Ridge Racer 2
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04-23-2013, 05:53 PM
(This post was last modified: 04-23-2013 05:54 PM by isamu.)
Post: #16
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RE: Ridge Racer 2
(04-23-2013 09:22 AM)vnctdj Wrote:(04-22-2013 09:37 PM)isamu Wrote: Anyway I have a quick question sfageas....it appears you can now remap keyboard keys! AWESOME! However, I am wondering, when you set the emu to "xinput" mode, what are the default layout xbox 360 buttons? What corresponds with analog left and right? Can those be remapped as well? Please let me know. Yeah, I'm gonna be using Xpadder for all the digital button stuff, but for my wheel I'll be using my custom x360ce because it's analog and I can use to add tension and spring to it! Hall Lay Lew Ya!!! Keep up the good posts guys Maybe we should petition Namco to incorporate steering wheel force feedback into the game, now that it works in emulators |
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04-24-2013, 07:00 PM
Post: #17
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RE: Ridge Racer 2
OK question guys... From what I understand, Ridge Racers 2 allows you to play over a Wifi connection via AdHoc mode. This, I'm assuming also makes it possible to play over the internet via a wifi hot spot. Are there any plans to incorporate wifi/internet online play into ppsspp, so that wifi/adhoc enabled games such as this one can be played with other ppsspp players over the net? If so, have they stated any kind of ETA?
I would absolutely DROP DEAD from over-excitement if this was possible! Can you imagine sfageas, myself, Rishiraj, Razerback, vnctdj, and a host of other players all playing Ridge Racer 2 online in ppsspp? That would absolutely TUBULAR!!!!!!!!!!!!!! |
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04-24-2013, 07:09 PM
Post: #18
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RE: Ridge Racer 2
we must wait for wifi/adhoc support quite a bit,Henrik said it will be one of his last priorities as it needs too much work(if somebody else doesn't do it first).Agree it would be great experience but you will beat me by miles with that wheel
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04-24-2013, 07:31 PM
Post: #19
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RE: Ridge Racer 2
(04-24-2013 07:09 PM)sfageas Wrote: we must wait for wifi/adhoc support quite a bit,Henrik said it will be one of his last priorities as it needs too much work(if somebody else doesn't do it first).Agree it would be great experience but you will beat me by miles with that wheel Thanks for the reply and explanation man. Yeah I don't expect it to arrive anytime soon, but I know you talk to Henrik, so it's very exciting to know that Henrik will *eventually*, *someday* put it in ppsspp. That is going to rock! I will wait patiently |
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04-24-2013, 07:34 PM
Post: #20
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RE: Ridge Racer 2
take a look here http://forums.ppsspp.org/showthread.php?...ight=adhoc
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05-02-2013, 02:56 PM
Post: #21
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RE: Ridge Racer 2
Is it just me or the car lights and some car models became completely black after a revision?
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05-02-2013, 03:18 PM
(This post was last modified: 05-02-2013 03:23 PM by sfageas.)
Post: #22
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RE: Ridge Racer 2
car models without buffered rendering have missing textures like the windows & lights
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05-02-2013, 06:27 PM
(This post was last modified: 05-02-2013 06:28 PM by isamu.)
Post: #23
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RE: Ridge Racer 2
I was just going to bump this thread asking how progress is going with RR2. Oh well, let's hope they get these glitches fixed.
(05-02-2013 03:18 PM)sfageas Wrote: car models without buffered rendering have missing textures like the windows & lights What exactly does buffered rendering do, and why does it fix some of these graphical issues? |
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05-02-2013, 08:26 PM
(This post was last modified: 05-02-2013 08:28 PM by VIRGIN KLM.)
Post: #24
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RE: Ridge Racer 2
(05-02-2013 03:18 PM)sfageas Wrote: car models without buffered rendering have missing textures like the windows & lightsStill with buffered rendering it doesn't work, I tried every combination of settings before I'd post such thing. And it's not on all cars and all levels, a level that would render the car black on the next is ok and on one level that lights don't work on the next it does or in when you are passing a tunel it works only then until you exit it. |
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05-02-2013, 08:42 PM
(This post was last modified: 05-02-2013 09:11 PM by sfageas.)
Post: #25
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RE: Ridge Racer 2
yeap indeed brake lights only when you pass from tunnel
just forget about the lights in tunnel,its the same with psp i had a loooong time to play on my psp Texture scaling 5xbzr brings my poor duo 1.9 ghz to its knees 25-30 vps fullscreen but its looking awesome |
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05-02-2013, 10:41 PM
(This post was last modified: 05-02-2013 10:44 PM by VIRGIN KLM.)
Post: #26
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RE: Ridge Racer 2
(05-02-2013 08:42 PM)sfageas Wrote: yeap indeed brake lights only when you pass from tunnelMeh anything over 2x-3x on mobile is mostly a placebo, you will never notice the difference. On a 40inch 108op display though you can. Now I wonder what broke it, I remember it was working. Also those see through walls remind me of the bug on Gran Turismo 4 on PCSX2 that you can see lights over a solid object. |
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05-02-2013, 10:42 PM
Post: #27
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RE: Ridge Racer 2
(05-02-2013 08:42 PM)sfageas Wrote: yeap indeed brake lights only when you pass from tunnelwhat about seeing the cars and palm trees through the track and mountains problem? |
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05-02-2013, 11:07 PM
Post: #28
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RE: Ridge Racer 2
brake lights working as they should,still lights and cars are visible behind mountains etc
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05-03-2013, 12:48 AM
Post: #29
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RE: Ridge Racer 2 | |||
05-03-2013, 11:19 PM
(This post was last modified: 05-04-2013 12:40 AM by VIRGIN KLM.)
Post: #30
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RE: Ridge Racer 2
Is it just me or Replays are hilariously glitched/bugged?
Also here's the bug I said that with/without Buffered Rendering and Hardware Transform it doesn't get fixed, the car is totaly black with a gloss over (the gloss appears only with Buffered Rendering so it's a proof I have it on too) : |
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