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Messages - PiBoSo

1861
Suggestions and wishlist / Re: CRG resistance
June 13, 2011, 08:56:52 PM
Quote from: Aritz on June 13, 2011, 08:39:27 PM
Ponlo en castellano y lo traduzco, que no se entiende nada...

He probably want the CRG to have more resistance to damage.
1862
General Discussion / Re: Beta4 and the future
June 13, 2011, 07:56:51 PM
Quote from: Aritz on June 13, 2011, 07:27:34 PM
So KRP is near to end of its development?

How can it be near the end of development, if there is no final list of features yet? :)
1863
General Discussion / Re: Beta4 and the future
June 13, 2011, 07:53:48 PM
Quote from: Eslotes on June 13, 2011, 05:13:53 PM
Preaty them awesome what do u expect to do for the final version?

There are no plans for final version yet.
1864
General Discussion / Beta4 and the future
June 13, 2011, 04:52:43 PM

If there will be no unexpected problems, the next release will be the last beta.
The plan is to finalize user interface and features ( in addition to netcode improvements ), so that the "final" release will focus on bugs fix, tuning and optimizations.
So please use the "Suggestions and wishlist" forum to post as many ideas as possible.


1865
Documentation / Re: multi-monitor
June 12, 2011, 03:02:06 PM
Quote from: devotid on June 12, 2011, 12:40:38 AM

Piboso PLEASE make the graphics changes timeout longer than 15 seconds!

i cannot change any graphics settings because it changes them back before i ever see anything on the screen.....just 30 seconds of blackness...... ridiculous! The  loading times in this sim are just WAY to Long........becoming a problem for me.

been trying to test this out for hours.....but cannot even click on the left monitor now cause the damn aspect ratio is stuck...btw the eyefinity does the same thing.

so in game what do you set the resolution at?   because with eyefinity 6024x 1200 was there with the first release...So is this just compensating for the monitor angles?....i.e. i had bezel management before.)

specs:
3x 24" (1920x1200)
ati 5850 gpu
3.0 quad core q8300 (3.0 ghz)

Kevin

You should still be able to use Eyefinity. The new system is meant for those that don't use TripleHead2GO or Eyefinity and for those that need separate rendering for each monitor.
1866


This is a good idea. The web page could integrate an IRC chat, too...

1867
Bug reports / Re: Online Problems
June 11, 2011, 04:44:45 PM
Quote from: Eslotes on June 11, 2011, 04:35:51 PM
what is that netcode?

netcode = network code = multiplayer
1868
Bug reports / Re: Online Problems
June 11, 2011, 04:32:09 PM
Quote from: Eslotes on June 11, 2011, 02:36:08 PM
A big problem online
When i touch one on a track i fly around the track and when im nearly by him like 1 feet from him i touch him but im more than 1 feet away from him
any solutions for beta 4?

No solution yet, but netcode in beta4 will be much better.
1869
Quote from: marc512 on June 10, 2011, 01:51:16 PM
cheers for that! i have bobs track builder but i cant really get used to it. I see track makers on the forum exporting stuff from 3ds max and putting straight into the game. Is there any way i can do that? i can test it without textures etc
I already have the basic 3d track its just putting it into the game im needing to know.
Thanks
Marc

Have you read this http://forum.kartracing-pro.com/index.php?topic=11.0 info?

1870
Track Editing / Re: Track registration
June 09, 2011, 04:16:42 PM
Quote from: maxrod on June 09, 2011, 03:25:06 PM
registered ellough twice still can't get records in stats, trp code correct, maybe id the name of the directory of the track, maybe this could be explained, i have done some laps online and still no stats.

Track ID must be the name of the track's directory.
1871
Track Editing / Re: Track slowdown
June 08, 2011, 03:47:42 PM

Are the DECAL_ objects collidable?
1872
Racing / Re: Patch
June 08, 2011, 03:22:31 PM

No new problems reported so far with the patch, so it is now integrated with the full build.

1873
Track Editing / Re: Track slowdown
June 08, 2011, 01:36:15 PM
Quote from: Nitrox on June 08, 2011, 12:40:04 PM
I am currently working on a small Austrian karting track and experienced another problem today. I decided to post it in this thread, because i think it has something to do with the track creation rules concerning object names etc. The problem is, that I experience a strong slow down in a certain passage of the track.

http://www.youtube.com/watch?v=r9aVldFx0zM

I had this Issue several times and I don't really know how to fix this. First it occured when I only had the track itself and did some testing. I first thought it has something to do with overlapping polygons of my merged tracks (Bobs Track Builder). Re-merging some of them solved the problem.

Then it happened a second time, this time I had to remove an additional "surface" on one of the tracks in BTB. My theory was that you could see the downside oft the track and that this caused the problem (no terrain had been added back then and I added camber to a track with the additional surface).

Now I exported the track for testing and it worked first. Then I realised that I forgot to give a grass object a correct name (on the other side of the track, not where the lag occurs) and I fell through the grass, so I renamed a few objects in 3Ds Max. This was all I did, no editing in BTB this time, so I think the mistake has something to do with the object names in 3Ds Max. There are no double objects with same names. I used: TRKASPH_objectXX; TRKGRAS_grassXX; TRKSOIL_objectXX; TRKSAND_sandXX; TRKBASPH_object XX; DECAL_objectXX; TRKKERB_objectXX;

Please, PiBoSo, what's wrong with my track?

Thanks in advance!

It's difficult to guess from a video.
Could you please post a wireframe of the troublesome part?
Please note that the exporter converts all objects, including hidden ones.
A screenshot from TrackEd could be useful, too.

1874
General Discussion / Re: Piboso Linux Test
June 07, 2011, 08:43:18 PM

Please be patient.
"Piboso Linux  test" is a dedicated server running natively on Linux.
It is the first revision of linux porting, so there are still bugs to fix.
1875
Documentation / Re: Dedicated server
June 07, 2011, 03:53:56 PM
Quote from: Hubschrauber on June 07, 2011, 12:35:07 PM
First of all: Hi to all & thanks for this great game :)
We've already had great fun in the last 2 days ;)

We already set up a server (bierbuden.de) and it works quiet nice.
Now there are some points which i didn't figured out reading and searching the forums:

1. Do we still need this patch? I patched the EXE now but haven't tested it ingame (will do so tonight). I downloaded the install of krp3 yesterday in the morning from the mirrors, so i don't know if this already includes the patched exe.

2. Is there a max_client limit? It's a really huge machine were the dedi is running on ;)

3. Are there known problems if someone drives a skin online that you don't own/have installed? Because we drove on the server yesterday night and had no problems for a few hours with 5 to 7 different people. But one time two people joined and we kept getting black screens and gamecrashes during they were on the server. So we setted up a 2nd server with a password with the same track (Essay) and the same (KS1) Karts and we could join it without any problems for the rest of the evening, also drive some of the AddOn-Tracks and didn't notice any problems.

4. Is there a known problem with the Max_Ping? Sometimes (mostly short after session-changes) the pings were shown with values @ about 700 to 900, a minute later they are back to normal (20 to 200).

5. (Seems to be more a bug): One or two times it happens that everyone gets disqualified after hit "To Track" during the 1 minute pre-start. Is this known and experienced by other people to or is it more a problem with the server-config? A few other starts "worked smooth" as far as i can say as a big krp-starting-rules noob ;)

1. Yes, the build is not updated ( yet )
2. The maximum number of clients is 50, but it also depends on the number of pit slots
3. If a paint is missing, default one is used
4. Max Ping is an experimental feature, that appears to have problems