Stunt Marble Racers - now includes network playing

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Brainsaw
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Location: Bavaria

Post by Brainsaw »

OK, another update:

I fixed a bug with the network game. It now works again. This bug was introduced when I changed the event queue in IrrOde.

I also added a new option: "play on netbook". A week ago I received my netbook (with ION graphics ... mainly for my next USA vacation ;) ), and one of the first things I tried was to play Stunt Marble Racers. It turned out that in this configuration the bottleneck has moved from the graphics chip (which is the bottleneck on another computer I have ... Intel chip) to the processor (Atom) which is not able to get the physics simulation of complex scenes (e.g. "Moving Worlds: Rotor", one of my favorites ... with lots of bales of straw) with a reasonable framerate, so I decided to put in modified levels for those complex ones that are much simpler ... all objects that are not *really* necessary have been removed. This way I get a nice framerate on my netbook.

If I test network playing with the netbook it is, however, OK to use the complex levels (with the server on a computer with more power), the clients don't have to do any physics calculation in that case.

It would be nice if someone with a "normal" netbook with Intel graphics chip would test the new mode and report the performance. Thanks for that in advance.
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Brainsaw
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Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

Fixed a bug in the replay mode caused by the modified event handling in IrrOde. Replay does now work again.
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Brainsaw
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Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

Another bugfix with the replay system: it does no longer crash, even if you try to watch a second replay. I also added a "pause" function to the replay mode which can be toggled using the "Space" key.
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Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

A new version online:

* fixed bug with displayed hiscore position after net race
* fixed bug with server name: when changing the server's IP address in the "netgame" dialog the new address is used with the next connection try, not the old one
* added "0.5" angular damping to finished players
* Fixed render to texture for clients in network game
* added dependency to project
* fixed network playing
* Some modifications in the World Observer / Replay stuff to make this code more general for moving it to IrrOde later on

There are still a few known issues that I will try to solve within the coming weeks:

* sound on the client computers in network game doesn't work (parts of it ;) )
* the images that show which of the checkpoints of the current lap have already been passed don't work (client again)
* netbook/standard level issue in netgames
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Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

Fixed some more netgame issues:

* Sound does now work - even on client
* the client follows the server when it comes to netbook-ready level selection
* now the images showing the checkpoints of the lap that have been passed also work - it's been an issue in the scenery files


The only thing left to change is the long waiting before a netgame actually starts (with connection loss from time to time). I think I'll have to dig a little more to find out where that problem comes from.
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Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

Argh ... forgot the initialization of a variable which leads to using the netbook version of the levels (if available). Fixed this with the latest upload.
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Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

This is a little bugfix update. There were some levels that had errors in due to some modifications I applied to the IrrOde wrapper some time ago (e.g. the "rotor" track). These errors are now fixed again.
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Brainsaw
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Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

I have added 4 new racetracks to "Stunt Marble Racers" which can be found as the "Rollercoaster" series at the end of the list of racetracks. Have fun with them. These racetracks are tests of a little project I have started some time ago, the "RaceTrackCreator". If you like the result (very much like the classic "Stunt Car Racers" tracks) I might release that project (after some major re-engineering ;) ).
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thetaf
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Joined: Sun Mar 27, 2011 4:50 pm

Post by thetaf »

amazing game , dude! :shock: :D
Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

Another small bugfix. In two of the levels, "the wall" and "precision" all four marbles were present even in single player mode. Fixed that.

I also removed the training levels.
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Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

I just realized that the a motor was missing in the world-famous "roll the line" level. Fixed that bug.
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