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  1. ohlidalp

    List of mods using legacy Cg shaders (risk analysis)

    I didn't realize this but yes, it's because it internally uses managed materials. Those are not a problem however because they ship with the game so I can just rewrite them. I'm only worried about mods bringing their own shaders. Anyway thanks for the note.
  2. ohlidalp

    Enter the Codebase

    Flaws and what to do about them, 2023 edition. This is 1:1 update to this 2018's post. I originally wrote these as colored inline updates to the original post, but I ran into character limit, so I'm posting separately. Terminology: Actors Fixed for good. C++ now uses exclusively `class Actor`...
  3. ohlidalp

    List of mods using legacy Cg shaders (risk analysis)

    - Auriga terrain: contains a Cg shader file but doesn't use it, probably a leftover from .terrn system. Tested on Windows/DirectX
  4. ohlidalp

    Mission system prototype

    The game is in "free roam" mode by default, you can spawn/teleport/mouse-drag things and so on. The mission author must have the option to block unwanted features. Below is a preliminary list. Suggestions are welcome. Grabbing nodes with mouse Teleporting Spawning vehicle via UI or hotkey...
  5. ohlidalp

    List of mods using legacy Cg shaders (risk analysis)

    nVidia Cg toolkit was the go-to shader technology when Rigs of Rods was at peak popularity and most mods were made (circa 2010). But now it's just a proprietary burden that prevents us from migrating to new rendering APIs. Yesterday there was a debate in Discord#development and while we pretty...
  6. ohlidalp

    Mission system prototype

    I'm back at this, see my today's blog: https://forum.rigsofrods.org/threads/september-2023-time-to-pick-up-the-scripting-slack.3995/#post-20599. For those lazy to click, I'm going to create a multiplayer game of tag, to have demo for the mission system and to develop a working multiplayer...
  7. ohlidalp

    September 2023: Time to pick up the (scripting) slack

    Although I didn't admit it until almost June (see my first blog), I've now spent upwards 6 months in a "slack generator" mode, adding various bits of scripting and modding without a clear direction, and often not even getting them complete. Only now I realize where it all went "wrong" - here's a...
  8. ohlidalp

    rigs of rods repository

    Sorry about that; it's working again. It seems to have been a SSL certificate issue.
  9. ohlidalp

    (Muliplayer) Opening the map doesn't show all the player locations

    Thanks for the video. This is definitely a bug, either Plajer was on the server but not visible, or they were gone but the list still showed them. I'd have to inspect the server logs to be sure.
  10. ohlidalp

    Summer 2023 dev report: Not getting stuff done to get more stuff done later

    It's been exactly 2 calendar months since my last post. Until I started typing I was sure it was just 1 month, but the last post's date was clear. Anyways here's the important news: I'm still not getting things done and I'm still not making any apologies. I'm not sitting idle either, though...
  11. ohlidalp

    (Muliplayer) Opening the map doesn't show all the player locations

    What do you mean exactly? You don't see the characters, their labels or surveymap icons? Also, what game version, what server, what map? How many maps/servers did you try? How many times it happened?
  12. ohlidalp

    Making Community map playable

    @Vido Respect for starting this project! On axes and rotations in Ogre, there's this wikipage: https://wiki.ogre3d.org/Quaternion+and+Rotation+Primer. This is the important bit on axes: It doesn't explicitly say "forward/right/left/up" but it hints that X is right/left and Z is front-back. I...
  13. ohlidalp

    Terrain system quick overview

    So I started making a test terrain for something, and because I couldn't remember what is configured where and how, I started writing a new README/HOWTO/documentation mainpage: # Welcome to Rigs of Rods's convoluted terrain system (terrn2) # This text sums up the features and provides overview...
  14. ohlidalp

    Mid 2023: What's brewing (development report)

    It's about the time for a new release, and there's no new features to highlight. There's plenty bugfixes but none of the "What's up next" points given in the previous release notes are ready - not for the lack of effort, but still. What now? As I thought about it, I realized I don't have a...
  15. ohlidalp

    In-game vehicle control UI (description/commands/beginner hints)

    Hi. Our in-game vehicle control hints are currently a bit of a mess. We have 2 UIs, each with it's quirks: Older "vehicle description" - this displays the "help texture" from old dashboard, if the vehicle specifies one. Also shows commands + descriptions. You need to show it manually. Newer...
  16. ohlidalp

    Mission system prototype

    I created a new mission type for the prototype: "stunt". It uses 2 event boxes and records the travel between them. When completed, it pops up a dialog with results. This is of course temporary until we devise better scoreboard solution. The screenshot is from my test mission...
  17. ohlidalp

    Mission system prototype

    For the record: I noticed a discrepancy around "truck number" in the scripting: https://discord.com/channels/136544456244461568/189904947649708032/1075225357210353795 ... but I think I already figured a solution...
  18. ohlidalp

    Mission system prototype

    @CuriousMike Thanks for the suggestions, they sound really fun and I think we already pretty much have all the features to script this: This will involve server scripting - I already created an example script https://github.com/RigsOfRods/ror-server/pull/150 and right now also added scripting...
  19. ohlidalp

    Mission system prototype

    It's alive!! I've just posted a functional prototype to GitHub: https://github.com/RigsOfRods/rigs-of-rods/pull/3018 Features: A new mod type is recognized: *.mission - can add terrain objects, procedural roads and races to existing terrain. A new archive type is recognized: *.missionzip...
  20. ohlidalp

    Mission system prototype

    Hi everyone, TheJesser on Discord gave me an idea of "addon missions" for existing terrains, a kind of new mod type which would add scenarios to existing terrains: https://discord.com/channels/136544456244461568/189904947649708032/1071847722128244916. After a quick chat, we made a rough design...
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