel somewhere that we could bridge?
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Re: Stunt Rally 3 with Ogre-Next 3.0 progress - help welcome

Postby CryHam » 08 Apr 2023, 18:22

Yeah I am okay.
SR Forum and SR activity now are rather minimal, so I think it'd be an okay time to move.
We had 4 subforums here, do I see it right that this won't be possible there? I guess it may not be that needed as before. I also don't see how to make SR topics there sticky, not possible? We had few sticky here with info.
I don't have a chat. IMO there are already enough ways for contact for those who'd like to contribute to SR3. So I don't need another distraction. I can rethink that after a release or if anyhow interest in SR gets higher, but somehow I doubt it.
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Re: Stunt Rally 3 with Ogre-Next 3.0 progress - help welcome

Postby Julius » 08 Apr 2023, 18:56

No, it would be more integrated with the rest of the forum, but if indeed activity picks up it would be relatively easy to migrate to a dedicated Flarum forum that we could probably host as well (multi-tenant option under investigation).
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Re: Stunt Rally 3 with Ogre-Next 3.0 progress - help welcome

Postby CryHam » 16 Apr 2023, 13:56

I've restored options for (cube) reflections (for vehicle, and more). Got back faces at once, frame skip and such. Turns out those were really good options in old SR. I also added 2 new here that were available.
Now I have more Fps, and can use higher size like 1024 (2 at once, updates slower but okay). Default was 256 and was already very demanding (all 6 at once).

So here is GlassStairs with its iconic mirror road. Now looking great with size 1024 and smooth high 80 Fps, in that nice, middle place with view at many roads.
0669``.jpg

And this is already with 2 vehicle (front) lights, casting shadows too.

Here with size 256 and 1 light, in an also complicated place.
0515``.jpg

I even wanted to make a video of it but sadly all that smooth 113 Fps drops below to chaotic 60 Fps due to CPU also recording. Fps seems smoothest if CPU isn't doing anything else than SR3.

Now in SR3, all tracks have smooth, above 60 Fps for me. I get now 90 Fps in that place on Tropic posted earlier in Dec.
Those cases of Fps drop on some tracks with >7000 vegetation, I mentioned earlier are also working fine (like Taiga, Tropic, Beach, SandyMountain).

BTW Vegetation and Reflection tab options have now Apply buttons so it's nicer to check them in same place, without track reload.

We also have a partly working terrain triplanar now. Diffuse textures only, looks different but cool. Obviously still many things to fix for terrain(s).

I also updated Building (from sources) guide.
Should work fine on Debian based, not sure about others. So I'd recommend trying it out. But fails on Windows most likely.
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Re: Stunt Rally 3 with Ogre-Next 3.0 progress - help welcome

Postby CryHam » 30 Apr 2023, 17:30

I continued those color changing paints and added Gui with sliders etc.
And a huge collection of 458 paints now :shock: :lol:. Yeah this puts a shadow on old 118.

I made a new video this time.
It shows mostly the coolest paints on few vehicles with few tracks in background.
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Re: Stunt Rally 3 with Ogre-Next 3.0 progress - help welcome

Postby CryHam » 13 May 2023, 14:30

Recently I had some good progress with SR3 Track Editor, let's say it's 85 % complete. Has few bugs still, and tools crash. But otherwise I am using it constantly and I renewed many tracks, and added horizons. Some make a big difference (bold below).

I've set up website tracks browser to tracks3 repo for SR 3.0. Currently WIP, some tracks aren't even there (still look bad), and many have old SR 2.7 previews.
You can also easily switch between SR 3.0 and SR 2.7 (new vs old) look in browser, with link on top.

Most notable horizon updated tracks (best look in bold):

Grc2-Coast, Grc6-Halfpipes, Grc9-Oasis, For9-MadMntn

Jng20-JungleMaze, Mos5-Factory, Mos6-TaraMosses, Jng5-Pipes

Sav7-HighMadness, Sav3-Loops,
Sur5-FreshBreeze, Uni4-Pipeline, Uni7-GlassStairs, Aln4-EjeloOutpost

Wnt11-Glacier, Aus3-Canyon, Aus7-MiningCity, Aus2-PipeCoil

For12-HighPeaks, For16-Clew, For13-Castle, WIP not yet: For18-MountCaro

Des2-Mntn, Des1-Dunes, Des17-NileCity, Des5-LowJumps, Des6-HighJumps, Des7-CrossJumps

Rest is just some wet road look improvements or less notable horizon etc
Atm1-Autumn, Atm3-Orange, For1-Slippery, For4-OSquare, For6-Banked, For8-Stain

Grc7-Spider, Isl2-Sandy, Isl3-Islands
Jng14-Muddy, Jng18-Tiny, Wnt7-LJs-Mntn

In other news, we got freshly put concrete pavement (and horizon) on Aus7-MiningCity. But yeah it was too tricky. Concrete is done as a new terrain, but the old still has road lying on it, but has to drop right after, so grass doesn't go through concrete. And yeah it isn't straight line it's random.
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Re: Stunt Rally 3 with Ogre-Next 3.0 progress - help welcome

Postby CryHam » 25 May 2023, 18:49

So the list of terrain brushes got an update, has 115 now, and it is dynamic (just like vehicle paints, but can be even zoomed), users can change. There are brush parameters with sliders on own tab, and buttons to make them Random.
25_19-33-29``.jpg

HighPeaks got a horizon rework.
Finally I have a basic implementation for emissive light from terrain, so Crematoria, Craters, Wild, Radioactive etc look decent now. Surely brighter (than in 2.7) though.
I think all tracks are now in repo (maybe 1 not).
Closer looks:
0508```.jpg

0394```.jpg

1237```.jpg
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