car control

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

JACK SH!T

Evil Genius in a Nutshell
Sep 2, 2004
575
0
0
I was wondering if the UnWheel team was going to do anything about car control....
I noticed that no matter what car I use, once it starts to spin out, there is no correction control.
If I start to spin to the right and try to correct by steering left (into the slide), I spin out. It would be nice if this mod/conversion alowed steering corrections like I/we would do in the real world.

Yes, I know there are games out there that do that, but I'm talking about "UnWheel"
++++++++++++++++++++++++++++++++++++++
I asked in another thread about the cool sounds, but I'll ask again.... :(
What is the pacage that has all the cool sayings/songs, and where do I find a list of the commands?
such as:
pos=F*ck you, you peice of sh!t
inthenavy= In the Navy (song plays)
007= James Bond theam
x= X Files theam
etc,etc......
 
Last edited:

JACK SH!T

Evil Genius in a Nutshell
Sep 2, 2004
575
0
0
Ravu al Hemio said:
Um... I don't get it.

What do you mean? Voice packages? Text-to-speech? Announcer voices?
goto this server
*looks for addy*
81.2.131.18
or is it...
66.208.105.242
*brb with the right addy*.............
 

JACK SH!T

Evil Genius in a Nutshell
Sep 2, 2004
575
0
0
JACK SH!T said:
goto this server
*looks for addy*
81.2.131.18
or is it...
66.208.105.242
*brb with the right addy*.............
ok, the correct addy to see what I mean is 81.2.131.18:27100
after you join the race, type (t=text to speach on my setup): pos, gay, ymca, stop, 007, fu, inthenavy, x, clint, mofo (one at a time ofcourse)....... the list goes on and on
I love the server, but it's race only.
I'm on my way there now
1:53AM EST
 

Ravu al Hemio

Comes, fixes, leaves.
Sep 1, 2004
178
0
0
34
Austria
JACK SH!T said:
ok, the correct addy to see what I mean is 81.2.131.18:27100
after you join the race, type (t=text to speach on my setup): pos, gay, ymca, stop, 007, fu, inthenavy, x, clint, mofo (one at a time ofcourse)....... the list goes on and on
I love the server, but it's race only.
I'm on my way there now
1:53AM EST
I'd ask the server admin... It isn't a default UnWheel feature, nor do I think is it an official UT2004 feature.
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
Ravu al Hemio said:
I'd ask the server admin... It isn't a default UnWheel feature, nor do I think is it an official UT2004 feature.

yeah it's custom, and I haven't managed to find a download for it yet :(
 

Ravu al Hemio

Comes, fixes, leaves.
Sep 1, 2004
178
0
0
34
Austria
ProjectX said:
yeah it's custom, and I haven't managed to find a download for it yet :(
I think I have... will post results of decompilation in a bit...

EDIT: W00t! I rule!

Okay, enough of the pretentious self-advertisement, to the details of the package:
Name: Zound
Link: http://www.utzone.de/include.php?path=content/download.php&contentid=2892

EDIT2: I have the UAX files, but their size is a bit too big for transfers. Here a little tut to decompile them:
1. Open your command prompt and CD to your UT2004\System folder.
2. Open up explorer and check your cache.ini under UT2004\Cache.
3. In the INI, find the package named "0402.uax"
4. Copy the file with the long filename that corresponds to 0402.uax into a safe place, e.g. C:\temp.
5. In the command prompt, type:
ucc pkg export sound <path-to-uax> <extraction-path>
so e.g.
ucc pkg export sound C:\temp\0402.uax C:\temp\0402-extracted
6. Listen!

NOTE: I wouldn't even *try* to upload the files here, because there are a lot of references to topics which shouldn't appear on a PG forum. You have been warned.

By The Way: Because the server, and so the sound files, are partly in German, feel free to ask what something means. I am a born Czech living in Austria and knowing a large bit of English, so you can ask me about all of these three languages.
 
Last edited:

J3110

Flack jumper
Aug 27, 2004
37
0
0
48
After installing UnWheel and connecting to the server, you didn't notice that you still had to download something "other" than unwheel called "Zounds"?

Actually I'm here about car control as well. Yeah man it blows without a force feedback steering wheel, doesn't it? Well, you can't just sit there with your finger on the throttle while trying to countersteer because of course you'd just spin out...try "modulating" your throttle a little bit or even a "lot bit" and you might see some changes. Brakes are good too.
Observe how fast you can go in certain corners and start to pay attention to your speed(ahem...maybe you guys could hook us up with a speedo?).
While "locked" into a turn, if you hold throttle and turn at the same time, eventually it starts sliding, right? I don't think it's because you suddenly turned in more...it's the speed. To counter this issue, tap the throttle a bit in the corner...this'll also get you sliding sooner, but at least you are the one in control now. ;)
When you start sliding sideways then you can let off the turn and throttle key to regain your stability and then get back on the throttle first and the turn second or vice-versa but the first way will be more stable.
To get around the limitations of driving with microscopic handling thresholds, I find myself often overcompensating on the speed by either almost coming to full stops in sharper corners or by spinning myself out when I think counter-steering is gonna help. The trick is getting to know the car you're driving and how long it takes to get to full speed and slow back down again...then find out how fast it can be going on a flat turn...then learn the track...coming to a turn...slow to appropriate speed and turn...start sliding? get off the gas and then back on again while not turning...eventually you'll be trying to slide the rear around on purpouse.
Drifting in this mod is pretty awesome once you start doing it right, but the problem is it seems like you can't really exit a drift without scrubbing a buncha speed to avoid the spin-out.
One of my favs is the first corner of citytrack after the first lap...if you're going nice n fast and stay to the right, you can hit the brakes and turn for a second and then get back on the gas to induce the drift...then just coast it...you should be sliding at about a 45 degree angle...without turning, hit the gas again and if you catch the point where you stop sliding and your acceleration curve is starting to take over right, you can exit the drift under control, but it's kinda tricky and I haven't found a fool-proof method yet.

Anyone else? Obviously I can use some pointers as well.
 

JACK SH!T

Evil Genius in a Nutshell
Sep 2, 2004
575
0
0
After installing UnWheel and connecting to the server, you didn't notice that you still had to download something "other" than unwheel called "Zounds"?
==========================
I'm on a 3 meg connection, small server side downloads go so fast, that I don't get to see what they are. Thanx for the "Zounds" info though.


you can't just sit there with your finger on the throttle while trying to countersteer because of course you'd just spin out...try "modulating" your throttle a little bit or even a "lot bit" and you might see some changes. Brakes are good too.
========================================


Once the spin out starts (useing a mouse wether I'm accellerating or not) I can't stop it. I use the brakes to spin out on tight turns like a dog leg, other wise I let off the throttle to brake. Slows down like a boat LOL :)
I do have some idea how to play the game..... 90% of the time I finnish a race in the top 3-4...
I use the "slide" to take other turns. I realy like that aspect of the game. Works great on maps like Red Planet & Lost Gods.
I've found that the sand-rails seem to handle the best (I've masterd the slide with this class, I can slide it into a curve without letting off the gas). Mid range speed with the best handleing in tight turns. I don't know what "class" they fall in; S-class, V-class??? But I really like the speed of the "sports cars". But they don't turn well (kindda takes the sport out of sports car), and once they start to spin, that's it, no correction, your toast.....
As far as your "speedo" comment, look at the bottom right conner of your screen, there is a speed bar there already....


Just wondering, like I said, I use the "sand-rails" the most (Accelerator I think it's called). What car is your choice? I want to use the GTX *I forget what the game calls it* becouse of it's speed. But it takes to long to turn at speed, and spins out easy once the slide starts.

+++++++++++++++++++++++++++++++++++++++++++
I forgot to mention that with the faster cars, I'm better of to let off the gas and steer into the slide, do the 360, come almost to a stop and then start again....
I'm looking forwords to more advice!!! ;-p
+++++++++++++++++++++++++++++++++++++++++++
 
Last edited:

J3110

Flack jumper
Aug 27, 2004
37
0
0
48
Sounds like it's just the game, then.
I agree that once a spin starts, you can't really stop it. I was basicaly just saying don't let one start. Either catch it when it starts or just take the handling at speed limitations for what they are and just drive more point and shoot style.
I usually use the f1 just because I saw some dude winning with it all the time, so I decided to learn that one first...I dunno how many classes there are, but I agree the buggies are most stable in a slide...same with master of disaster, but it's kinda different..more like fishtailing.
This game just kinda lacks that arcade type mechanic where the game does what you suggest rather than exactly what you do. Unforgiving like that, which is cool...we're all still playing the same game which is as much about avoiding attrition as it is about finding the edge of control and car selection.
I guess it'd help to know exactly what happens when you press each key and if anything different happens when you use key combos. I'd like to think that there is a type of acceleration curve rather than linear acceleration and that the steering is different on all the cars as well as how that acceleration curve looks...it'd give us more of an idea of what inputs we're making...then we gotta take the terrain and collision models into account.
In the meantime, I'll just keep trying.
GL


edit: oh yeah, forgot about the speedo there...maybe change it anyways since it's just a relocated(if that?) charge bar that comes with the game...not a priority at all, though.
3mb/s must be nice.
 
Last edited:

JACK SH!T

Evil Genius in a Nutshell
Sep 2, 2004
575
0
0
Ravu al Hemio said:
I think I have... will post results of decompilation in a bit...

EDIT: W00t! I rule!

Okay, enough of the pretentious self-advertisement, to the details of the package:
Name: Zound
Link: http://www.utzone.de/include.php?path=content/download.php&contentid=2892

EDIT2: I have the UAX files, but their size is a bit too big for transfers. Here a little tut to decompile them:
1. Open your command prompt and CD to your UT2004\System folder.
2. Open up explorer and check your cache.ini under UT2004\Cache.
3. In the INI, find the package named "0402.uax"
4. Copy the file with the long filename that corresponds to 0402.uax into a safe place, e.g. C:\temp.
5. In the command prompt, type:
ucc pkg export sound <path-to-uax> <extraction-path>
so e.g.
ucc pkg export sound C:\temp\0402.uax C:\temp\0402-extracted
6. Listen!

NOTE: I wouldn't even *try* to upload the files here, because there are a lot of references to topics which shouldn't appear on a PG forum. You have been warned.

By The Way: Because the server, and so the sound files, are partly in German, feel free to ask what something means. I am a born Czech living in Austria and knowing a large bit of English, so you can ask me about all of these three languages.

Thanx for doing the homework on that Ravu al Hemio. I thought it was a default UnWheel thing that the server had to activate. The server I posted just happened to be one of the first servers I found after installing UnWheel (sits on my fave list now). What's the chances of finding something like that right off the bat???
Did you see if Zound works on any UT2K4 server, or is it for UnWheel only? :lol:
 

Ravu al Hemio

Comes, fixes, leaves.
Sep 1, 2004
178
0
0
34
Austria
JACK SH!T said:
Thanx for doing the homework on that Ravu al Hemio. I thought it was a default UnWheel thing that the server had to activate. The server I posted just happened to be one of the first servers I found after installing UnWheel (sits on my fave list now). What's the chances of finding something like that right off the bat???
Did you see if Zound works on any UT2K4 server, or is it for UnWheel only? :lol:
It sure is UT2004 everything. I tried it out. Compatibility with UnWheel only wouldn't make it too lucrative ;)
By the way, no problem. I have even learned how UT2004 saves its cache and how I can extract things if needed - thanks to you. It is three quarters of my knowledge that I get by being curious... I'd even say there are some things I know though I shouldn't know them :D

Chances of finding a server with Zound are a bit hard, because a lot of servers makes Zound not show up in the public list of mutators (that is transferred to/from the master server, the *real* one is transferred when you join, AFAIK). So, it's all about luck, pressing T, and typing 'mofo'... or 'time?'. 'Time?' is a default feature of Zound where it recites the server system time in some kinda alien voice.

J3110 said:
After installing UnWheel and connecting to the server, you didn't notice that you still had to download something "other" than unwheel called "Zounds"?
I'd bet that they are the sound packages. '0402' and 'nav303' are the sound packages on that server at the time of writing.
 
Last edited:

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
J3110 said:
edit: oh yeah, forgot about the speedo there...maybe change it anyways since it's just a relocated(if that?) charge bar that comes with the game...not a priority at all, though.
3mb/s must be nice.

That's a very insulting quote of yours considering that Shrimp made it himself with hard work and toil.
 

Ravu al Hemio

Comes, fixes, leaves.
Sep 1, 2004
178
0
0
34
Austria
ProjectX said:
That's a very insulting quote of yours considering that Shrimp made it himself with hard work and toil.
Oh yes. You try computing average velocity of all the wheels the vehicle has, putting it into a working scale, positioning it on the HUD, make it colour correctly, get into the painful phase of trial and error, compile ten times, then see it work at last, J3110, and you can talk about a relocated charge bar. I do agree it is not graphically the w00tiest thing under the sun, but I think the features in the upcoming version will blow my socks off more than a nicer speedometer ever would.
*looking forward [not only] to the race progress meter and feels like joining the UnWheel team, then remembering that a sociopath not too favourite with the lead will hardly have a chance*
 

J3110

Flack jumper
Aug 27, 2004
37
0
0
48
Sorry, I meant no disrespect or anything and obviously don't know anything about coding or modding and I'm sure whatever's being worked on will be just great...already excited about what Shrimp's posted of what he's been working on...I'm just a player, though, and all I know is what I see and the bar looks similar to the scorpion and manta's charge bar graphic. The reason I said "if that" was because I couldn't remember where the manta and scorp's charge graphic was and it coulda been the same location...just lazy and forgetful like that, I am. Like I said, though...it's certainly sufficient at what it does and changing it is a low priority.
Really, though, if it is the same graphic, then yeah, I'd want UnWheel to really go the extra mile and define itself because it's already so well put together that it deserves nothing less than it's own full identity. You can argue all you want about how being in EC is validation enough that it's doing well, but as a fan, sometimes you can't help but want the best for whatever mod, mutator or map that you're "rooting for".
So as much as it sounded like I meant that as an insult, I think you guys may have jumped alittle soon in thinking I was implying that it was no big deal and probably wasn't that hard. Honestly, I've never really been a fan of the bar speed indicators on racing games, so I've always gone with the analog versions if available, but that's just me and wouldn't it be baddass if UnWheel sported the ability to choose between the 2. Like I said, though...I know it isn't a priority and I'd rather see whatever Shrimp's working on then a reskinned speedo graphic.
I'm actually on the beta team for Excessive and have seen players overlook some of the awesome nuances that MadNad worked into the mutator that just makes it really come together, so I can relate to your defensive postures, but do you think that I would be running my server exclusively as an UnWheel server supporting this mod if I didn't think it was damn sweet? I'm not a troll, dude. I mean there's lots of other stuff out there I could run, but I chose UnWheel, so maybe that says something. I can still put my foot in my mouth, though, can't I? :D
Anyways, I'll just go crawl into my hole of ignorance again.
Peace.
 
Last edited:

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
Peace man, It was a joke. I forgot you hadn't witnessed most of my posts on here (I sorta assume everyone's been here since beta 2.0) and therefore realised I have a tendancy to joke at most things. Honestly, I'm sure Shrimp wasn't much insulted.

As for making this the best mod there ever is, we wan't to do that, but we wan't to do that for everybody, so if you were to persuade Shrimp that you want a speedo there's have to be a significant enough majority vote on it.
 

J3110

Flack jumper
Aug 27, 2004
37
0
0
48
Cool, yeah, I'm sure we've all read the saying that the internet doesn't carry sarcasm well. ;)
Anyways, yeah, I couldn't really care less about the speedo as there are just too many other factors to vehicle handling and speed can be judged well enough based on sight and sound(sounds are synced well to the speed, BTW...kudos as it's rather useful).
It's really hard to play racers with FPS controls. Especially when the handling can be so touchy. I'll hafta see about hookin up a game controller or something to get a better feel for things. The last racing game I played this much on my PC was Motorhead. I forget if that game had the same issues, but already I know that UnWheel has way more variety...it'd just be sweet if you could get the racers to handle like that, I guess. Hafta try playing it again if I can even find it.
I've been into UnWheel and looking foreward to playing it online since the beta with 2K3 where the bulldog was basically the only vehicle in UnWheel and all you could do was drive around in UWRM-Clearing...before it was even "UWRM", I think...dunno which beta or alpha that was, but I just never joined the forums...now that it's playable online, though...here I am.
 

Ravu al Hemio

Comes, fixes, leaves.
Sep 1, 2004
178
0
0
34
Austria
ProjectX said:
Peace man, It was a joke. I forgot you hadn't witnessed most of my posts on here (I sorta assume everyone's been here since beta 2.0) and therefore realised I have a tendancy to joke at most things. Honestly, I'm sure Shrimp wasn't much insulted.
A joke... where was that sociopath line??? "a sociopath not too favourite with the lead will hardly have a chance" Sorry I overreacted, I seem to be running a beta version of 'Acceptable Behaviour 2004' - some of my subroutines haven't been updated from 'Acceptable Behaviour 50000 BC - Stone Age Man'... :rolleyes:
Okay, I don't expect any sympathy (who would accept sympathy for a stupid small teenie whiner anyway?). Yes, I know I am an arrogant little bitch... and *see sociopath line*.

As for making this the best mod there ever is, we wan't to do that, but we wan't to do that for everybody, so if you were to persuade Shrimp that you want a speedo there's have to be a significant enough majority vote on it.
Well... you seem to have done an ub3r1337 mod, and making the 'best mod there ever is' is an impossible challenge, but you sure do have the potential... "Weiter so!" (German for 'Keep it up!'). By the way, I have an idea for another gametype. It can be played on race or rally maps and will be called something like 'clear ride'. In this gametype, you must limit the number (and strength) of crashes as much as possible. If two players have the same damage at the end, the time decides. (The one with least damage, then lowest time wins) Unfortunately, I can't code it, because it would need some changes to UWSCar, and too many existing classes depend on its name, so I can't change it.
 
Last edited:

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
Ravu al Hemio said:
In this gametype, you must limit the number (and strength) of crashes as much as possible. If two players have the same damage at the end, the time decides. (The one with least damage, then lowest time wins) Unfortunately, I can't code it, because it would need some changes to UWSCar, and too many existing classes depend on its name, so I can't change it.

That would make for uber-long race times, more like a combination of least damage and fastest times (i.e. you get +1 second for a scrape and up to +5 for a full on crash) and once the penalties are added the winner is calculated. Also the slower cars e.g. monster trucks, the centipede etc. would get less of a time penalty
 

carmatic

New Member
Jan 31, 2004
746
0
0
hmm maybe he meant by 'time decides' as in... uhh, like 'overtime' or something... the guys just last it out , the first one to get that extra dent loses or something... mmm

and oh, about the uncontrollable spinning out thing... i think that the car's handling when you do the spinning out is like borrowed from the scorpion's 180 degree spin move, like the one that you get when you press 'jump' when driving in the scorpion... i think, a strict spinout will make it kinda frustrating and stuff, maybe the cars should retain some control during a spin, and the spin itself should last longer and be more likely to occur, that is its something like the old kvehicle handling, only with proper on-road handling that the svehicle makes possible..like, just say its some kind of abs the cars have installed or something....

ok ive just spent more precious time with unwheel, and have got some stuff to say... umm... like.... first of all, i cant see the driver through the front windscreen of the master of disaster... and it still gets kvehicle-slow in places like faerie when you have bots and you see all of them at the same time , heck im using an athlon64 3800 and a geforce 6800ultra , and its still getting bogged down in these situations into my old xp3200 and radeon9800xt frame rates... other than that, like, i tried out the master of disaster , and i must say i liked the trails of smoke coming from the side, and the handling is waaay improved and doesnt feel like a bulldog anymore, plus i love the fender bender action when i squash smaller cars... this vehicle has a relatively unforgiving spin out, but i find that it can be made to do a beautiful slide if you do not jam the steering into the opposite direction like your instincts tell you...next i tried the xvert, and i thought, wow, better handling and cpu optimizations at the same time! what could be better... i love the point bonuses that daredevils give ,as well as how much more forgiving it is in terms of spinning out... this spinout aspect of the game gives each vehicle more identity... also i tried the caterpillar on motox, and the frame rate practically stayed at my vsync limit of 75 hz... plus whats that kinky thing at the jump where it goes into slow mo and shows the 979 jump off ? how does it work in multiplayer when you cant have slo mo? and i think there should be water splashy effects , like the splash effects epic put in that patch, but originating at the radius distance away from the center of the tire,directly underneath each tire...also the master of disaster still has that wheel sinking into the ground thing,and that vehicles should have an offset for the flame effect that is determined by the author of the vehicle so the flame from the master of disaster comes from the right place, and not from the gearbox thing between its front wheels... and oh, will you guys get around into splitting the cars up into their different suspension bits, especially the monster trucks? or modifying some cars to show suspension like the svehicle code allows... the worry i had about the wheel rpm of the vehicles being ugly looking seems to be thankfully not true, too, like i never spotted the wheels spinning considerably out of speed, only a few glitchy instances, but the classic problems like the wheels clipping into geometry and stuff caught my attention more... now if only there was a way to blur the texture on the wheels and apply them as a kind of pseudo motion blur, so they dont look like theyre still or theyre a hypnotic flashing thing on your screen...

mmhh long post... i guess i sort of put everyone off there, didnt i?
 
Last edited: