AtariCommunity forums : Carbon Copy page 04

bzrider

12-01-2002 12:17 PM

Thank you all

 

I have been looking for information about this game for awhile.

I appreciate the effort made concerning making custom tracks ever since I had completed the intial game goal.

After unlocking all the tracks and player options without cheating and getting to 'Club 3' in the 'events', the game started to get a tiresome.

I am now spending most of the time making up new tracks, but I wish there was a way to race against other players online.

I am still having problems with setting up completely new tracks, that is a track that is not based on one of the originals.

I have a problem setting up new computer players and generating a new 'player position' map (the little one in the lower right corner that shows each of the players progress.)

fjguarino

12-02-2002 08:20 AM

Some help

 

Quote:

Originally posted by bzrider

I have been looking for information about this game for awhile.

I appreciate the effort made concerning making custom tracks ever since I had completed the intial game goal.

After unlocking all the tracks and player options without cheating and getting to 'Club 3' in the 'events', the game started to get a tiresome.

I am now spending most of the time making up new tracks, but I wish there was a way to race against other players online.

I am still having problems with setting up completely new tracks, that is a track that is not based on one of the originals.

I have a problem setting up new computer players and generating a new 'player position' map (the little one in the lower right corner that shows each of the players progress.)

Playing online seems to be a dead issue. As far as I know, the game does TCP/IP networking only. Most services require IPX.

With regards to showing the 'track/player progress' map, there is a function in the track editor to geterate the map but it seems to be disabled. (I've been trying to turn it on but have had no luck.)

To set up new computer players for your completely new track, you have to erase the 'AI players' (AI_Path_xx.dat) and delete the contents of the 'summary.lst' file in the '...\tracks\...\AI_Paths' directory. (The Guide.dat file is typically the best/fastest run, once you get your AI players setup, just copy one of the 'AI_Path.dat' files as 'Guide.dat'.)

You then use the 'Record AI Path' function (F8) while in the editing mode. Note: once you invoke the function, every run you make will be recorded. (I do not know how to turn it off without exiting.)

Once you have recorded a couple of them, try not to do more than 5 at a time, you can edit the paths of the players if they have fallen or hit an object. (There is a function to 'edit ai paths' in one of the editor sub-menus.)

NOTE: DO A SAVE ALL, prior to exiting the game inorder to be sure all changes have been saved.

Finally, as you play the game, the 'AI' players improve there performance each time they run. There is an 'AI Heuristic Mode' (F6) that improves the AI players run but I am not sure if it completely implemented.

bzrider

12-03-2002 11:56 AM

My records

 

Canyon Run 1.49.79

Cliff Slalom 1.55.43

Ice Cave 1.52.94

Frozen Stream 1.39.87

Trainspotting 1.30.29

Alpine River 1.33.24

Village Hills 1.38.25

Street Dash 1.27.22

Rooftops 1.36.15

mk2705

12-03-2002 11:13 PM

Interesting. Rooftops 1.36.15 - only half a minute away from the current world record of "Akkico" (1:06:16). rolleyes:

If anyone is interested in looking at my best times and like to download my Replay_0.dat files (the 9 plus 4 alternative ones) simply send me a mail and I can give you a link. :cool: E.g.: 1.35.70 for Canyon Run...

m2705

bzone

12-04-2002 03:23 AM

Music files

 

I am having problems with the game reading the music tracks off the CD.

There is no problem with the CD drive and the disk is in perfect condition.

I have copied the music tracks to the hard drive with the same directory stucture as that of the disk and I am wondering if there any way to get the game to read the music tracks off the hard drive instead of the CD drive?

mk2705

12-05-2002 07:19 AM

New Snowboarding/Boarder Zone homepage with download area

 

Hi riders, from now on you can download my Record_0.dat files (best races). And if you succeed in being faster at any course just inform us here in the forum.

mk's download area :cool:

fjguarino

12-07-2002 08:54 AM

Did you know...

 

that if the game was finished you would have to deal with;

1. A polar bear on a snow board that would attack the other riders,

2. Split screen multiplayer mode,

3. People walking across the courses during the race,

4. Moving cars, trucks, trains, ...

5. Ability to save your best runs as the 'AI' players or the very best run as the 'Guide' rider,

6. A 'Ghost' player that has 'transport' capabilities

7. Have the computer figure out the best path to run...

These are a few of the items that I found in the code.

Aint it a shame?

fjguarino

12-07-2002 09:00 AM

Re: PLEASE

 

Quote:

Originally posted by boarderz

Hey people,

Please contact housemarque, the people who develoed the game, at http://www.housemarque.com/ and ask for help.

I have contacted them looking for solutions to the various problems with the game, but they stated that they have not received as many inquiries concerning 'boarder zone' as they have gotten for 'supreme snowboarding' and thus feel there are no problems.

(There are fixes for supreme snowboarding.)

Good idea!

hmetal4-

12-07-2002 09:25 AM

cracking the game

 

go to the game dir. program files\infogamers\boarder zone\data\boards\board_2\menu_board_cnf this is not a web site. this is a txt file for the sin twister board (defalt board). open the file with notepad. You will see 3 numbers at the bottom change these numbers to 5. that will give you the best board. you can allso change the name. if you like do this with any board. cracking is the name of the game!!!! warning do this at your own risk.

_________________

-{{-hMetaL-}}--

fjguarino

12-09-2002 02:05 AM

SPECIAL TRACK PLAYABLE

 

'SPECIAL' TRACK READY

Go here:

http://home.att.net/~jfguarino/

to get your copy of the 'SPECIAL' track.

The file is special.zip and is approximately 7.8MB in size.

This is the track that you should have been able to play after 'CLUB 3' if the game was completed.

The track was originally designed for three seperate runs but I figured why limit your choice of paths.

To the right is what was to be the 'ROAD RASH' run.

Down the middle would have been 'CUT AND RUN'.

To the left was to be 'HIGH GEAR'.

It is setup to replace the 'FOREST EASY' track only.

See the READNOW.TXT contained in the zip file for instructions on implementation.

PLEASE POST COMMENTS/QUESTIONS HERE.

bzrider

12-09-2002 03:17 AM

Re: SPECIAL TRACK PLAYABLE

 

Quote:

Originally posted by fjguarino

'SPECIAL' TRACK READY

Go here:

http://home.att.net/~jfguarino/

to get your copy of the 'SPECIAL' track.

The file is special.zip and is approximately 7.8MB in size.

This is the track that you should have been able to play after 'CLUB 3' if the game was completed.

The track was originally designed for three seperate runs but I figured why limit your choice of paths.

To the right is what was to be the 'ROAD RASH' run.

Down the middle would have been 'CUT AND RUN'.

To the left was to be 'HIGH GEAR'.

It is setup to replace the 'FOREST EASY' track only.

See the READNOW.TXT contained in the zip file for instructions on implementation.

PLEASE POST COMMENTS/QUESTIONS HERE.

GOT IT, INSTALLED IT, RAN IT. IT BE BEECHIN. WATCH OUT FOR THE BRIDGES! THE JUMPS CAN BE TRICKY! CAN'T BEAT YOUR RUNS IN TIME ATTACK, YET!!

Keep up the good work!!!

Maybe, go ahead and split the new track up into the 'EASY', 'MEDIUM', and 'HARD'?

bzone

12-09-2002 05:10 AM

Re: Re: SPECIAL TRACK PLAYABLE

 

Quote:

Originally posted by bzrider

GOT IT, INSTALLED IT, RAN IT. IT BE BEECHIN. WATCH OUT FOR THE BRIDGES! THE JUMPS CAN BE TRICKY! CAN'T BEAT YOUR RUNS IN TIME ATTACK, YET!!

Keep up the good work!!!

Maybe, go ahead and split the new track up into the 'EASY', 'MEDIUM', and 'HARD'?

YEAH MAN, IT BE BEECHIN !!!

boarder1

12-09-2002 08:51 AM

Re: Re: Re: SPECIAL TRACK PLAYABLE

 

Quote:

Originally posted by bzone

YEAH MAN, IT BE BEECHIN !!!

I like the FOG option too!!

fjguarino

12-09-2002 09:09 AM

Time attack runs/records

 

I used vincent on the 'GHOST' player board for the time runs. (It does BETTER than the 5-5-5 change to the other boards?)

boarderz

12-10-2002 07:42 AM

FOG IS NICE

 

Making a run down the tracks with the 'FOG' on and at night makes the game challenging again.

The new track is just plain fun when running down the 'outside' trails, but it needs 'checkpoint 2' on the right-side course by the 'split-rail fence', otherwise you get a 'not completed' run.

mk2705

12-10-2002 10:34 AM

Fog option

 

Hi jfguarino, I couldn't test your additional tracks so far but the fog option is really great! I like it!

This is the procedure for Supreme Snowboarding users (it will work quite similar in the demo version!):

- Your file ID_options_graphics_advanced.txt has to be copied to c:\Games\Supreme\Data\Main_Menu\ (a little different from what you explained)

- One line will then be changed by menu or has to be changed manually, it is in the file c:\Games\SupremeDemo\Data\Detail_Config.txt:

enable_fog = 1;

bzrider

12-10-2002 11:39 AM

Other Options

 

The changes made to the 'Graphics Options' peaked my curiosity so I checked some of the other files.

I noticed 'Options' for;

1. Wide Screen Mode,

2. Setting audio Mixing Frequency,

3. Amount of snowflakes (None, 25%, 50%, etc.)

4. Saving runs as either a Ghost (AI Plaqyer) or the Guide rider,

5. Show Safety Path ?, and others.

Any attempts on these 'options'?. They seem to have been put in the game (they are in several files) but for some reason are not available in the setup menus.

fjguarino

12-10-2002 11:58 AM

Re: Other Options

 

Quote:

Originally posted by bzrider

The changes made to the 'Graphics Options' peaked my curiosity so I checked some of the other files.

I noticed 'Options' for;

1. Wide Screen Mode,

2. Setting audio Mixing Frequency,

3. Amount of snowflakes (None, 25%, 50%, etc.)

4. Saving runs as either a Ghost (AI Plaqyer) or the Guide rider,?<< can not implement, part of the development code, might be in 'SUPREME' early version?

5. Show Safety Path ?, and others.

Any attempts on these 'options'?. They seem to have been put in the game (they are in several files) but for some reason are not available in the setup menus.

I've been playing with a couple of these 'OPTIONS' but not have finished setting up the configuration menus.

I am mainly interested in the 'wide screen' mode and the one about the 'saving runs'. I have gotten the 'Show Safety Path' implemented but it, as far as I can tell, does'nt do anything 'visible'.

What would help me out would be getting the files from the 'Supreme Snowboarding' update/pacth. I do not have the game and when I tried installing the patch to 'Boarder Zone' it would not work.

The patch brings 'Supreme' up to version 1.035 ('Boarder Zone' is v1.034) and I think there might be some changes that would prove benificial.

I can not figure out how to extract the files from the update and I was wondering if anyone else has tried.

If anyone has 'Supreme' and the patch, would you determine which files were altered added, or removed?

fjguarino

12-12-2002 09:15 AM

Re: FOG IS NICE

 

Quote:

Originally posted by boarderz

Making a run down the tracks with the 'FOG' on and at night makes the game challenging again.

The new track is just plain fun when running down the 'outside' trails, but it needs 'checkpoint 2' on the right-side course by the 'split-rail fence', otherwise you get a 'not completed' run.

Sorry about the 'checkpoint' problem.

Either add a 'checkpoint 2' object close, that is the same distance 'down' the run as the ones already in place, or run your character back to the center course to hit the one just after the first bridge.

bzrider

12-12-2002 12:30 PM

FOG changes

 

To make the fog option more interesting, change the 'fog_start' and 'fog_end' values in the "Level_Data.txt" file, located in each of the daytime time setting directories (ie. day, night, etc.) of each track directories.

I set mine at 'fog_start = 500' and 'fog_end = 1000'. This really makes the run more challenging.

I tried changing the 'fog_color' setting but did not see any change. The values (R,G,B) sshould be between 0 and 1. If anyone has played with this, please reply.

mk2705

12-12-2002 02:38 PM

Re: FOG changes

 

Quote:

Originally posted by bzrider

To make the fog option more interesting, change the 'fog_start' and 'fog_end' values in the "Level_Data.txt" file, located in each of the daytime time setting directories (ie. day, night, etc.) of each track directories.

I set mine at 'fog_start = 500' and 'fog_end = 1000'. This really makes the run more challenging.

I tried changing the 'fog_color' setting but did not see any change. The values (R,G,B) sshould be between 0 and 1. If anyone has played with this, please reply.

I set 'fog_start = 100' and 'fog_end = 200'. WOW! Feeling like driving in absolute darkness. :D

As far as I found out you need no additional file but only have to change these both values and must set "enable_fog = 1;" in the Detail.config.txt to get this effects.

Trying to change the fog color settings nothing changed. I tried it with values between 0 and 1 as well a with values between 0 and 255 (RGB spectrum).

mk2705

12-12-2002 10:01 PM

"Akkico" 1:05:90 at Rooftops.

fjguarino

12-13-2002 04:36 AM

SNOW STORM

 

You can create a SNOW STORM

Just alter the 'Level_data.txt'files in the day, night, etc. directories of each of the tracks with any .tga image that is included in the game!!.

texture_name="testdata/flake.tga"; <'snow flake' change to any image you want but it will be inverted (try the streak_flake.tga nic at night)

shadow_texture_name="testdata/alpha.tga"; <'snow flake' shadow (who cares)

num_of_snowflakes=256; <number of 'snow flakes' in the bounding cube. (try 4096)

flake_scale=0.15; <size of snow flake (you be the judge, too big just looks goofy.)

shadow_scale=0.15; <size of snow flake shadow (who cares)

speed=0.03; <speed of snow flake fall (0.1 works good, too high and pattern shows)

box_size={50,40,50}; <bounding (visibility) cube of snow flakes{ left-right , up-down , for-aft }

boarder1

12-13-2002 05:01 PM

Snow Storm

 

The 'snow storm' is awesome, especially at night and with the fog turned on.

mk2705

12-14-2002 12:27 AM

Re: Re: Other Options

 

Quote:

Originally posted by fjguarino

I've been playing with a couple of these 'OPTIONS' but not have finished setting up the configuration menus.

I am mainly interested in the 'wide screen' mode and the one about the 'saving runs'. I have gotten the 'Show Safety Path' implemented but it, as far as I can tell, does'nt do anything 'visible'.

What would help me out would be getting the files from the 'Supreme Snowboarding' update/pacth. I do not have the game and when I tried installing the patch to 'Boarder Zone' it would not work.

The patch brings 'Supreme' up to version 1.035 ('Boarder Zone' is v1.034) and I think there might be some changes that would prove benificial.

I can not figure out how to extract the files from the update and I was wondering if anyone else has tried.

If anyone has 'Supreme' and the patch, would you determine which files were altered added, or removed?

Hi fjguarino, there are various files being changed by the Supreme Snowboarding patch:

Display_config.exe

Intro_Video.exe

Uninstall.exe

HMG_3DE.dll

Main_Menu.dll

SR_UIT.dll

srVP_KNI.dll

Supreme_Game.dll

and 16 other files

I think you will be mainly interested in the 16 others and so I prepared it for download in a 267 kb zip file: http://people.freenet.de/mk2705/download/patch1035.zip

I also tested your special track(s). Really good work! Nice to drive! But I wondered about the speed of your drivers and your guide - I absolutely could not follow! Could this mean that your system is faster than mine and that those system variables have an influence on the speed of the game? Also to mention: If you fall somewhere in the race you mostly have to re-start just from the beginning.

But nobody can expect your special tracks to be "perfect 10" and so it's just to say: It's great!

fjguarino

12-14-2002 01:09 AM

files and new track

 

I am mostly interested in the core program files from the game;

Display_config.exe < testing of the no cd fix

HMG_3DE.dll < opengl/glide 3d drivers

Main_Menu.dll < contains the compiled 'options' implemented

SR_UIT.dll < part of the SurRender 3D graphics

srVP_KNI.dll < has some of the code for networking

Supreme_Game.dll < part or te main interface

supreme.exe < the 'launching' code

and some of the files contained in '...\supreme\main_menu\' directory;

menu_strings.txt,

id_options_graphics.txt,

id_options_graphics_advanced.txt, id_arcade_attack_settings,

id_save_attack_plr_dialog.txt,

id_save_ghost_dialog.txt,

and any file with the term "widescreen" or "multiplayer_split_screen" in it.

What I want to do is compare the changes made between the original (v1.033) and the update (v1.035).

With regards to the new track, the record runs were made with 'vincent' and the 'K2 Electra' board. I do not understand why you have to start from the beginning after a fall, I usually pick up the race where the character stopped sliding.

mk2705

12-14-2002 02:17 AM

Re: files and new track

 

OK, fjguarino, I've done it for you: All changed and required files in one zip file of 1.4 MB. :up:

Due to file size restrictions of my provider I had to divide the zip file into three parts (001 to 003). You have to download the following four files and copy them to ONE directory on your harddrive where you must execute the BAT file:

http://people.freenet.de/mk2705/download/SupSnow.001

http://people.freenet.de/mk2705/download/SupSnow.002

http://people.freenet.de/mk2705/download/SupSnow.003

http://people.freenet.de/mk2705/download/SupSnow.bat

mk2705

12-14-2002 02:56 AM

Re: files and new track

 

Quote:

Originally posted by fjguarino

With regards to the new track, the record runs were made with 'vincent' and the 'K2 Electra' board. I do not understand why you have to start from the beginning after a fall, I usually pick up the race where the character stopped sliding.

The "bug" is when you click on "return to track". In this case you find yourself back on the start. If you don't click "return to track" and just wait you can pick up the race where you just are.

fjguarino

12-14-2002 06:48 AM

Thanks for the information.

I never noticed the problem with having to 'restart' at the beginning, that is, I never stopped a run and then used the "Return To Track" button.

I'll take a look into the structure of the files to see if I can find why this occurs.

Again, THANKS!

fjguarino

12-14-2002 12:09 PM

Re: The "bug" is when you click on "return to track".

 

I forgot to generate the 'SAFETY_PATHS'.

The 'SAFETY_PATHS' are the 'invisible' fences that usually run down the center of the course. (If you ever edited a track, you probably tried to select an object but ended up selecting an 'unnamed fence'.

After looking over the track, I do not think it lends itself to having all those extra 'fences' added becuase of all of the possible routes that can be taken.

If you wish to add the 'SAFETY_PATHS' you will have to do so by creating these 'invisible' fences. This can be easily done by creating a fence in the parts of the course you wish to add the feature. (Can help in 'flying' the run? hehe).

Just create a fence, using the default settings (values) and move the control points to place the fence where ever you want the character to 'transport' to after a fall. Then using 'F8' to toggle 'safety spline', the fence should disappear.

(NOTE: It does not need to be one long fence for the whole course. You can set up several short fences, in difficult areas, but if your character falls between the 'fences' you create, he/she will be 'transported' to the nearest one.)

When done, be sure to do a 'save all'.

The added data in the 'object_data.txt' file for the track should have the following structure:

Fence {

name = "Unnamed fence";

material_flags = 1;

height = 2;

width = 2;

depth = 1;

height_random_multiplier = 0;

width_random_multiplier = 0;

depth_random_multiplier = 0;

location_offset = {0,0,0};

trimesh_idx_list = "0";

transparent = 0;

safety_spline = 1;

control_points = {

{465.716,-1402.36,142.928},

!

could be a long list depending on

how many points you set up

!

{459.204,-524.823,373.952}

};

};

(Recently added/edited entries typically appear at the enf of the file.)