TCRL Projects

Want to say something off topic? Something that has nothing to do with Trek? Post it here.
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posted on April 27th, 2011, 7:04 pm
Last edited by Anonymous on May 17th, 2011, 4:41 pm, edited 1 time in total.
Here is a list of the projects that I am working on in order of priority.  The harder projects will have lower priority than the easier projects with rare exceptions.  I highlighted my Fleet Operations Projects in blue and there is a link to the project forums beside the project name.

Active Projects
Tereanan Empire Mod (Fleet Operations) - link (fleet ops link)
Buildable Warp-Ins Mod v2.0 (Fleet Operations) - link (fleet ops link)

Dormant/Waiting Projects
Newport News Speedway (rFactor) - link (testing)
Armada II Patch Project Import (Fleet Operations) - Link Unavailable
Figure Eight Superspeedway (rFactor) - link
Tereana City Superspeedway (rFactor) - link
NASCArFactor (rFactor) - link




The following items are descriptions for each of the projects.  You'll find more detailed descriptions in the project forums (eventually).

Newport News Speedway
A fictional quarter-mile track in Virginia capable of holding 4 cars across at a high risk.

Buildable Warp-Ins Mod
A mod for Fleet Operations that enables you to build some of the warp-in ships available.

NASCArFactor
A complete conversion of all stock NASCAR SimRacing vehicles and tracks over to rFactor.

Figure Eight Superspeedway
A 3-mile super speedway shaped like a figure eight.

Tereana City Superspeedway
A very wide 4-mile, multi-course super speedway with an airport on the infield.

Tereanan Empire Mod
A mod for Fleet Operations that will add a new faction to the game.




PS:  This list is not complete and will be added to.  Updates will not happen for dormant projects until that project has been resumed.  Plus, it may be a bit easier for me to only have to worry about 3 projects at a time.

None of the projects will be released until I am certain that they are bug free (with the exception of Fleet Ops passives).
posted on May 5th, 2011, 8:08 pm
Update, I've made very good progress on the Newport News Speedway, all other projects will become inactive until the Newport News Speedway is released.  The primary track geometry is complete.
posted on May 6th, 2011, 4:49 am
Shouldn't this be in moooooodding since it has to do with all of TCR's mooooooods?  :whistling:
posted on May 6th, 2011, 4:53 am
Last edited by Anonymous on May 6th, 2011, 6:11 am, edited 1 time in total.
Once there are some mods for FO being worked on, then it can go into the modding section.  Until then, it's just small talk. :blush:
posted on May 6th, 2011, 10:38 am
hey come on guys, dont gang up on him, give him a fair fight, he does have a buildable warpins mod released.
posted on May 6th, 2011, 1:25 pm
The Buildable Warp-Ins v1.1 is for 3.1.4.  It is outdated because of the ODF commands being reverted and the new warp-ins being added.  I must admit, it didn't stay up to date as long as I had intended, but it was a good shot.
posted on May 6th, 2011, 1:29 pm
lol, i'm trying to defend u, but ur taking sides against yourself :lol:

an outdated mod is still a released mod. So at least you do deliver something.
posted on May 6th, 2011, 1:51 pm
Yeah, I was a little mean.  Sorry TCR.  I hope your project goes well. :thumbsup:
posted on May 6th, 2011, 2:09 pm
Last edited by Anonymous on May 6th, 2011, 2:31 pm, edited 1 time in total.
So far it's going well.  Except 3D SimEd doesn't seem to like rendering a wall with multiple texture segments.  So I'm probably going to have to put the track name 1 cm away from the wall like the other simulators do, or I'm going to have to split the track segment and further increase the size of the track which is already 2.5mb.  Always something to delay the release.

PS:  Myles, I was a little upset that my first mod didn't stay compatible with Fleet Ops for a longer period of time.
posted on May 6th, 2011, 3:40 pm
TChapman500 wrote:PS:  Myles, I was a little upset that my first mod didn't stay compatible with Fleet Ops for a longer period of time.


why? would you rather the devs never released patches? :P

any mod you make for a mod will likely have a short life span
posted on May 6th, 2011, 4:26 pm
Well, they should release patches when necessary, but they shouldn't create bugs while patching other bugs.  And they should fix all known bugs when possible.

The mod was made for Fleet Ops 3.1.4 and in 3.1.5, the ODF commands were reverted.  I would have liked for it to stay compatible for at least one patch after 3.1.4, but since most (not all) of the OOS errors were fixed with 3.1.5 (especially wormholes), I'll take that over compatibility any day.




As for the track, I've split up the segments so that I can put the track name on the wall without having any rendering issues.  But it'll increase the poly-count of the track which is already at 6,100.  Not to mention ad space on the wall in 10 locations.  Then I'll start work on the garage area and the grandstands.
posted on May 6th, 2011, 8:00 pm
TChapman500 wrote:but they shouldn't create bugs while patching other bugs.

What a damn uninformed thing to say. You need to bear in mind that the devs don't have the sourcecode to this game and that what they have accomplished with it has been through hacking and reverse-engineering it in order to add their own code. Hell, even if they were to give up and start from scratch using something like the Irrlicht Engine (something I'd love to see :) ) bugs will creep in, its the nature of coding something so complex.
posted on May 6th, 2011, 8:06 pm
Hehe, even with the source ... well, look at Stock A2 :D Riddled with bugs, hurray  :pinch:
posted on May 6th, 2011, 8:34 pm
Well, at least Fleet Ops tries to get rid of the bugs.  EA Sports failed to do that with NASCAR SimRacing even after 2 patches with bugs so big that they should have been fixed before the release but weren't fixed even after the final patch.  Activision seems to have done the same thing with Star Trek Armada II.

PS:  My complaint about a Fleet Ops patch adding bugs was a comment on the passive bugs that were added in 3.1.5.  Sorry if I offended anyone with that comment.
posted on May 8th, 2011, 7:23 pm
Progress Report for the Newport News Speedway:

The safer barrier is complete in turns 1-4 and pit box markers are in for all 30 pit boxes.  Next up, I'm going to put in the infield, garage, and grandstands.  Then the AIW lines.  The AIW lines tell the simulator where to put the starting grid, pit locations, garage locations, and racing groove.  They also determine where the AI cars will go.  I almost forgot to mention the scoring loops.  rFactor only uses 5 loops.  3 of them are to time the lap while the other 2 mark the entrance and exit to pit road.
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