We will soon witness the SSBM moment of Crash Team Racing. Ya'll make sure to establish a CTR consortium early on and standardize the level and character formats along with netplay protocol, so that folks can bring their own designs into online races. We can easily turn CTR into a powerhouse of online racing, an insanely fun and free decentralized kart racing game. I always believed that CTR was on the same level of complexity as melee, and I believe soon we can launch the slippi of CTR.
It would be really cool if we could get this ported onto the playstation classic similar to how super mario 64 did it. (Without the rendering issues it had emulating it).
@@glungusgongus A direct port rather than through emulation, Super Mario 64 has that with functioning 60fps etc. And if you're asking for explanation on the rendering issues, CTR has like half the triangles at a distance not rendering correctly, so it isn't a great experience on the mini.
ETA on proper custom tracks? The last one we saw with the wall glide seemed hardcoded still and didn't get any status on that I think. If I had a to wager a guess at this point you are probably close to a working PC port and prioritizing that since it will speed up iteration speed on everything. Also what is the plan after this in regards to the PS1 support? Are you going to break compatibility in order to upgrade the engine with more modern techniques? I'm guessing it's full of crazy dark memory optimization tricks that are simply unnecessary with our OP hardware, and it's probably a huge limitation to what we can do and how easily.
Not sure if this is a stupid question, but will a native PC port mean that the game will no longer have the RAM limitations of the original PS1 version?
holy fuck, I've wanted to see something like this since the day I learned about Mario64 for PC, is there a Discord where I can follow the progress? This is amazing work!
@darkaiser Say, is there anything I could do to help with this port? Like with models, animations and audio? Also, what engine are you using to this? In the video you seem to use Visual Studio at least
Good question. There is no extra "engine" actually, what we have is the original CTR code compiling natively to pc, but with PsyQ functions replaced by PsyCross open source wrapper library, which allows the game to run on pc. This is temporary though, we plan to make a new (very simple) engine that creates an optimal "classic" version, then possibly an Unreal Engine remake after that. We have models, animations, levels (226-229), audio, and music all figured out, the next priorities (on the code side) coming up are involving BSP and collisions programming. On the art side, we're waiting for the research team to finish their level editor tools, and there will be artist-friendly tutorials provided by the community when the level editor is ready for public use
@@nprocopi1231 See? It wasn't so hard to be non-hostile and follow my example on easing things. I use Unity though, for I doubt my pc is powerful enough to run UE. Do you also have pre-console music for this port?
You're still banned until you apologize for threatening to murder people. The community voted to ban you, and the community will have a vote to unban you, only if you apologize for death threats. We have a zero tolerance policy for violence, and the community also voted that they don't feel you were bullied by Niko (or me)
Yes there will be an online multiplayer after the decompile is complete. We've been trying to do online for ages, and the emulator made everything too difficult to be worthwhile, but if you'd like to see the early attempt, look up "OnlineCTR"
I don't know more than to be grateful about this. And i want to ask something, if you rewrite the code, by mods would you be able to? •Being able to modify the number of racers in a game, from 2-12 (new limit if possible) •Races with no power ups and/or no wumpa •The most important, being able to make your own tournaments with the tracks you want.
But to back up our word, we've actually already done Custom Cup on PS1 (albeit with limitations of the platform). There's a video of it on this channel.
Yo Darkaiser wanted to ask, After the CTR Decomp is Finished. will you guys try to decomp Crash 1/2/3 as well? since some people like them more then the Remaster from 2017 and would want to play it in widescreen 60fps just wanted to get some answers or questions from u guys! ^-^
Hey, just wondering. Idk if I'm weird, but whenever I spectating AI, just wondering if it is possible to make player character move like an AI? The way the AI sliding, they always facing certain direction, but the cart itself move like fix, how the camera... idk how to explain it, but I hope you understand what I meant 😂
Hey, you are not the first person to ask for this lol We have a mod already, check it out: cdn.discordapp.com/attachments/574619840061374464/1131447061397655562/ctr-u_FixedDriftCam.xdelta
@@Darkaiser Say, is there anything I could do to help with this port? Like with models, animations, audio and pre-console music? Also, what engine are you using to this? In the video you seem to use Visual Studio at least
I cannot express my gratitude enough, seriously ❤ Can i just ask if in the future it would come with a debug function? Similar to Jak And Daxter where you can move the camera and mess around with some settings. Thanks.
You can edit the variables in Visual Studio debugger to throw the camera around, give yourself weapons, etc. Even without gameplay working, you can still click gGT->drivers[0]->heldItemID and give weapons to an invisible driver you can't see
We're trying to remove the need for emulator, cause the emulator limits how big our mods can be, and most importantly online multilayer requires a PC port
This is an historic day for the CTR modding community. You guys are amazing.
Congratulations Team!
Absolutely legendary. Love, love, love what this team is doing.
We will soon witness the SSBM moment of Crash Team Racing. Ya'll make sure to establish a CTR consortium early on and standardize the level and character formats along with netplay protocol, so that folks can bring their own designs into online races. We can easily turn CTR into a powerhouse of online racing, an insanely fun and free decentralized kart racing game. I always believed that CTR was on the same level of complexity as melee, and I believe soon we can launch the slippi of CTR.
Man, that's crazy, keep working! Good luck!
It won't be the remake, it will be as god intended. Love it.
Cara, isso é incrível. Não vejo a hora de sair uma gameplay rodando nativamente no PC
This is AWESOME!!!!! Great job guys!
You guys are unbelievable. Hats off to you and your incredible work
So incredibly hyped for this, yall are doing gods work
You guys are freaking wizards!
Such a beautiful day, good job everyone
each day more closer to the modding madness
I'm floored. I had no idea this was going to happen so quickly.
This is just the beginning, in the next 20-30 years, we will see CTR NF Mod become great like this~
This has come so far and it's almost here!
Well done guys! Can't wait to see more!
Appreciate the hard work.
Amazing stuff!
Terrific work as always! Your dedication commendable, thank you for your hard work!
Nitro-Fueled for PC we never had❤
I cant wait till this project is completed i hope we also see a linux port as well
There certainly will be
Absolutely fantastic.
Big update tomorrow (jan 6 2024)
It would be really cool if we could get this ported onto the playstation classic similar to how super mario 64 did it. (Without the rendering issues it had emulating it).
Explain
@@glungusgongus A direct port rather than through emulation, Super Mario 64 has that with functioning 60fps etc. And if you're asking for explanation on the rendering issues, CTR has like half the triangles at a distance not rendering correctly, so it isn't a great experience on the mini.
@@infinitesynchron So you just want a ps classic port
@@glungusgongus that's exactly what I originally said...
this is gonna be so awesome when its actually ingame
LETS FUCKING GOOOOOO amazing work guys!!
I kneel
Keep up the great work.
Very nicely done
HYPE DEMAIS BIXO
Finally, its happening!
Big update tomorrow (jan 6 2024)
LETS FUCKING GOOOOOOOOO
ETA on proper custom tracks? The last one we saw with the wall glide seemed hardcoded still and didn't get any status on that I think. If I had a to wager a guess at this point you are probably close to a working PC port and prioritizing that since it will speed up iteration speed on everything. Also what is the plan after this in regards to the PS1 support? Are you going to break compatibility in order to upgrade the engine with more modern techniques? I'm guessing it's full of crazy dark memory optimization tricks that are simply unnecessary with our OP hardware, and it's probably a huge limitation to what we can do and how easily.
Encoding custom levels into Naughty Dog's format is very difficult, no ETA, we're still working on it though
Not sure if this is a stupid question, but will a native PC port mean that the game will no longer have the RAM limitations of the original PS1 version?
Correct!
Amazing work! Quick question, will original PS1 saves be compatible with the PC port?
Yes, and we'll also have a way to just save ghosts to a folder so you're not limited to 7 ghosts
and i think near all ps1 limitations will be permanently terminated. because pc have much more calculating power
Legendary
holy fuck, I've wanted to see something like this since the day I learned about Mario64 for PC, is there a Discord where I can follow the progress? This is amazing work!
Yup, it's the CTR-Tools server, but only if you like having surprises spoiled :p
@@nprocopi1231 ahaha it's a small price to pay, I'll probably join later
@darkaiser Say, is there anything I could do to help with this port? Like with models, animations and audio?
Also, what engine are you using to this? In the video you seem to use Visual Studio at least
Good question. There is no extra "engine" actually, what we have is the original CTR code compiling natively to pc, but with PsyQ functions replaced by PsyCross open source wrapper library, which allows the game to run on pc. This is temporary though, we plan to make a new (very simple) engine that creates an optimal "classic" version, then possibly an Unreal Engine remake after that. We have models, animations, levels (226-229), audio, and music all figured out, the next priorities (on the code side) coming up are involving BSP and collisions programming. On the art side, we're waiting for the research team to finish their level editor tools, and there will be artist-friendly tutorials provided by the community when the level editor is ready for public use
@@nprocopi1231 See? It wasn't so hard to be non-hostile and follow my example on easing things. I use Unity though, for I doubt my pc is powerful enough to run UE.
Do you also have pre-console music for this port?
You're still banned until you apologize for threatening to murder people. The community voted to ban you, and the community will have a vote to unban you, only if you apologize for death threats. We have a zero tolerance policy for violence, and the community also voted that they don't feel you were bullied by Niko (or me)
Wait, this means will be Online un original for all? I hope that comes true, also the podium animations
Yes there will be an online multiplayer after the decompile is complete. We've been trying to do online for ages, and the emulator made everything too difficult to be worthwhile, but if you'd like to see the early attempt, look up "OnlineCTR"
Let's go!!
Good Luck
^^
Legends!
This is hype
a ps2 port at 60 fps and 2x resolution textures would be cool.
That is indeed coming
HELL YEAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Yeah!
Beautiful!
Add custom character and track finally possible eith pc modding🔥
Big update tomorrow (jan 6 2024)
Is it possible to add new characters? Like just re-use the animations but with different models and voicelines?
When the PC port is done, yes
Hell yeah, I'd seriously love to hear NF voice lines compressed to hell
I hope it would be modable like a typical PC game
I don't know more than to be grateful about this.
And i want to ask something, if you rewrite the code, by mods would you be able to?
•Being able to modify the number of racers in a game, from 2-12 (new limit if possible)
•Races with no power ups and/or no wumpa
•The most important, being able to make your own tournaments with the tracks you want.
Theoretically speaking, all of those are possible.
But to back up our word, we've actually already done Custom Cup on PS1 (albeit with limitations of the platform). There's a video of it on this channel.
@@faradise3819 I trust you guys, what you're doing isn't easy and requires commitment.
You are the goats. 👍
@wilmerchacon5483 if you'd like to play custom cups, Darkaiser channel has a video of it already, with a download link
QUE HERMOSOOOOOOOOO!! llevo espero esto años y q alegria ver que cada vez estan mas cerca, como puedo yo ayudar si no se programacioón?
Share the video, that's all the help we need
ITS A BOOOOOOOOOOOOOYDICOOT
WOAH
Yo Darkaiser wanted to ask, After the CTR Decomp is Finished.
will you guys try to decomp Crash 1/2/3 as well? since some people like them more then the Remaster from 2017 and would want to play it in widescreen 60fps just wanted to get some answers or questions from u guys! ^-^
Depends on a lot. 60fps is definitely coming (again), but we have more ground to cover before it can be combined with other mods easily
very dank
very ballin
hell yeah
you better going to fix those textures & model animations extra slots characters mod please
Hypeeee :DDDD
OnlineCTR Will be possible for PS3???
It's possible, yes
Nice
PLEASE COOK MORE
Keep this a secret, our latest build actually finishes loading into something :)
Yes!
Let’s goooooooooooooooooo
HYPE
what will be the technical specifications of crash team racing?
It'll be very easy to run this game
What API is it running on, Open GL?
Edit: Nvm, it's in the description :D
:crash-dance:
so when we gonna get to play?
When it's done
Hey, just wondering. Idk if I'm weird, but whenever I spectating AI, just wondering if it is possible to make player character move like an AI? The way the AI sliding, they always facing certain direction, but the cart itself move like fix, how the camera... idk how to explain it, but I hope you understand what I meant 😂
Hey, you are not the first person to ask for this lol
We have a mod already, check it out: cdn.discordapp.com/attachments/574619840061374464/1131447061397655562/ctr-u_FixedDriftCam.xdelta
@@Darkaiser Say, is there anything I could do to help with this port? Like with models, animations, audio and pre-console music?
Also, what engine are you using to this? In the video you seem to use Visual Studio at least
WOW.
slay!!!
I cannot express my gratitude enough, seriously ❤ Can i just ask if in the future it would come with a debug function? Similar to Jak And Daxter where you can move the camera and mess around with some settings. Thanks.
You can edit the variables in Visual Studio debugger to throw the camera around, give yourself weapons, etc. Even without gameplay working, you can still click gGT->drivers[0]->heldItemID and give weapons to an invisible driver you can't see
Question: What are you trying to do? Because I'm curious because there is an easy to use emulator
We're trying to remove the need for emulator, cause the emulator limits how big our mods can be, and most importantly online multilayer requires a PC port
que linguagem de programação é essa?
The C language
👀👀
cual es el progreso actual del emulador?
Not an emulator.
@@faradise3819 sorry,port. ¿Cunato es el progreso actual?
47%
parabéns
Online included?
There will be online after the port is completed
thank you so much! @@nprocopi1231
:v !!!!
Let's go!!
Lets go!