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Author Topic: Outrun 2 FXT 2.4 Released!  (Read 172454 times)

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Pedro Pablo

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #240 on: October 01, 2016, 01:18:30 am »
Hi

Some time ago i've tester this on my Outrun 2006 installation with my DFGT. Now i have this trouble.

I can configure the wheel with FFB, but when i check the Wheel Override option i can't control the wheel on the game, this doesn't happend before. I've tried to remove OR2FTX files, even reinstalling the game itself, and it doesn't work. BTW i've tested OR2FXT in Windows 10 and worked like a charm, now i've returned to Windows 7 and it worked well until now


Any solution for that???

isamu

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #241 on: October 10, 2016, 10:03:46 pm »
You can increase the xinput global multiplier beyond 1.  I've used 2 or more on some of the weaker gamepads. 

Can you tell me what the limit is beyond 1? 3? 4? 5? 100?

Howard_Casto

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #242 on: October 10, 2016, 10:18:29 pm »
1=100% strength, but different effects have different strengths (one might only be set to 30%, ect).... so if you se the global multiplier beyond 1, anything already at max strength won't change, but the weaker effects will increase... it's a quick and dirty way to increase everything.  Ultimately the tweaking of individual settings will yield the best results. 

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #243 on: October 10, 2016, 10:23:35 pm »
I found the value that controls the model loaded in the car selection.  Unfortunately I haven't been able to load models that a particular mode shouldn't be able to display, but I can control them or turn it off.  I suppose we may have to settle for pics when selecting the bonus cars. 

isamu

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #244 on: October 10, 2016, 10:56:04 pm »
OK thanks! Keep up the good work!

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #245 on: October 15, 2016, 04:08:55 pm »
i know this wasnt anything to do with the mod...but i lost flames from the exhaust on gear change when using the logitech driving force L2M2 mod on my sega daytona cab....

i got a heads up today from a friend who has the same setup and may help others who have the same sega model 2 L2M2 mod.....

i now have flames out of the exhaust on gear change....

when calibrating the acc pedal set the minimum (pedal up/foot off) first as normal  then when you you set the  maximum (pedal full down/full accelarator down) leave 1 block on the meter, hence dont put pedal all the way down....

why this happens i dont know, but this does the trick......

Antigollos

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rotating camera angle when drifting....
« Reply #246 on: October 24, 2016, 04:33:05 am »
Hi Master! =D

The only reason why I still prefer to play Coast2Coast on the PSP (Emulator & Handheld) is the lateral rotating camera when drifting. It's a feature that i've been missing on the PC version from the beginning of its release. And no patch or fix has ever made changes on this, which is a pitty. I mean the camera IS rotating but it is still not enough to imitate the original feeling of the handheld console. And especially on a widescreen monitor this would come awesome. Maybe you have the time and nerves to try it out and if possible I would love to see a new FXT version with a future to increase and decrease the lateral rotating angle.

I would be speechless and totally thankful for this feature!

best regards!
« Last Edit: October 24, 2016, 05:28:57 am by Antigollos »

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #247 on: October 30, 2016, 01:36:48 am »
Version 2.3 has been released!  Check out the first post. 

Boomslang

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #248 on: October 30, 2016, 02:20:09 am »
Cool Howard!

I installed new version but have a couple small issues

I don't get anything coming up to say hit start button after the attract video like the old versions, not sure if you have removed. Can't hit start button anyway to move forward, can only hit enter on my keyboard?

Also VR Outputs seem to work better now but are they meant to flash when you are racing? I am getting the outputs enabling when I choose a view but its just constantly on and doesn't flash like most sega racers ive seen


Howard_Casto

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #249 on: October 30, 2016, 03:19:00 am »
I removed the hit start message many versions ago.  The message should be in the actual attract video.  I've never had a start button override, so pressing enter is how you do it.  2k6 will remap the menu buttons if you use a joystick button, but not for keyboards.  I already added a VR button override for the menus and eventually I'll probably add them all. 

I haven't programmed in a flash yet.  For now the selected view just stays lit.  I have VR1 flashing during load screens and in menus when it can be pressed atm as well. 


Boomslang

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #250 on: October 30, 2016, 06:23:11 am »
Cool

In that case it's working well

Is there a way to replace enter with my actual start button on cabs which is keyboard "1"

Howard_Casto

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #251 on: October 30, 2016, 02:17:03 pm »
I actually changed mine on my cab to enter, and the reason being is enter is universally start in 90% of the pc racers out there and half of the time you can't remap menu functions.  It was something I wasn't really aware of until I started installing stuff. 

The only way to do it before I add it in would be to use something like vjoy and even then I'm not so sure as the game only seems to want to read one joystick at a time. 

Pedro Pablo

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #252 on: October 30, 2016, 11:08:17 pm »
Oh, a new version, let's check it out!

Gakman

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #253 on: November 09, 2016, 03:26:00 am »
Great job!
Lats version I tried was 1.5a, I will install this one.
I've registered here, only to congratulate you! :applaud:

buttersoft

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #254 on: November 09, 2016, 05:40:22 pm »
The only way to do it before I add it in would be to use something like vjoy and even then I'm not so sure as the game only seems to want to read one joystick at a time.

Joytokey works fine with vanilla, so should work for FXT? I'm fairly certain I'm using it to deliver Enter strokes too...I'll check tonight if I can.

EDIT: No idea why I posted that, given he's using a keyboard encoder. UCR + Vjoy, might work though. You'd just have to map everything to the Vjoy device and use that to control the car as well. If you can't get keystrokes out of that, joytokey would help. Or just use something like sharpkeys? Assuming rewriting "1" to "enter" in the registry isn't going to screw up other things. Or even just use Autohotkey TBH:

1::
Send {Enter}
return

^l::
ExitApp
return

The code might look something like that, with the optional crtl+L (^l) hotkey to exit the script. You can replace that with another key combo, or work out how to exit the script based on other conditions - like when your game exits or when your frontend comes back into focus. Compile the script as an exe and add it to a batch file to launch the game from your frontend.
« Last Edit: November 09, 2016, 08:26:44 pm by buttersoft »

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #255 on: November 09, 2016, 07:57:44 pm »
Yeah it should... I wasn't thinking.

Regardless I still recommend mapping start to enter.  Thus far every single solitary pc racer I've installed uses enter as start.  You are just going to save yourself headaches down the line. 

shitoken

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #256 on: November 10, 2016, 12:25:31 am »
Sorry may I know this outrun is of which system?

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buttersoft

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #257 on: November 10, 2016, 12:34:43 am »
Sorry may I know this outrun is of which system?

FXT is a modification applied to the PC version of Outrun2006 coded by HowardCastro. It makes the game more like the Arcade versions (Outrun 2 & Outrun 2:SP) and adds features like force feedback.

shitoken

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #258 on: November 10, 2016, 12:36:52 am »
Sorry may I know this outrun is of which system?

FXT is a modification applied to the PC version of Outrun2006, coded by HowardCastro. It makes the game more like the Arcade versions (Outrun 2 & Outrun 2:SP) and adds features like force feedback.
Aren't there any real arcade version avaliable in Sega systems or Mame ?

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Howard_Casto

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #259 on: November 10, 2016, 01:21:49 am »
The arcade game ran on original xbox hardware.  Xbox emulation is at a virtual standstill. 

Regardless the pc version is the superior version as it will render at 1080p and beyond.  The car models are so detailed they still hold up to this day.  Coupled with my wrapper that adds FF, all the songs, all the cars, arcade accurate controls, uncensored graphics and more the best all-around version is FXT.  FXT=fixed.  ;)

Ghegs

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #260 on: November 15, 2016, 02:11:06 pm »
Heya!

I'm having some problems - mainly, the game crashes instantly after starting OR2FXT.exe. I did first run FXTConfig.exe as admin and it registered dx8vb.dll, I've since gone and re-registered it manually, but to no avail. The debug window doesn't open at all. I'm running Windows 8.1 64-bit and a legit physical copy of the game. Any hints as to what I can try out next?
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IISargeII

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #261 on: November 15, 2016, 04:53:10 pm »
This was happening to me on windows 10. I found that I had to unplug all other usb devices apart from 2. (This was on a usb hub, any more than 2 in there and the game crashed) Whenever I play it now, I just make sure that only my steering wheel is plugged in.

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #262 on: November 16, 2016, 09:38:32 am »
That wasn't it, unfortunately. I disconnected everything but the mouse and it still crashes. First OR2006C2C.EXE at the Sega logo, then OR2FXT.exe shortly afterwards.
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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #263 on: November 16, 2016, 03:56:38 pm »
I have another interim version, but I haven't had a chance to test it on my cabinet (the only thing I've got that has multiple joysticks and a FF joystick).  I'm fairly busy this week, but hopefully I can test that, and offroad thunder fxt this weekend and get them out the door. 

If not it'll be a nice thanksgiving present.  ;)

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #264 on: November 21, 2016, 09:16:19 am »
That wasn't it, unfortunately. I disconnected everything but the mouse and it still crashes. First OR2006C2C.EXE at the Sega logo, then OR2FXT.exe shortly afterwards.

I had the same issue as you a while ago when playing with it. I ended up deleting my install and setting it up again which fixed it.

I'm trying to remember from what caused it, but I think it was something to do with me trying to the run Outrun2 from its original EXE instead of using the FXT launcher after I had already run the FXT previously that caused it.
« Last Edit: November 21, 2016, 10:54:14 am by Fantazia2 »

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #265 on: November 21, 2016, 12:34:37 pm »
2k6 has a tendency to crash for no reason.  That has nothing to do with the wrapper.... I even get a crash occasionally.  I think it has to do with the fact that we are running it in windowed mode, and that option was never meant for public use. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #266 on: December 24, 2016, 12:05:20 am »
Santa and his Elves dropped off version 2.4.  Bug fixes, more bonus cars, color selection, a better gui, and the experimental Lan mode.  Enjoy

isamu

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Re: Outrun 2 FXT 2.4 Released!
« Reply #267 on: December 24, 2016, 04:33:00 am »
Santa and his Elves dropped off version 2.4.  Bug fixes, more bonus cars, color selection, a better gui, and the experimental Lan mode.  Enjoy





Thanks man and Merry Christmas!!  :cheers:

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Re: Outrun 2 FXT 2.4 Released!
« Reply #268 on: December 28, 2016, 02:41:38 pm »
Yeah, hope everyone had a good one. 

Just an update in regards to the state of the mod.  I'm going to stop working on it for a while.  Currently my racing rig is in the corner of the living room to make room for the xmas tree and honestly, I've been working pretty much non-stop on this for a few months now.  The lan stuff will eventually get fixed, but honestly unless we get online multiplayer restored in some form I'm not particularly interested in it.  Upon returning to this I might go ahead and work on re-creating the attract video in HD.  I've already hd-ified all the graphics for the instructional video and my rig can now record games direct from the video card, so it's simply a matter of removing all hud elements and recording the drift sequence in 1080p.  I'll also animate the FXT tile screen and of course if I can get some help we'll give the outrun 2, 2006 and 2 sp title screens the same treatment.

But like I said, no more updates for a while barring any easily fixed bugs we find of course.   

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Re: Outrun 2 FXT 2.4 Released!
« Reply #269 on: December 29, 2016, 07:18:38 am »
Just gave this a try, nice work and thanks for all your efforts.

I have tried the in game gui update, I realise that it's incomplete which is fair enough. I just wondered if at the moment it is in a state where it doesn't remove the old gui behind the new one or I'm being blind and missing a function that turns the old gui off so I can only see the new one? (speedometers, timer etc) :)

Thanks again for all the work and happy holidays :)

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Re: Outrun 2 FXT 2.4 Released!
« Reply #270 on: December 29, 2016, 02:07:46 pm »
The textures will have to be edited with all of those textures removed (actually they'll have to be made full transparent as they are on a sprite sheet).  I made a tool to extract textures, but it's a bit of a pain in the butt to use.  I'll post it if you want to have a go at removing them yourself.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #271 on: December 29, 2016, 06:38:44 pm »
I'm happy to give it a go, I think it may be beyond my skill level if I'm completely honest. Still, there is a small hope that I may actually learn something! :cheers:

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Re: Outrun 2 FXT 2.4 Released!
« Reply #272 on: December 30, 2016, 01:05:32 am »
I started looking through my archives and realized I never documented what files contain what.  I want to do this incase I ever abandon the project so someone else could pick it up.  I'll work on that this weekend off and on and I'll release the packer/extractor tool with it. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #273 on: January 06, 2017, 10:57:13 pm »
As promised, I've update the packer tool to include a description of all the archives, along with general bug fixes.  You'll find it on the first page.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #274 on: January 07, 2017, 08:42:53 am »
Thanks Howard, I will have a mess around tonight... expect zero progress but hey; I'll try!

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Re: Outrun 2 FXT 2.4 Released!
« Reply #275 on: January 07, 2017, 02:09:28 pm »
In case anyone is doing the same thing(?), I'm working on vectoring a few of the HUD parts. I'm only going to do a few more things and that will be enough for me.

I can't really put them in the game yet, so might post on the forum.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #276 on: January 07, 2017, 10:22:30 pm »
I've just got to decide the best way to proceed.  Right now I make my enhanced overlays via a simple magenta color key that turns the background of a form transparent.  Back in the day it would stutter like crazy, but with modern desktop compositing (read windows vista or higher) and a decent video card it seems to do ok.  Translucency doesn't really work well with this method which means that scaling images with resampling or images with transluceny won't render properly.  There are other options like a directx hook that renders directly to the game surface, but doing one from scratch would be a tremendous time sink and I haven't found one that works well for our use. 

I'm open to suggestions. 

Shekel

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Re: Outrun 2 FXT 2.4 Released!
« Reply #277 on: January 08, 2017, 12:53:11 am »
When I was working on some overlays for PPSSPP Ridge Racer 2, each individual image had its own hash. If that gives you any ideas.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #278 on: January 08, 2017, 06:05:03 am »
These are all sprite sheets from spr_SPRANI_ETC_CVT_Exst with my vectored parts replacing just some of the text. On one of the pages, all I updated was the word REV.

Even if they can't be used right now, I'm posting them.
« Last Edit: January 08, 2017, 06:07:31 am by Shekel »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #279 on: January 08, 2017, 12:36:18 pm »
Those look great man.  I'll cut them up and give it a test later.   

In this game the memory locations can sometimes be different for each mode of play and if there are hashes I haven't found them yet.  Anyway editing the built in renderer probably isn't the best way to go because as you've discovered, I would have to upscale multiple sprite sheets across hundreds of archives.