I grabbed the Gypsy Moon demo today and ran it on my rig — performance is smooth, though the lighting could use some tweaks. If anyone’s curious about what real-money sites are offering this title in a legal, review-style context (not casinos), check out this review platform — they link out to reputable operators for reference and cover legal status, RTP data, etc. Did anyone else notice sound stuttering when skipping tracks?
I like the game too
And I have a lot of upgrades and fixes in 0.6.7 source code version for Linux but I need help to compile it for Android
And I have a lot of upgrades and fixes in 0.6.7 source code version for Linux but I need help to compile it for Windows and Android
And I have a lot of upgrades and fixes in 0.6.7 source code version for Linux but I need help to compile it for Windows and Android
My version of Trigger-rally web much better but I need help with JS to make all accessible
The steering wheel user is ready to play.
The steering wheel user is ready to play.
Are you aware of triggerrally.com. I think Jareiko, the original developer of Trigger Rally, did a long time ago just what you are asking for, Bob.
Are you aware of triggerrally.com. I think Jareiko, the original developer of Trigger Rally, did just what you are asking for, Bob.
What sets Blox Fruits apart from other Roblox games is its developers' unique approach to special weekend events. These events offer players opportunities to earn free items and boost their ranks—an uncommon feature in Roblox games.
The font is called DejaVu Sans Mono Bold
Mouse
I'm trying to make a custom grid/hero to be used over on SteamGridDB so I can add the Flatpak to Steam, and launch it from there in style. What with the Steam Deck becoming the next best thing: https://www.steamgriddb.com/ Can't really make any progress when I don't even know which font is used. Maybe the answer's under my nose, but I didn't bother to look in any deeper than the surface-level. Sorry for that at least.
Steam
Console controller
The user would like to press h to see the game controls.
Help
Replay
Scoreboard
Urban
Visual aids
Persistency
Autorecover
Random
The Banned map finish time was not saved (just now).
The Banned race finish time was not saved (just now).
Race list view
Best times unsaved
s/streatches/stretches/
Broken link
The user would like to use the 0-9 number keys.
The user would like to use the 0-9 keys.
s/challanging/challenging/
Dashboard
The user recommends a spellchecker run.
s/snady dunes/sandy dunes/ s/kurvy/curvy/
Checkpoint
Next single race
Recover w/ helicopter
The user would like to play the next single race, ie unplayed or >besttime-timelimit.
The user would like to know when oversteer/pylinuxwheel logitech g920 will work with trigger-rally.
typo
The user would like to see this on their android phone.
The user would like to use the row number keys to change gears.
WASD
The user is running 0.6.6.1.
The user agrees like. The user suggests oversteer and pylinuxwheel.
Gear stick
You should be able to get the newest version with this link: https://sourceforge.net/p/trigger-rally/code/HEAD/tree/
I have already add a lot of vehicles, make some physics modification, game stay mach more realistic. My friend Alexander work around addition of vegs and make some maps. A lot of cars made game stuck on start of race, but only first time
https://www.debian.org/doc/devel-manuals#debmake-doc https://www.debian.org/doc/devel-manuals#maint-guide Where to download the development version?
There are quite a lot of rather smooth tarmac road maps in the development version. I hope we will manage to create a new release with all new good stuff soon.
If you check out the config file mentioned in the readme, you can use kmh instead of mph. Also, if you download the development version and compile it you could use several years of improvement and a lot of new maps. Unfortunately, so far I couldn't figure out how to create a new Debian package for a new release ...
Road
Metric
I had try to make manual transmission patch for r1019 version. But when I compiling it is appear this error (my patch file is included): Trigger/main.cpp: In member function ‘bool MainApp::startGame(const string&)’: Trigger/main.cpp:593:52: error: ‘cfg_automatictransmission’ was not declared in this scope 593 | game->vehicle.front()->automatictransmission = cfg_automatictransmission; | ^~~~~~~~~~~~~~~~~~~~~~~~~ Trigger/main.cpp: In member function ‘virtual void MainApp::keyEvent(const SDL_KeyboardEvent&)’:...
I don't know, I try to do this now and it downloaded and work in my system. I can give you my gitlab link of all my changes https://gitlab.com/eugene.mc13/trigger-rally
Sorry, and how to compile android app with your code?
I have add some changes to the game as for me its much better for play with arrow to next checkpoint, when speed and rpm on left as in most cars, map on right, and handbrakes work as a speed down with brake lights like on this screenshot
Hi, as I understand you don't need to work around with file menu.h because its already compiled coerce code from menu.cpp so all corrections in menu.cpp after compilation will added to menu.h
Some things you mention might have been replaced for legal reasons. We did clean-up Trigger Rally to only include stuff that is freely licensed, which wasn't the case back when those assets were used.
Yes, I do it for my self interest. And I work around web version of Trigger-Rally. What I found in old version of a game that this model of Evo has transparent front lights. I done it on this car. One more I found that some sounds was better, better speedometer and tachometer, but in new version I'll remove speedometer and so on to left and map to right. Crash sound was better in old game gearbox as for me too. Better was sound of gravel. And unknown for me this gearbox transmission rates. In real...
And how to add brakelights to handbrake?
Also, here're two videos featuring my GLES-powered port of Trigger Rally on an Android devices: SD860: https://www.youtube.com/watch?v=ger6-D2XC2I RP4 Pro: https://www.youtube.com/watch?v=Smw5c0vHRas On SD860 I've controlled the car using SDL2's joystick emulation via gyro, and it was kinda flunky. RP4 Pro has a proper joystick, so it was much more pleasant :)
Also, here're two videos featuring my GLES-powered port of Trigger Rally on an Android devices: https://www.youtube.com/watch?v=ger6-D2XC2I https://www.youtube.com/watch?v=Smw5c0vHRas
Sorry for the late reply, Ivan. Don't worry, I already know this project is relatively slow-paced :) Does this mean we lost the features you mentioned if we want to actually include your optimisations? If you want to do it ASAP, then yes. But I don't think it's at the stage you should consider it. From my POV it would make more sense to do a 0.6.7 release featuring everything that is accumulated up until now. After that you can bump development branch to 0.7.0 and work on integrating new renderer...
Sorry for the late reply, Ivan. Does this mean we lost the features you mentioned if we want to actually include your optimisations? Would you be able and willing to incorporate the later features into your rewritten code?
Just wanted to note that I've updated the code to r1007, adapting and rewriting some pieces in the process. I've decided to take a break at r1007 because options menu (r1008..r1012) and brake lights (r1014) will most likely have to be (almost) completely rewritten due to different rendering method. Other revisions (r1013, r1015-r1019) should be fairly straightforward to merge.
I am impressed how you managed to import all those cars even using the textures in perfect alignment. And it is a fun project. Unfortunately, we can't include them into the official game because they are – to my understanding – car models which are protected by copyright – this is at least valid for the brand names even if the 3d mashes them selves aren't. In case of the GAZ67 i would remove the non-transparent wind shield since you can see the inside the car anyway. But as already mentioned, it...
No any CPU problems with high poly models, they only slowly downloads first time you start race. But then all work fast and good. My notebook not so powerful, so I believe your PC and others could work good. Motorcycles are heavy to control, like you first time sit on bicycle
My "little" pack of car screenshots
That depends on how you downloaded the code. If you did it via Git, I think it would be sufficient to run git submodule update --init in the source directory. If not, you can either install glm library from your distro's package manager (beware of old versions tho) or download it from Github as a zip archive and put all relevant files into glm directory of the source tree. Also note that the build defaults to OpenGL 3.x+, so if you want to build for OpenGL 2.1 / ES 2.0 you need to do extra steps....
Hi Ivan, thank you for sharing your code. It is really a shame that I wasn't capable of creating a new release a while ago since most people wanting to contribute seem to start with the last stable release and forego the advanced development version. This leads to the situation that such exciting experiments usually miss the newest features and it doesn't seem to be an easy task to merge those attempts without losing relevant capabilities. At least I don't know enough to attempt something like this....
Hi Ivan, thank you for sharing your code. It is really a shame that I wasn't capable of creating a new release a while ago since most people wanting to contribute seem to start with the last stable release and forego the advanced development version. This leads to the situation that such exciting experiments usually miss the newest features and it doesn't seem to be an easy task to merge those attempts without losing relevant capabilities. At least I don't know enough to attempt something like t...
Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...
Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...
Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...
Hi there, folks! I was following this game for a really long time (I think since 2008), and I dare to say this is one of the most fun and chilling driving games out there. Big kudos to you for that! This month I had a bit of spare time and I've decided to "have fun" in another way. I performed a rewrite of the rendering engine from the "legacy" fixed-pipeline OpenGL to a "modern" one with VBOs and shaders. Here it is: https://github.com/Barracuda72/Trigger-NG I've tried to make as few modifications...
I finally decided to do a programming course for C++. As my final project as part of the exam I would like to create a map editor that can at least make setting and editing co-driver notes, checkpoints and sprites more convenient. I might be able to create the necessary code for doing this with a toolkit like Qt Creator or GTK Builder as a stand alone app but I think it would be better to include it (maybe as an optional extension) into the game. But to accomplish this I would need to understand...
I tried to download this sound several times over the last few weeks and in every case the file was corrupted/not playable. Is it possible that there was a problem uploading the file?
Why no brake lights when braking by handbrake? In real cars handbrake against lights.
Sorry for being kind of a downer. I appreciate your efforts. You seem to have a good handle on many things. I only fear we take away one of the core advantages of Trigger Rally if we incorporate such detailed vehicle models. They demand for sure much more from the hardware than the very low poly models we do have right now. I don't own a system with a dedicated graphics card (and in addition it is from around 2008. So the CPU doesn't have impressive graphics processing power either.) The other thing...
Could you imagine such vehicles in Trigger Rally?
The version number is only set when I make a new release out of the development code. Therefore, I am talking about the code available on sourceforge. To my knowledge GitHub has similar problems in the area of data protection and self determination than Sourceforge. I am more inclined to use something like Sourcehut or Savannah.
Hi, we were talking about development version, 0.7. Unfortunately I cannot find the source code. Is it available? If hosting service is concerned, GitHub seems to be good choice. Best regards, J.
Sorry for taking so long to reply. I was put off by Sourceforges alteration of the privacy conditions that I can only accept if I want to answer. And it is a 28 pages document without any hint on what they changed. I can only assume it is bad. So it might be sensible to finally move the whole project over to an other hosting service that doesn't force unreasonable conditions on its users. Your alterations sound great. How have things been going since you last posted? I am trying to figure out how...
I have changed in vehicle.cpp this formula from: float drivetorque = iengine.getOutputTorque() / type->driving_wheels_num; to: float drivetorque = iengine.getOutputTorque() / 6.283; because this setting made too overestimated the torque of the cars. The division on the number of drive wheels completely equalized the FWD/RWD and 4WD cars, although the clutch of all 4WD gives the advantage of overclocking and torque distributed on wheels (in real machines - it is 40/60 % front/rear). 6.283 its a "2...