The Official Supermodel Work-in-Progress Thread

Discuss Supermodel and your favorite Model 3 games. Show off your latest threads, this is the place to see and be seen.
Forum rules
Keep it classy!

  • No ROM requests or links.
  • Do not ask to be a play tester.
  • Do not ask about release dates.
  • No drama!

Re: The Official Supermodel Work-in-Progress Thread

Postby powerflower » Sun Oct 28, 2012 5:44 am

Hi there folks and greetings from Germany:)

First of all I wanna give a BIG Thank You to Bart and all the guys who made Model3s ScudRace and Daytona2 nearly flawlessly running on my PC!!

On my Person:
I'm a Arcade addict since PacMan I played nearly all the grate/important games released by Namco,Sega,Taito...you name it.But Model3 is a so very special piece of HW,incredible.Best thing I've ever experienced was Tokyo back in 1994/95.Especially Namcos Wonder Eggs park with it's Galaxian3 26 Player monster,haha!Japanese know how to impress.

Now running Daytona2 @ FullHD is a blast.Even today that game smokes in so many ways these(sorry) shitty 30fps racers on todays consoles,especially on graphics and art design side.

Now on my rant:
Dear Sega you don't want my money?If so please keep bringing crap conversions like Nights and JetSetRadio STILL running @ 30fps.What ist wron with Sega?Best game library on earth and what are they doing??

If i hate something it"s 30fps.

But thank god that there are some real fanatics out there who make old dreams come true.If someday PlanetHarriers will run on emulation finally I will be in heaven,haha!

One last question,is there any possibility to system link Supermodel?That would be soo sweet:)

Again thank you Bart (hey where is the love smiley)
powerflower
 
Posts: 3
Joined: Sun Oct 28, 2012 5:27 am

Re: The Official Supermodel Work-in-Progress Thread

Postby dan76 » Fri Nov 02, 2012 3:14 pm

Hi all,

Not much to add except I wanted to register to say thanks to Bart and everyone who has made playing these games possible.

I use a mac-mini to run supermodel_02.a and it works a charm.

Star Wars trilogy - the dream.
dan76
 
Posts: 32
Joined: Thu Nov 01, 2012 9:05 am
Location: London

Re: The Official Supermodel Work-in-Progress Thread

Postby Wade007 » Mon Nov 05, 2012 4:21 pm

As my first post, I just wanted to chime in to say "Thank you" to Bart and his co-horts for the time and energy put into this fine emulator. Great stuff, exciting games to be enjoyed.
Supermodel 3 is an exciting project.

I've been keeping tabs on the progress of Supermodel 3 for a while now and have chosen to include it in my home arcade build.
I wrote a full blog article about it here, focusing on the software side of arcade cabinet development. Check it out here:
http://www.cheapskategamer.com/pc_game_ ... -software/

My only question at this point is...
Since it is possible to download what appears to be stable SVN builds of Supermodel from other sites, isn't it time to post an official Supermodel 0.3a? There's hasn't been an official update for a while. Isn't the latest alpha build of SVN r170 a solid .3a offering? If not why? If it's just a matter of updating the html/webcoding, let me know and I'll be happy to help. Since I don't know how to code otherwise, that's my only offer for help right now. :mrgreen:

Thanks again Bart (and team)!!
Wade007
 
Posts: 3
Joined: Mon Nov 05, 2012 4:11 pm

Re: The Official Supermodel Work-in-Progress Thread

Postby Bart » Tue Nov 06, 2012 2:25 am

Wade007 wrote:As my first post, I just wanted to chime in to say "Thank you" to Bart and his co-horts for the time and energy put into this fine emulator. Great stuff, exciting games to be enjoyed.
Supermodel 3 is an exciting project.


Thanks, Wade. I'm glad you're having fun with it!

My only question at this point is...
Since it is possible to download what appears to be stable SVN builds of Supermodel from other sites, isn't it time to post an official Supermodel 0.3a? There's hasn't been an official update for a while. Isn't the latest alpha build of SVN r170 a solid .3a offering? If not why? If it's just a matter of updating the html/webcoding, let me know and I'll be happy to help. Since I don't know how to code otherwise, that's my only offer for help right now. :mrgreen:

Thanks again Bart (and team)!!


I guess there are still a few odds and ends I've been wanting to tie up before releasing 0.3a. Originally, my intent was that 'alpha' versions would signify incompleteness in terms of core features. Beta versions were supposed to follow once all the essentials were in place: reasonable compatibility, joypad support, audio, and a GUI. Release quality non-beta builds would not need to be perfect, but would have better compatibility (namely with regards to the Step 2.x games) and a properly rewritten 3D engine. From there on out it would be a matter of refinements, tweaks, and extra features. I wanted 0.3a to be the final version before we go 'beta', signifying all core features are in place. In that respect, I suppose it really is about ready for a release.

But maybe this no longer makes any sense and we should re-think how we choose version numbers and how frequently we release. Does anyone have any suggestions?
User avatar
Bart
Site Admin
 
Posts: 3086
Joined: Thu Sep 01, 2011 2:13 pm
Location: Reno, Nevada

Re: The Official Supermodel Work-in-Progress Thread

Postby Abelardator2 » Tue Nov 06, 2012 3:11 am

Bart, I use the SVN270 and works very well, I think is the best stable SVN.
I think the game more accurate to the original is "ScudRace".
Daytona Usa 2 looks great, but one thing hurts the eye :lol: , is the failure of the wheels to spin, here I think is missing in this layer transparency, similar to the solution given to the smoke that the car is leaving behind. This is so Bart? You can do a easy repair on this? The game would gain much.
Thanks....
User avatar
Abelardator2
 
Posts: 244
Joined: Fri Sep 02, 2011 1:43 pm
Location: Spain

Re: The Official Supermodel Work-in-Progress Thread

Postby nuexzz.. » Tue Nov 06, 2012 3:54 am

Bart wrote:But maybe this no longer makes any sense and we should re-think how we choose version numbers and how frequently we release. Does anyone have any suggestions?


you say you add a command line search last revision "check the update" thus the last SDL.dll and Supermodel.exe can be hosted on a server ?

example Image
User avatar
nuexzz..
 
Posts: 374
Joined: Sun Sep 25, 2011 3:10 pm
Location: Argentina

Re: The Official Supermodel Work-in-Progress Thread

Postby model4 » Mon Nov 19, 2012 12:27 pm

Bart wrote:But maybe this no longer makes any sense and we should re-think how we choose version numbers and how frequently we release. Does anyone have any suggestions?


I visit the site every day to see if there are any new versions. But I know very well what it represents investment in time and personnel. Maybe it would be good to get versions more often to maintain the excitement more often.
The best would be a new version that focuses on a particular game which operate at 100% or nearly so. Or a new version if improvement pure emulation and for all games.
In any case, I can not thank you enough for giving us the opportunity to play these arcade games in these great conditions.

Sega model 3 is one the the best arcade system that produced dream games which most were never converted and thanks to you, you made the dream comme true. I Hope that you feel as much fun by developing the emulator than we playing supermodel's games !

PS : Text is coming from google traduction, i'm french ;)
User avatar
model4
 
Posts: 48
Joined: Mon Sep 26, 2011 12:07 am
Location: France

Re: The Official Supermodel Work-in-Progress Thread

Postby MrThunderwing » Fri Nov 23, 2012 1:44 pm

Bart wrote:I guess there are still a few odds and ends I've been wanting to tie up before releasing 0.3a. Originally, my intent was that 'alpha' versions would signify incompleteness in terms of core features. Beta versions were supposed to follow once all the essentials were in place: reasonable compatibility, joypad support, audio, and a GUI. Release quality non-beta builds would not need to be perfect, but would have better compatibility (namely with regards to the Step 2.x games) and a properly rewritten 3D engine. From there on out it would be a matter of refinements, tweaks, and extra features. I wanted 0.3a to be the final version before we go 'beta', signifying all core features are in place. In that respect, I suppose it really is about ready for a release.

But maybe this no longer makes any sense and we should re-think how we choose version numbers and how frequently we release. Does anyone have any suggestions?


Hey Bart & Nik,

I'm not sure what the position is on reporting graphical issues in the SVN builds, but if you're thinking of getting close to an official release for Supermodel v0.3 I thought I should perhaps just mention this: I haven't been keeping up-to-date with the latest SVNs since my trial version of Visual Studio expired, but I downloaded a version of rev 270 from emuCR and I've noticed an issue in Daytona USA 2 (both versions) that wasn't present in the the last SVN version I'd used (rev264). On the beginner course, on the final corner, you get this split second flash of blue. Screenshot provided below (I'm sure you recall, but this happened sometimes in some of the early WIP builds of Supermodel v0.2 I was play-testing for you. This is the first time I've seen it happen again since then though).
Attachments
Daytona blue screen.jpg
Daytona blue screen.jpg (141.65 KiB) Viewed 8341 times
User avatar
MrThunderwing
 
Posts: 702
Joined: Fri Sep 02, 2011 11:31 am
Location: Bristol, UK

Re: The Official Supermodel Work-in-Progress Thread

Postby LsrgcBath » Fri Nov 23, 2012 3:11 pm

I confirm what MrThunderwing said ...

you guys probably already know this glitch

In the last turn, when you drift, this glitch happen, especially when the car skids, this happens only in the beginner track

It's actually pretty fast, something like half a second, sometimes the car also vanishes, or parts of the car, the track disappears, only this blue background, also a slowdown that lasts until just before the finish line.

This glitch, almost always happened to me in all versions I tested, including official and svn versions, not big deal, it is very fast and doesnt bother too much.

might have something to do with the smoke effect on this track in particular?

because, when a CPU car skids randomly anywhere on the track, this glitch also happens
User avatar
LsrgcBath
 
Posts: 130
Joined: Sat Jan 21, 2012 2:43 pm
Location: Brazil - Sao Paulo

Re: The Official Supermodel Work-in-Progress Thread

Postby MDashK » Mon Dec 17, 2012 5:07 am

I can also confirm that this blue-screen bug happens in the svn r270.
Was not shure if it was my laptop or the emu itself, but for the looks of it it's from the emu itself.
Waiting patiently for the next SVN. Great job and thanks. =)
"The only thing necessary for lost data to prevail, is for good men to share nothing."
Alucard, Internet Bible 03:20:1997
User avatar
MDashK
 
Posts: 71
Joined: Wed Jun 13, 2012 10:50 am
Location: Portugal

PreviousNext

Return to The Catwalk

Who is online

Users browsing this forum: No registered users and 1 guest

cron