TrackMania2: Centralised News about the Game

Discuss everything related to Trackmania 2.

Moderator: English Moderator

Cisy_H
Posts: 18
Joined: 09 May 2011, 12:48
Location: Rotterdam

Re: TrackMania2: Centralised News about the Game

Post by Cisy_H »

I think it's more that we just accept the fact that block import won't be there immediatly.
Fly into the distance..
User avatar
Trackmaniack
Posts: 2096
Joined: 16 Jun 2010, 16:16
Location: Iowa City, IA
Contact:

Re: TrackMania2: Centralised News about the Game

Post by Trackmaniack »

^^ What he said. :lol:
WIP
TheStalker
Posts: 9
Joined: 05 Aug 2010, 14:47

Re: TrackMania2: Centralised News about the Game

Post by TheStalker »

I agree that we don't need Block Import from the beginning. My problem though is that 'We might do it in the future' in most cases means 'no, but don't be pissed off'. I just fear that if they won't include it from the beginning, they'll never include it.
ManiaMaster
Posts: 68
Joined: 15 Jun 2010, 13:15

Re: TrackMania2: Centralised News about the Game

Post by ManiaMaster »

I didn't like the ida of bloc import at all, so that is a welcome decision for me.
It would kill this " build the most creative stuff using a limited number of blocks" feeling. It would just be too much of a mess.
User avatar
Mac_Matrix
Posts: 290
Joined: 02 May 2011, 00:59
Location: Decadent England

Re: TrackMania2: Centralised News about the Game

Post by Mac_Matrix »

Well I for one hope that block importing is eventually added, but when you think of it the whole concept of making the game recognise custom objects that must have physical collision to them is quite difficult to get working properly. I don't blame Nadeo for deciding to hold off working on it and instead work on the core game in itself to ensure that is working for certain.

After all, what good is importing custom blocks if the game doesn't work? ;)
I have a Youtube Channel xD


- Quote Of The Moment -

Image
User avatar
wiidesire-2
Posts: 1113
Joined: 26 Feb 2011, 22:47
Location: Germany

Re: TrackMania2: Centralised News about the Game

Post by wiidesire-2 »

hugocool wrote:It's funny how months ago, people were like "Block import! That's AWESOME!"
and now are like "Ey, f*ck that shit."
so I think they didn't get the point...
Hylis wrote:
Now that we are working on ManiaPlanet, we prefer to wait. TrackMania 2 development will be spread over the release of the three environments and we will take time to see how it goes from there.
wiidesire-2 wrote:
In my opinion its okay to add the block import feature later, because you have so many possibilitys, lets think:

~500 blocks( there could be more, but I left out the scenery blocks), 4, routations, 60 height possibiltys( just a guess) , so we gat in the abstract 240 different capabilities for every block,
if I provide all contingencies
->500 blocks ( 500x499x498x497....) = 30414093201713378043612608166064768844377641568960512000000000000x 240( routations and height)
=

7,29938E+66 capabilities=

7299380000000000000000000000000000000000000000000000000000000000000000000 ( or even more/ of course philosophically speaking, because the blocks arent at the same positions every time so we would also need to add for example 500x500 field -> 2500 more possibiltys for every block... uff )=


unlimited opportunities, so we dont need block import for the first time.. :D
So when this ∞ possibilitys are getting old , then we need block import ( but ∞ will never get old :D ).
Also if we start with blockimport from the beginning, then not many people would integrate normal blocks.
In addition block import is a very special thing and it need some time to elaborate a blockimport system . Again:

Nadeo has only 15 workers ( now 19 with manialive?) and they worked on Trackmania 2 Canyon since 2006.
Do you know how long a new graphic engine takes? with 15 workers? And those other stuff? Let's wait for block import , then it will be better and Nadeo knows when it's the right moment to add. Also would you like to have block import now and there are 1000x bugs?, don't think so

When I heart that there will be only puzzlemode I was really mad, but then MrBob/Hylis wrote:
MrBob wrote:Hey Max,

Like Hylis uses to say: Wtih Tm² Canyon, we only provide racing game mode, but we give the tools for players to create new modes, so there will be hundreds of them!

I knew that all was alright then . Understand me: I read all articles about tm2, I know all news,and I know that many decision must be done for Tm2, but the decision which are already done are perfect!

That is just my opinion ;)


Regards

Max
Picture/Video/Article Collection Topics:
TM2 Canyon | TM2 Valley| TM2 Stadium| SM Storm
My Computer: http://www.sysprofile.de/id172680
2010 I was 7th of the world in TMUF :)
Sabre
Posts: 125
Joined: 26 Apr 2011, 17:18

Re: TrackMania2: Centralised News about the Game

Post by Sabre »

if my memory serves me correctly, isn't there a gameplay video due today (or this weekend)?
User avatar
wiidesire-2
Posts: 1113
Joined: 26 Feb 2011, 22:47
Location: Germany

Re: TrackMania2: Centralised News about the Game

Post by wiidesire-2 »

Sabre wrote:if my memory serves me correctly, isn't there a gameplay video due today (or this weekend)?
it should have been at Ubisoft-Tv, but they didn't show it.

No new news will be shown unfornately till e3 expo (7-9 June)
Picture/Video/Article Collection Topics:
TM2 Canyon | TM2 Valley| TM2 Stadium| SM Storm
My Computer: http://www.sysprofile.de/id172680
2010 I was 7th of the world in TMUF :)
User avatar
Mandark
Posts: 1277
Joined: 15 Jul 2010, 17:58
Location: Romania

Re: TrackMania2: Centralised News about the Game

Post by Mandark »

Hmm that's sooner than I expected. Too bad the interview didn't get released :(
Specs
Motherboard: Asus ROG Maximus VII Formula
CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 CPUs), ~4.0GHz
GPU: Nvidia GeForce GTX 980 Ti
RAM: 16GB
Operating System: Windows 10 Pro
User avatar
Demented
Posts: 2327
Joined: 07 Nov 2010, 13:17
Location: United States

Re: TrackMania2: Centralised News about the Game

Post by Demented »

I think the ability to manipulate blocks inside the editor would be easier to keep under control. Rather than import completely new blocks, which could become messy and make track files get quite large, why not just have the ability to bend, stretch and twist existing peices within preset limits using construction nodes. (Similar to editing vector graphics). You could raise or lower road pieces from either end or the center and raise or lower the sides independantly to create banks or twists. That data could be saved with the track data without taking up too much space.
CPU: Intel I7-4770 64Bit @ 3.4Ghz.
Ram: 32GB DDR3
GPU: Geforce GXT 1060 6.2GB DDR5
Windows: 7 Pro SP1 64bit
Post Reply

Return to “Trackmania 2”

Who is online

Users browsing this forum: No registered users and 1 guest