For example in BL1X normaly you are starting at the blackwood starting straid. once you made a starting point some where ( in de editor) the normal grid is not working anymore.
Even when you delete the start point again , then it still starts at the starting point. and not at the normal blackwood grid.
in-short Startings points cant be deleted on open configs
You'll be pleased to know that one more "flying cars" issue seems to be fixed in my version. In the attached Z32 replay, I reverse my XR GT into a barrier so that it intersects (because the current car collision system doesn't notice that). Then the wheel detects a contact with the top of the barrier and the car goes flying (because the penetration is deep, the force is great).
The wheel contact test ray now starts from the centre of the wheel, instead of above the wheel, so this penetration is not detected and the car just gets nudged outwards. I guess this same type of collision might happen between cars sometimes. Also this will stop that strange looking bug where a car can be pinned to a fence by its tyres.
The main thing this week is that I'm trying to unify the autocross objects system into a single file that is shared between all tracks. This has a few advantages :
1) All objects will be available on all tracks.
2) Each object will have the same object number on all tracks, helpful for external autocross editors or InSim programs that can add or remove objects.
3) Some of the objects can be optimised for graphics and physics (CPU time reduction).
4) Helpful in the development track editor.
5) If a new object is added or improved, it will be available at all tracks.
It's a bit dangerous to say what I'm working on, just in case it turns out that it can't be done. But I think it will be OK. There needs to be a conversion function to repair all the old layouts to use the new object numbers, automatically when loading. It will be multiplayer incompatible, so it will be time to do some other things on my list as well, like allowing qualifying in open configs and enabling the randomised start lights time. So I guess a Friday patch looks unlikely at this point.
One thing I was wondering, Could you perhaps get in touch with Bluewind (creator of the extra objects for Blackwood) and have the croud stands etc included with a test patch?
In my opinion, The extra objects are fantastic! I think this would be a HUGE improvement to the game with not so much work needed as the objects have already been created and just need adding to a patch
Obviously im no game developer, but being on an ICT course in college and my uncle working with computers, games etc, I know a brief bit on this and can't see it being too hard?
Scawen, as you said this will be multiplayer incompatible and you have some other things in priority. Does this means that the next patch won't include this? (I am happy anyway that this is being worked on, just saying)
Also if every single object will be available to all track, i wonder how the object list will be, maybe sub-categories?
I am not sure, but maybe he means those objects, which includes bridges, buildings, lamps. bushes, ambulances, longer barriers etc... As I have seen those used in youtube: http://www.youtube.com/watch?v=XlMxYVEfBf8
Lol, altough we do not need any gas tanks or lamps! (And lamps only, if night racing and light implented. For example, F1 Singapore GP where is the race @ evening, so lights have to use).
And what we really do with ambulances on this simulator?
EDIT: Sorry doublepost, I forgot to add this to earlier post
EDIT: Sorry, that this vid includes .vob modes, but that's not mine though. Just tried to find a quick example