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Forum Index  -> Richard Burns Rally -> Mods -> RBRnet 4.0, and so it continues...
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 Racer_S
 
 

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 Joined: 01 Oct 2002
 Posts: 369
PostPosted: Thu Dec 15, 18:02 Reply to topicReply with quote
I'm gonna make this quick..

RBRnet is going to be updated ... I do not know how long it will take.


The goal here is to have spectate mode (like when you wreck early on) and possibly other features that coudn't be fathomed before.

Im using a concept I thought of a long time ago, it just hasnt 'realized' until now.

The idea of having 96 ghostcars (only 88 pictured) then switching off the ones i dont need.... also these ghost cars are textured... so they're not really ghost cars.

Im thinking of also implementing a delayed launch system... where players in queue will be able to spectate while they wait.. its an intricate system and will take some time to complete. As you know RBRnet has been in development for over a year.

You may be wondering.. will the wheels spin? will there be particle trails? Well its too early to say.

Any thoughts, help? Razz

Here is some dev shots.


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 BWX
 
 

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 Joined: 25 Sep 2004
 Posts: 2719
PostPosted: Thu Dec 15, 19:11 Reply to topicReply with quote
Sweet man... I need to start practicing up in RBR again..


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 Imen
 
 

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 Joined: 30 Apr 2004
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PostPosted: Thu Dec 15, 19:25 Reply to topicReply with quote
WoW cool Racer_S keep doing the fantastict work u have been doing....

Imen [[]]


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 2re
 
 

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 Joined: 28 Aug 2003
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PostPosted: Thu Dec 15, 20:09 Reply to topicReply with quote
Sounds like some cool features Super

Good luck on the project and thanks again for your time and efforts with RBRnet prayer


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 RWD
 
 

    Joined: 04 Dec 2005
 Posts: 5
PostPosted: Thu Dec 15, 21:36 Reply to topicReply with quote
This looks cool. Collisions?

 

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 Drifter
 
 

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 Joined: 09 Sep 2004
 Posts: 19
PostPosted: Thu Dec 15, 22:39 Reply to topicReply with quote
Nice Ideas. The features, would even put games designed for network play to shame. It is people like you who will keep this game alive for years to come.

Thanks for all your hard work Smile

 

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 stenyak
 
 

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 Joined: 04 May 2003
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PostPosted: Fri Dec 16, 00:42 Reply to topicReply with quote
Looks fantastic. Great work Applause


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 BWX
 
 

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 Joined: 25 Sep 2004
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PostPosted: Fri Dec 16, 02:13 Reply to topicReply with quote
Drifter wrote:
Nice Ideas. The features, would even put games designed for network play to shame.



Funny thing, rbnet already puts many racing games designed for network play to shame.. CMR series? Not near as good as rbnet.


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 ms06s_char
 
 

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 Joined: 30 Aug 2004
 Posts: 157
PostPosted: Fri Dec 16, 03:54 Reply to topicReply with quote
prayer OoooooooooH....Racer_S


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 Iltavilli
 
 

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 Joined: 20 Oct 2004
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PostPosted: Fri Dec 23, 12:48 Reply to topicReply with quote
This kind of dedication is admirable. Great work Racer_S and looking forward to finished product...

 

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 UrQuattro
 
 

    Joined: 21 Apr 2004
 Posts: 2745
PostPosted: Sat Dec 24, 00:58 Reply to topicReply with quote
Cool This is for any rally car, correct? Not just for the default ones. amazing work racer, as always.


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 SierraBAR
 
 

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 Joined: 07 May 2005
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PostPosted: Mon Jan 02, 16:27 Reply to topicReply with quote
OK. Im already seeing myself waiting in a TC-point, cool. Almost like a ...


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 Lantern Rouge
 
 

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 Joined: 22 Apr 2003
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PostPosted: Sat Jan 07, 18:09 Reply to topicReply with quote
[quote="Racer_S"]
The goal here is to have spectate mode (like when you wreck early on) and possibly other features that coudn't be fathomed before.
[/quote]

The one thing that would make it perfect! thanks for all of your great work.

 

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 BWX
 
 

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 Joined: 25 Sep 2004
 Posts: 2719
PostPosted: Sun Jan 15, 03:38 Reply to topicReply with quote
BTW, RBNET is still kicking live..

I hosted a server for hours and hours yesterday.. full server with no compression, 150 interval.. working great.

No more lag issues for me when hosting after I got a linksys router (an old one).. goes up to 60kb/s upload now if I put it on 100 interval and no compression with a full server, but does not lag!

It used to be stuck at 24 or 25 kb/s no matter what with my old router.. and would lag really bad when rbnet needed more bandwidth. or maybe it is just my ISP fixed the network.

I wish I could figure out that weird freeze though.. it always seems to happen when I am in first place, LOL.

Still get that weird freeze every 4 or 5 races or so when hosting. My sound loops and screen freezes for at least 5 seconds when it happens. Strange.


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 Racer_S
 
 

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 Joined: 01 Oct 2002
 Posts: 369
PostPosted: Wed Feb 01, 15:49 Reply to topicReply with quote
yea i've experienced that freezing problem before. Im sure it has to do with DirectPlay callbacks.... which I won't be using anymore in the future. Most likely v4 will make use of the raknet library ( https://www.rakkarsoft.com/ ) which is far superior.

Lately I've been working on getting collisions to work, at this moment i can inject track objects via memory and associate them with the ghost cars. Demolition derby would be possible.. Man the result will be awesome, if its ever done... (sponsors? Embarassed )

Also it seems I may have a ranking system. Someone approached me several weeks ago and has already created a web page and whole system to manage rankings and user accounts.. still so much more to do. I may have to scrub that for a while though. We'll see.

I'm really trying to think outside the box rather than copy from the other users multiplayer mods, which btw are great alternative (ala RBR-Online).

I want to focus on a transforming into a new game literally with new tracks now possible, whynot have a circuit race (ala SuperSpecial) with modified cars? we all know that RBR cant handle that on its own, so RBRnet would be there to help.


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