Commit Graph
10 Commits
Author SHA1 Message Date
Hermes 681c3462c6 Rename: Tokyo Wangan Racing (was Fast & Furious: Tokyo Expressway)
- Title in README + GDD, UI/log prefixes FnF -> Wangan
- Rojo project name -> TokyoWanganRacing
- Fix undefined `H` in CarManager seat CFrame (selene error) -> Chassis.BODY_SIZE.Y
2026-07-30 20:03:52 -04:00
jesse 0fc0d0ae22 Map v3: Shuto Night Loop — Tokyo landmark circuit
CI / quality (push) Successful in 55s
The straight strip becomes a closed rounded-rect loop (~7,400 studs/lap)
built from centerline samples, Shuto-C1 style. Landmark zones:

- Daikoku Futo PA: drivable meet lot off the south straight (guardrail
  gap entrance), painted bays, flood-light towers, bilingual sign —
  cars now SPAWN at Daikoku like a proper meet
- Rainbow Bridge over the east straight: white suspension towers with
  beacons, cross beams, rainbow-colored rail lights
- Odaiba beyond the bridge: blocky Unicorn Gundam (glowing eyes, horn,
  pink psycho-frame strips) + 16-cabin neon ferris wheel
- Yamate-style tunnel enclosing the whole north straight
- Tokyo Tower replica (orange/white tiers, two lit decks, antenna) west
- Tatsumi PA overlook pad NE
- City-core skyline inside the loop + outer ring skipping landmark zones
- Bilingual green highway signs via SurfaceGui (JP + EN)

Gameplay contract preserved: SpawnPad/FinishLine/KillWall names intact,
kill walls hug every road edge except the Daikoku entrance.
2026-07-22 02:38:47 -04:00
jesse dae30fd22e RX-7 audio v2: turbo whistle + exhaust from the action-cam library
CI / quality (push) Successful in 1m4s
- Scanned b-action-cam-footage/clipchamp (99GB, 5 videos of the FD):
  extracted audio NAS-side via linuxserver/ffmpeg container (stream-copy),
  scanned 69min return drive per-second for engine tonality + whistle
  prominence (1.5-9kHz peak vs band median)
- New rev loop: 985-993s highway pull — 0.0Hz pitch drift over 8s,
  whistle ~1.7kHz at +33dB, exhaust + turbo captured together (seam 0.001)
- New whistle-only loop: same pull high-passed 1.2kHz — isolated spool
- SoundController: optional per-car Whistle layer that rides boost
  (throttle held at speed): fades in past 25% speed, pitch 0.9->1.35
- ROTARY_SOUND.md updated; three .ogg uploads needed in Studio now
2026-07-22 02:26:45 -04:00
jesse 1891f3f11d RX-7 rotary loops: extracted from the owner's real car footage
CI / quality (push) Successful in 49s
- Sourced from c-finished-videos/2026-07-10 sessions (the actual FD)
- Scanned 6 min of audio per-second for RMS/dominant-freq/spectral
  flatness; picked the most tonally-stable stretches (idle: 272-288s
  @ ~99Hz flatness<0.02; rev: 319.5-327s @ ~105Hz, louder)
- Zero-crossing trim + 150ms equal-power tail-to-head crossfade =
  seamless loops (seam jump 0.001 / 0.005); normalized to -3dBFS
- Shipped as assets/audio/rx7_idle_loop.ogg + rx7_rev_loop.ogg (236KB);
  wav masters mirrored to NAS 001-1993 Mazda RX-7/sound/
- ROTARY_SOUND.md updated: only Studio upload + 2 asset IDs remain
2026-07-22 01:59:29 -04:00
jesse b2cc917942 Sound: two-layer engine architecture + rotary pipeline for the RX-7
CI / quality (push) Successful in 43s
- SoundController rebuilt around idle+rev loop crossfading (real racing
  game approach): idle layer barely pitch-shifts (keeps engine character),
  rev layer carries the speed range; crossfade window 5%-45% of top speed
- Per-car CAR_SOUNDS table so the RX-7 gets real 13B rotary loops while
  other cars keep the generic set
- docs/ROTARY_SOUND.md: full record->loop->upload pipeline for capturing
  the owner's REAL RX-7 (extract audio from video, zero-crossing cut +
  equal-power crossfade seam, normalize, ogg, Studio upload, wire IDs)
- Toolbox rotary rips evaluated and rejected: unauditionabe off-platform,
  short/unloopable, murky rights; the real car beats any rip
2026-07-22 01:57:16 -04:00
jesse 2ae3bf8bdb M1/M2: engine + tyre audio, night-city ambience
CI / quality (push) Successful in 56s
SoundController (client):
- Looping engine sound on the car body: pitch 0.7->1.9 tracks speed
  (curved so low speed feels torquey), volume swells with throttle
- Tyre squeal loop faded by lateral slip (velocity along body RightVector)
  and hard braking from speed; always playing at 0 volume to avoid pops
- 3D sounds with rolloff so other players hear cars pass
- Asset IDs from safe sources (Roblox Resources engine loop,
  ProSoundEffects squeal); swap in SOUNDS table after audition

Ambience (server):
- Atmosphere (purple-grey haze, glare) so neon reads in the air
- BloomEffect for neon pop + subtle cool ColorCorrection
- Slow ClockTime ping-pong 22:00->03:00 over 10 min: always night,
  but the sky breathes
2026-07-22 01:52:30 -04:00
jesse e94bb8fcda M1/M2: chase camera + expressway map v2
CI / quality (push) Successful in 52s
CameraController (client):
- Scriptable chase cam only while in the DriveSeat; restores default on exit
- Frame-rate independent damped follow with look-ahead aim point
- Flat horizon (ignores car pitch/roll) so bumps don't shake the view
- Speed-based FOV kick (quadratic ramp) for sense of pace
- Cleans up on Died/despawn

MapBuilder v2:
- Highway extended 2400 -> 3200 studs with distinct feature zones
- Gantry arches (seg 2), enclosed neon-lit tunnel (seg 3), jump ramp +
  landing pair on the right lane (seg 4, left lane stays flat)
- Procedural neon skyline towers flanking both sides (deterministic seed,
  same city every server)
- End kill-wall so you can't sail off the far edge
2026-07-22 01:09:44 -04:00
jesse b3a1044df6 M1: constraint chassis (springs, servo steering, motor wheels)
CI / quality (push) Successful in 54s
- New shared Chassis.luau: geometry constants + per-car tuning from stats
- CarManager.buildCarModel rebuilt: prismatic+spring suspension per corner,
  servo-hinge steering on front knuckles, motor-hinge driven wheels,
  hidden dense ballast for anti-roll; VehicleSeat kept as input device only
- New client ChassisController: drives motors/servos from seat
  ThrottleFloat/SteerFloat per Heartbeat; speed-sensitive steering lock;
  engine braking on throttle release
- Driver gets network ownership of every unanchored part (constraint
  assemblies are separate; missing one causes stuttery physics)
- Docs: MESH_SWAP.md rewritten for shell-on-chassis workflow; ROADMAP updated
2026-07-22 00:20:59 -04:00
jesse 07a67204ca Scope cut: drive-only MVP (remove racing + economy)
CI / quality (push) Successful in 1m1s
Per user direction, the MVP is now simply driving cars on the expressway.
- Removed RaceManager and Economy modules entirely
- Slimmed Remotes to DataUpdated / SpawnCar / EquipCar
- ProfileTemplate now just remembers the last driven car (v2)
- Cars: dropped price/rep/upgrade fields; kept identity + driving stats
- CarManager: stat-based tuning only; RX-7 allowlist via GameConfig.canDrive
- DataManager: assign default car on join; downgrade RX-7 if de-allowlisted
- Client: replaced garage/economy UI with a simple car picker + respawn
- Docs: GDD/ROADMAP/README rewritten for drive-only; added docs/MESH_SWAP.md
- Gates: stylua clean, selene 0/0, rojo builds
2026-07-22 00:11:11 -04:00
jesse 9a2f2d4dc9 Initial MVP: drivable RX-7 vertical slice + server-authoritative systems
CI / quality (push) Failing after 5m53s
- Rojo + Wally project; ProfileStore (loleris) for safe saves
- Shared: GameConfig, Cars (RX-7 free starter), ProfileTemplate, Remotes
- Server: DataManager, Economy, CarManager, RaceManager, MapBuilder, AntiCheat
- Client: neon HUD + Garage/Dealership UI (buy/equip/upgrade), race/daily
- Procedural Tokyo expressway (spawn pad, finish line, neon pylons, kill walls)
- CI workflow (Gitea/GitHub), Makefile, selene+stylua clean, rojo builds
- Docs: README, GDD, realistic solo ROADMAP
2026-07-21 23:30:53 -04:00