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Messages - cdoublejj

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31
Suggestions / Re: Ford Ranchero & Chevrolet El Camino
« on: October 16, 2016, 05:35:05 pm »
Those have been planned to be in the game for many years now.

32
General Talk / Re: street rod 1 special edition
« on: October 07, 2016, 11:35:59 pm »
Marco's project is basically just exactly that but, with the DOS graphics.

33
Street Rod 3 Discussion / Re: Trying to learn unity
« on: October 07, 2016, 11:34:59 pm »
if all else fails. UnReal Engine has been trying very hard to compete with Unity, if Unity is too hard to learn maybe one of the later/latest UE version could be used?

34
Development / Re: a small progress
« on: October 07, 2016, 11:33:14 pm »
As far as I know it's just scene with some features but, i could be wrong the author could have developed more bits and pieces and or scenes.

35
Development / Re: The Vega Project
« on: October 07, 2016, 11:30:51 pm »
some time GM used the same parts for different models of cars. So if someone really knew there stuff you could tell what models of cars you could dimensions from that match the vega for stuff like steering wheels and seats etc etc.

37
Street Rod 3 Discussion / Re: Trying to learn unity
« on: June 18, 2016, 05:09:32 pm »
wow. way further than i ever got. nice job!!!

38
General Talk / Re: What car handling do you prefer in games?
« on: May 02, 2016, 02:53:15 pm »
Yeah it's possible to have pretty good idea of what effect it will have with out math. Physics don't really change but, the cars do.  :P It helps to have experience riding any thing wheels since the age of 4 and come from a family of mechanics and hot rodders.

How ever there books out there like "How to Make Your Car Handle: Better Handling, Safety and Performance" That explain the science and math.

This is one reason I like simcade, fairly or really close to the real thing with out needing millions of dollar or hours of program and research and development. Sometimes with all that simulation racing games aren't that much more accurate. sometimes wildly inaccurate like need for speed shift. (Grant it they market it as a simulator though it's far from)

39
General Talk / Re: Thank You for 2015 Traditional Homebuilt Voting
« on: February 06, 2016, 11:26:44 pm »
Cool!

40
General Talk / Re: Voting 1934 Ford Cabriolet (convertible)
« on: January 19, 2016, 10:10:38 pm »
Ah man I miss going to goodguys car shows.

41
Car Talk / Re: Cars you'd like to see ingame, if only to point and laugh.
« on: December 03, 2015, 05:25:14 pm »
Yeah i'm not as active and take way too long to do things i'm not even sure if i can dev any more but, as other original member shyed away form SR3 as life and jobs relationships advanced i'm always willing to break of a few dollars form income even when i don't have any.

suffice to say, ST1 said it, we are still here.

42
News / Re: NFS World Offline
« on: December 03, 2015, 05:22:10 pm »
Yeah that just kind of took all the fun out of it for me.

43
News / Re: NFS World Offline
« on: November 26, 2015, 07:30:35 pm »
Interesting. I never cared toooo much for it since it was more arcade than simcade so much car "feel" but, i suppose it wasn't tooo bad.

44
Development / Re: looking for some old codez
« on: October 17, 2015, 09:55:39 am »
This is a really long shot.  In the before time, the long long ago of street rod 3 there was an IRC channel, somewhere.  I posted up some C code to dump the sprites for SR1 and SR2 (vga) but I never uploaded it to github or anything and it finally ended up on a single disk that crashed hard about a year ago.  I remember it being kind of a pain of the ass to reverse and I never figured out why it was so complicated so if anyone has it by some miracle that would be awesome.


If you ever get that code you might let Marco know.

http://streetrodonline.com/



How long long ago? like 2009 - 2011 or like 2003 - 2006, or maybe way way way way back like 2001? Cause if you ever posted it the older forums, there may be a slim chance (that i know of)

45
When switiching to 3D many games became much slower and lost much of the atmosphere of their 2D predecessors.
What i feel is important is for the Garage part of the game to not be excessivley time consuming just like the old games where.

Trust me on this, SR3 lost nothing by going to 3D. It's one of the very very very few games that keeps all of it's originality.  I'm actually writing up a small article about what exactly sr3 is and a little bit about 2D to 3D transition and keeping the originality.

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