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Modification Help / Re: Filipe1020's NEW Development Topic - More updates! (Page 3)
« on: January 24, 2021, 02:23:52 PM »
Oh boy.
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Still it would be worth it to create a new client mod that allows us to use engine sounds of that functionality, if anything the player who joins the server and don't have the mod could just receive a message in the chat saying to download the mod to experience the engine sounds.Kind of like CVS and all that?
Yes the Hachiroku will be in the next batch where it will receive an update, one of which are doorlines which are absent in it's current released version, plus the new lights system like you said, not sure about adding the Hachi brand on it because the original AE86 don't even use toyota badges either.Yeah it does. The AE86 has the Toyota badge on the rear (well not the logo but the word TOYOTA), and on the steering wheel too.
Also no I'm not using engine sounds anymore because the old script was terrible, unless we figure out a new way for engine sounds to work with sounds that can change pitch according to the speed, but I have to see if anyone can figure that out.
My best approach (if I knew how to do it) was to map the pitch of the engine sound to the speed of the car using a speed-check function, however I do not know if pitch manipulation exists in the Torque engine.In terms of sound, I swear to god there was a video around here somewhere of a dynamic engine sound thing someone made, it wasn't publicly available but it was still a thing. It had the Freestyle Buggy.
Even if it does, you would have to scale the pitch accordingly to the speed of the car using a percent formula below, and have that value be the value of the pitch.
Pitch = (maxWheelSpeed - currentWheelSpeed) / maxWheelSpeed. Which should return a value anywhere between 0 and 1