My birthday has passed almost a week ago (15th October), and on the same week, it's been five years since I upload all my RendyTUNED-era creations. Time really goes fast and looking back at those stuffs, I can't help but wanted to remake almost all of them. Like I said in earlier posts, my trackmaking in Turbo Sliders back then was subpar compared to others.
But this time, I won't post about Turbo Sliders, rather I decided to post about my experiences in yet another top down racing game, this time it's called MiniRacingOnline, a top-down Formula 1 simulator made in Spain by Kotai. It is a top-down game unlike others: one of its most stand out features is the ability to set your car in the race like in real life, albeit limited to gearing and control settings. Not only that, it also features tire compounds (soft, hard and wet), weather effects and AIs with set personalities that can also pit. Recent versions added KERS and DRS systems to the game, and future version would include day/night cycle and the new SDL2 engine usage where, now, the map moves per your car's movement just like in classic racing games on older gaming consoles. It's been a long time I haven't touched this game, while I knew this game roughly six years ago when I was just browsing the net and stumbled upon this.
Navigation
Tuesday, October 21, 2014
Wednesday, October 8, 2014
October Round-up: Site Redesign, More TS Features, GR Race recaps, Oh My!
Well, opening up the first October post is a Round-up that reports things that I'm up into and recaps things I have been into. So many happenings happen between the last post and this post. This post will underline yet new features implemented in the future version of Turbo Sliders as well as showcasing a new car of mine while writing something about implementing an all-new physics which doesn't involve an antislide value of 7. Also in this post is the recap of what I've been through in GR competitions I'm joining in. All that and a special bit of paragraphs following these topics. But first thing's first: the non top-down racing game-centered post...
Tuesday, September 30, 2014
FORMULA E – Motorsport’s Newest Buzz
13th September 2014 – the first race of what is dubbed as
“Motorsport’s first all-electric racing series” began in the streets of
Beijing, China, exactly near the Bird’s Nest Stadium. Thousands of crowd,
on-track and online (yup, you read it right), have finally witnessed the race
they have been waiting for since the first day the series is announced. The
hype intensified as a variety of drivers, from former Formula 1 stars like
Jarno Trulli and Nick Heidfeld, to Le Mans racer Lucas di Grassi, and
next-generation single seater talents like Sam Bird, complete the series’s
line-up.
Welcome to Formula E, world's all-electric single seater racing
series that broke the mainstream in the single seater racing scene. Series CEO Alejandro Agag wanted a different element for the type of open wheel racing;
which he "expects to become the framework for research and development around the electric car, a key element for the future of our cars". Through September 2014 to June 2015, the championship visits 10 cities around the world in three continents with their own famous landmarks; Asia, Americas, and Europe. In this inaugural season, 10 teams of two drivers compete in this unique racing series designed to appeal the new generation of motorsport fans, eventually making motorsport not only enjoyable for all ages but also accessible thanks to its own mobile app that allows fans to see their favorite driver's on-board view which they can rotate the camera freely.
Formula E represents a vision for the future of the motor industry over the coming decades, serving as a framework for Research and Development around the electric vehicle, accelerating general interest in these cars and promoting sustainability. It also centers around three core values of Energy, Environment and Entertainment, fusing it further with a mix of engineering, technology, sport, science, design, music and entertainment to the series.
Despite claims that Formula E is either one of those "boring" series or that all-electric car race are not their cup of tea (probably because of the dark cloud of ZEOD RC's flop in this year's Le Mans 24 Hours race), and even furthered by Niki Lauda's comment of the series being "the worst thing he's ever seen" and Sebastian Vettel's "Cheese" lament, it indeed delivered a close and tight race albeit the speed, evident by the aforementioned race. In fact, the ending delivered a surprise BANG!, you just have to witness it by yourself.
Label:
formula e,
motorsport,
open wheel
Sunday, September 14, 2014
Still Alive, Even Until September Ends
Mind you, my real life has been brutal for the past weeks: college organization works, college life, and even some things that aren't meant to be done as I am unable to manage which stuff I have to work on first that I almost not give an update to this blog unlike past months where I used to post three to four posts a month. Granted, I've got my ammunition back, and the ammunition in question is of course my internet subscription. There have been lots of things for the past thirty days since the last blog post; Team [R]GARAGE being August's Team of the Month in GeneRally World Ranking, my return to MiniRacingOnline, and changes that I'd like to do for both my site and this blog.
Activity is very important, and being inactive is okay as long as you post a blog post explaining what happened that you missed your daily blogging antics or a social media post. Wonder why I said those things? Two words: GeneRally Sequel; for GeneRally 2 unfortunately, its progress is in an utter uncertainty, being less active on the social media and blog post, leaving most of its anticipated fans with question marks and speculations, even its last post explaining what happened to Kimmo, the car designer for the game, post Kickstarter failure didn't help that much, and not even its Twitter is update either. It is sad to see your highly-anticipated sequel of your favorite game lost its lights to keep its fans feel the hype, and hopefully they learn these mistakes to make its fans always certain on its progress.
Having my internet renewed and knowing that this is September, I don't think this blog needs Evan Rachel Wood where she'd wake me up when September ends. I'm standing on my own!
Activity is very important, and being inactive is okay as long as you post a blog post explaining what happened that you missed your daily blogging antics or a social media post. Wonder why I said those things? Two words: GeneRally Sequel; for GeneRally 2 unfortunately, its progress is in an utter uncertainty, being less active on the social media and blog post, leaving most of its anticipated fans with question marks and speculations, even its last post explaining what happened to Kimmo, the car designer for the game, post Kickstarter failure didn't help that much, and not even its Twitter is update either. It is sad to see your highly-anticipated sequel of your favorite game lost its lights to keep its fans feel the hype, and hopefully they learn these mistakes to make its fans always certain on its progress.
Having my internet renewed and knowing that this is September, I don't think this blog needs Evan Rachel Wood where she'd wake me up when September ends. I'm standing on my own!
Wednesday, August 13, 2014
FAST FORWARD: 4000 - Number of the Future
The upcoming Turbo Sliders version will now have a maximum track size of track width, which is double the normal. Even though that it is already employed in the current version (although it requires a working mod to play and edit 4000x4000 tracks), driving 4000x4000 tracks will have its own charm. Expect a working version of Nurburgring Nordschleife in TS or an ability to drive Circuit de la Sarthe (from GT3 Endurance Series mod) with default cars in a distant future as the new version is released. It's not just the 4000x4000 track size limit that's highlighted in the game's future release; don't forget that it will also have tire wear, drafting, and now a color change option which can change the red color's status in each car with a player's defined color or not, which is useful because some cars are not meant to have their red colors changeable, like GT3ES and SCARTS cars for example. Last but not least, cars with 360 rotation will now be usable in the game, allowing cars with more "dynamic" lighting to be playable.
Mind you, this post tells the "joy" of making 4000x4000 tracks. Let this post be a "sneak peek" for you to make your own 4000x4000 track(s) whenever the new Turbo Sliders version is out.
Back then when default tiles were used, making default car tracks requires quite a time, especially if they're 2000x2000 in size. Even if it's a 640x400 track, you need to make sure that each width in each section and even each turn has consistent track width. At that time when I was making earlier tracks (in my RendyTUNED years, starting from Arashi), I somehow couldn't able to do such thing; some sections have inconsistent track widths which can make or break your pair of eyes. However, these tracks are a delight to drive, and puts the legacy in the game itself.
Everything has changed when Photoshop tracks started, with its trend ever growing for years since its first inception and eventually become the majorly-used track types in online racing; F1 servers are the most evident subjects for such type of tracks. Easier, quicker process and more detailed workaround are the main reasons why these tracks quickly stand out from default tracks. From some of Jazzyclub's real-world touring car race tracks, to Keppana's simplistic F1 race tracks, and the more modern, contemporary and innovative TSE tracks, utilizing bigger sizes to ensure a full F1 experience on Turbo Sliders. Despite that, it seems that everyone creates Photoshop tracks and no new normal tracks are being made, so to speak.
With the inception of 4000x4000 track size limit, the work is doubled, unless anyone ever wants to make a very big version of Trooper Speedway using normal tiles and the size of 4000x4000, it would take a long time to work on the track and of course requires great amount of patience. For the record, Trooper Speedway is a track created by Mouse known for its long length, and is used in GPOR Antislider competitions, with three tracks within the series. Due to length, Trooper Speedway is christened as the Nurburgring Nordschleife of Turbo Sliders. Unless there's a normal track that can contend Trooper Speedway, trackmaking using normal tiles is anything but alive.
On the other hand, it opens new possibilities to create even bigger tracks that can't be made with 2000x2000 limit, like the Shuto Circular Expressway track above, which consists of C1, New Belt Line, and Yaesu. I've worked this track since 2012, but in that year I just made up the layout based on the satellite map, and I didn't include Yaesu back then. The track's map is then reworked again this year after I haven't touch this track for almost two years using memories of the junctions and such thanks to me being a Wangan Midnight Maximum Tune player, adding details, junction details, and Yaesu. Take note that it is not the accurate replication of the Shutokou line, but at least I could port what can be considered as the house of the now-defunct MidNight Club. If I were to work the Shutokou with 2000x2000 limit, then the track width would be 30, which is not enough because that would only fit two cars, assuming that one Turbo Sliders car is sixteen pixels wide, unless you're making a Mount Haruna pass or a Rallye Monte Carlo stage for that matter, and that doesn't include the junctions, which have smaller pixel sizes.
Shuto Circular is just a part of my project; still in WMMT context, if this track is finished, I would continue making Wangan line, Minato Mirai, Fukuoka Expressway, Hanshin Expressway, and even Nagoya Speed Ring. The last two names are actually tracks that can even be worked in 2000x2000, so does Minato Mirai. For Wangan line, the thing that matters most is to fit both Wangan line and Yokohane line with 64-pixel road width within 4000x4000 track limit, and for Fukuoka, it's just the separator that matters me. For non-Wangan tracks, I could go for either Circuit de la Sarthe, Nurburgring Nordschleife, or even the Isle of Man track (a.k.a Snaefell Mountain Course). Although Endurance Series mod has got this circuit even before this new version is being worked, I'm not a fan of diagonal starts. I'd like to keep it "straight"...
Also with the bigger limit, it is possible to make bigger rally stages. With this, we could say goodbye to rally stages that use small track width in order to fit that one car that had to have half of the normal size sadly in favor of long stage length, enhancing the rallying experience even further. There apparently is a Rally server that consists of select stages of various environment and you can check out how good you are in those stages because the server will record your fastest time everytime you complete a stage and will eventually calculate your total time if you drive all the tracks in the server. If you'd like some rally section, download Turbo Sliders and search for "Rally server", but not before you download power79's rally tiles first (link above) and try for some runs to flesh out your lines. I remember that I would like to make Rally New Zealand pack, but my indecisiveness of what kind of texture I have to use detered me in putting even one stage in works. I guess I should work on tarmac rallies like Tour de Corse for example, or even Monte Carlo (sans snowy parts on track). I could try slapping some touge tracks and put it into one "Japanese Touge Tour" rally, but that means I had to implement staggered starts on start/finish parts of courses, and this might lose the exact touge feeling, but since it's only implemented on start/finish sections, it doesn't matter anyway.
Even though that this post points out the 4000x4000 track limit feature, the topic isn't limited to that. Turbo Sliders is now in a continuous phase of development, refinements, and additions as long as the game's creator, Ande, is active. Tire Wear and Drafting are self-explanatory, so I guess I'm going to point out the other new features.
Let's start with things that WILL also work in the new TS version aside from the tire wear and drafting, beginning with car rotations. In previous versions, a car can have 64 images to emulate its rotation, which can be found on all default cars you drive. That limit will change as the new version will slate 360 rotation images, which can increase the "realism" of the car. To demonstrate this rotation, below are two images: the left side is a 64-rotation GIF and the right side is the 360-rotation one. You can obviously tell the difference by looking at how realistic the rotation is.
Aside this, there's the "changecolor" feature that can be implemented on custom cars. Here's a short description of it:
Unfortunately, this thing faces a trouble of its own: stripes and gradients won't work when using this color. I've tested on one of my WIP cars and it's revealed that the green color does change, but without the stripes and gradients. The above image shows the should-be colors on the left side and the green color's result on the right side. Even though that this is far from perfect, it has done its job to simply change the green color. In case of putting a custom-colored car whose colors contain red and you don't want to change the red pixels, slapping it with a green windshield color plus using the changecolor parameter could work.
Another new feature is the free camera ability when being disabled by Pro Rules, watching race recordings or when spectating an online race. Simply activate it by pressing Player 2's fire key (Left Shift by default) and the control keys of the mentioned player can be used to toggle the free camera. You can also go back to change the camera's focus to the player once again by pressing the same key. Also when watching a race recording, Shift+Left rewinds the record by 20 seconds, and it can take up a long time if the recording is very long. And if you are tired by how painful it is to press up and down to focus to your favorite player in the recording, next and previous focused cars are now determined by latest race positions, so in case there's a race between A, B, C and D and the race positions go C-A-D-B, next and previous focused cars will all be based on the positions per lap and not the player order.
Finally, other fixes in the future version are following:
Hopefully with the new version coming out, Turbo Sliders will have more interest than it currently has. Also stay tuned to this blog for updates on Turbo Sliders add-ons as well as other games.
~[R]
Mind you, this post tells the "joy" of making 4000x4000 tracks. Let this post be a "sneak peek" for you to make your own 4000x4000 track(s) whenever the new Turbo Sliders version is out.
DOUBLE THE LIMIT, DOUBLE THE WORK
Back then when default tiles were used, making default car tracks requires quite a time, especially if they're 2000x2000 in size. Even if it's a 640x400 track, you need to make sure that each width in each section and even each turn has consistent track width. At that time when I was making earlier tracks (in my RendyTUNED years, starting from Arashi), I somehow couldn't able to do such thing; some sections have inconsistent track widths which can make or break your pair of eyes. However, these tracks are a delight to drive, and puts the legacy in the game itself.
Everything has changed when Photoshop tracks started, with its trend ever growing for years since its first inception and eventually become the majorly-used track types in online racing; F1 servers are the most evident subjects for such type of tracks. Easier, quicker process and more detailed workaround are the main reasons why these tracks quickly stand out from default tracks. From some of Jazzyclub's real-world touring car race tracks, to Keppana's simplistic F1 race tracks, and the more modern, contemporary and innovative TSE tracks, utilizing bigger sizes to ensure a full F1 experience on Turbo Sliders. Despite that, it seems that everyone creates Photoshop tracks and no new normal tracks are being made, so to speak.
With the inception of 4000x4000 track size limit, the work is doubled, unless anyone ever wants to make a very big version of Trooper Speedway using normal tiles and the size of 4000x4000, it would take a long time to work on the track and of course requires great amount of patience. For the record, Trooper Speedway is a track created by Mouse known for its long length, and is used in GPOR Antislider competitions, with three tracks within the series. Due to length, Trooper Speedway is christened as the Nurburgring Nordschleife of Turbo Sliders. Unless there's a normal track that can contend Trooper Speedway, trackmaking using normal tiles is anything but alive.
MY TAKE ON 4000x4000 TRACKS
![]() |
| Tell me if it looks familiar to you. |
On the other hand, it opens new possibilities to create even bigger tracks that can't be made with 2000x2000 limit, like the Shuto Circular Expressway track above, which consists of C1, New Belt Line, and Yaesu. I've worked this track since 2012, but in that year I just made up the layout based on the satellite map, and I didn't include Yaesu back then. The track's map is then reworked again this year after I haven't touch this track for almost two years using memories of the junctions and such thanks to me being a Wangan Midnight Maximum Tune player, adding details, junction details, and Yaesu. Take note that it is not the accurate replication of the Shutokou line, but at least I could port what can be considered as the house of the now-defunct MidNight Club. If I were to work the Shutokou with 2000x2000 limit, then the track width would be 30, which is not enough because that would only fit two cars, assuming that one Turbo Sliders car is sixteen pixels wide, unless you're making a Mount Haruna pass or a Rallye Monte Carlo stage for that matter, and that doesn't include the junctions, which have smaller pixel sizes.
Shuto Circular is just a part of my project; still in WMMT context, if this track is finished, I would continue making Wangan line, Minato Mirai, Fukuoka Expressway, Hanshin Expressway, and even Nagoya Speed Ring. The last two names are actually tracks that can even be worked in 2000x2000, so does Minato Mirai. For Wangan line, the thing that matters most is to fit both Wangan line and Yokohane line with 64-pixel road width within 4000x4000 track limit, and for Fukuoka, it's just the separator that matters me. For non-Wangan tracks, I could go for either Circuit de la Sarthe, Nurburgring Nordschleife, or even the Isle of Man track (a.k.a Snaefell Mountain Course). Although Endurance Series mod has got this circuit even before this new version is being worked, I'm not a fan of diagonal starts. I'd like to keep it "straight"...
Also with the bigger limit, it is possible to make bigger rally stages. With this, we could say goodbye to rally stages that use small track width in order to fit that one car that had to have half of the normal size sadly in favor of long stage length, enhancing the rallying experience even further. There apparently is a Rally server that consists of select stages of various environment and you can check out how good you are in those stages because the server will record your fastest time everytime you complete a stage and will eventually calculate your total time if you drive all the tracks in the server. If you'd like some rally section, download Turbo Sliders and search for "Rally server", but not before you download power79's rally tiles first (link above) and try for some runs to flesh out your lines. I remember that I would like to make Rally New Zealand pack, but my indecisiveness of what kind of texture I have to use detered me in putting even one stage in works. I guess I should work on tarmac rallies like Tour de Corse for example, or even Monte Carlo (sans snowy parts on track). I could try slapping some touge tracks and put it into one "Japanese Touge Tour" rally, but that means I had to implement staggered starts on start/finish parts of courses, and this might lose the exact touge feeling, but since it's only implemented on start/finish sections, it doesn't matter anyway.
MORE UPCOMING THINGS AND FEATURES AHEAD
Even though that this post points out the 4000x4000 track limit feature, the topic isn't limited to that. Turbo Sliders is now in a continuous phase of development, refinements, and additions as long as the game's creator, Ande, is active. Tire Wear and Drafting are self-explanatory, so I guess I'm going to point out the other new features.
Let's start with things that WILL also work in the new TS version aside from the tire wear and drafting, beginning with car rotations. In previous versions, a car can have 64 images to emulate its rotation, which can be found on all default cars you drive. That limit will change as the new version will slate 360 rotation images, which can increase the "realism" of the car. To demonstrate this rotation, below are two images: the left side is a 64-rotation GIF and the right side is the 360-rotation one. You can obviously tell the difference by looking at how realistic the rotation is.
Aside this, there's the "changecolor" feature that can be implemented on custom cars. Here's a short description of it:
"Changingcolor can be used to alter which color is changed for different players. By default, the value is 1, which means red pixels are converted to player colors. If the value is 0, nothing is changed. If the value is 2, green pixels are changed."
![]() |
| Sometimes there are things that can't fulfill its expectations. |
Unfortunately, this thing faces a trouble of its own: stripes and gradients won't work when using this color. I've tested on one of my WIP cars and it's revealed that the green color does change, but without the stripes and gradients. The above image shows the should-be colors on the left side and the green color's result on the right side. Even though that this is far from perfect, it has done its job to simply change the green color. In case of putting a custom-colored car whose colors contain red and you don't want to change the red pixels, slapping it with a green windshield color plus using the changecolor parameter could work.
Another new feature is the free camera ability when being disabled by Pro Rules, watching race recordings or when spectating an online race. Simply activate it by pressing Player 2's fire key (Left Shift by default) and the control keys of the mentioned player can be used to toggle the free camera. You can also go back to change the camera's focus to the player once again by pressing the same key. Also when watching a race recording, Shift+Left rewinds the record by 20 seconds, and it can take up a long time if the recording is very long. And if you are tired by how painful it is to press up and down to focus to your favorite player in the recording, next and previous focused cars are now determined by latest race positions, so in case there's a race between A, B, C and D and the race positions go C-A-D-B, next and previous focused cars will all be based on the positions per lap and not the player order.
Finally, other fixes in the future version are following:
- New track record format and directory, old records not valid any more
- Fixed limit speed being less if accelerating compared to when decelerating
- Added AutomaticFullRepairTime (set to get damage fixed automatically)
- Lap record messages not given if no times before
- Fixed some erroneous lap record messages in special situations
- Fixed ghost images not working with certain cars
- Exposed parameter -p <n> allowing n local players and added control support
- Added /sayadminmono <msg>, sends an admin message with a monospaced font
- Fixed /listtracks skipping some tracks in subfolders
- /source now searches for scripts under sources/ directory if not in root
- Added car parameter 'changingcolor', affects car coloring. Set to 2 to change green instead of red, set to 0 to not change anything
- In-game stats show cars in the starting order in the beginning
- Fixed Windows XP support and editor DLL issues introduced in 2.5.0
- Cannot reduce damage when disabled, fixes AutomaticFullRepairTime issues
- Fixed /listtracks showing some tracks two times
- Fixed damage bars and fuel bars sometimes being on top of each other.
Hopefully with the new version coming out, Turbo Sliders will have more interest than it currently has. Also stay tuned to this blog for updates on Turbo Sliders add-ons as well as other games.
~[R]
Label:
turbo sliders,
wips
Subscribe to:
Posts (Atom)




