rec.autos.simulators

Analogies, trains and FIRST-Racing...

Steve Smit

Analogies, trains and FIRST-Racing...

by Steve Smit » Tue, 22 Mar 2005 09:50:11

If the mods make the game wildly popular then the devs will have a lot less
trouble finding fin backers that if they had put out a game that can't be
modded, or, worse, nobody *wants* to mod.  Like Postal, which sold less than
GPL its first time out.  Somehow, I don't think Kaemmer, with the squillions
he got from selling out to Sierra, and Henry, a trader who rides herd on a
$2 billion fund and who paid $700 million for the Red Sox, are going to have
to go to the vulture capitalists.

You're the one who doesn't seem to get it, Malc.  Mods are not only not the
Anti-Christ, but are instead so good for business that they have been
embraced by the rest of the PC games community as a source of fresh ***,
new ideas, reams of fawning p.r., near-infinite good will, and future
loyalties.  Otherwise, why would Atari be willing to spend ONE MILLION
DOLLARS to encourage them?  Mods are one of the few reasons left to get into
PC games, as opposed to consoles, where the h/w and s/w are as rigid as a
control-freak like Herr Ing. hcF Kaemmer likes.  I'd go so far as to say
that if it wasn't for mods, PC games would be in even more dire straits than
they already are.

What planet or century are you from exactly?  Mod-friendliness isn't
"little."  At one point, there were 30,000 players on several thousand
servers every night playing Counter-Strike, far outstripping the success of
the original game.  Ghost Recon, a far better FPS, wasn't mod friendly (you
could make maps, uniforms and guns and that was about it), and it dribbled
away like Duke Nukem.  Ghost Recon 2 for the PC, in the works since 2002
(the year after GR was released), was recently canceled for lack of
interest.  All that remains are the console titles.  That's where a lack of
mod-friendliness will get you.

--Tom Clancy


Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n

> > ot...v.v.

> You really have no idea what I'm on about do you? If the modder put the
dev
> in the position where they struggle to find financial backing, no more
sims
> from that dev, simple.

> So if the modders 'lose' and can't make mods we get sims & have to hope
they
> are what we want. If the modders 'win' this round the devs just move on
(eg
> to console games) & the communuty dies. Either way if the devs don't want
> mods, there will be no mods.
> If you bite the hand that feeds you, next time you might not get fed.

> If the devs don't mind mods being made (or if they encourage them) then it
> doesn't matter either way. If you bite the hand that feeds you and it
> doesn't mind being bitten, it doesn't matter whether you bite it or not.
(I
> feel this is stretching the analogy somewhat, but it's still a damned
sight
> closer than some in this thread)

> The flip side of this is that if the dev who doesn't want mods doesn't
make
> a popular sim he'll be in a less robust position, so what I'm saying is
that
> you (personally you Steve) need to be attempting to influence what sport
the
> sim actually simulates rather than worrying about the little stuff like
how
> mod-friendly the sim is.

> Malc.





> > > > Tell that to Epic Games and Atari, the sponsors of the "Make
Something
> > > > Unreal" contest, which put up a million dollars to encourage
modders.
> > > They
> > > > prolly know better than either of us what the modding community is
> worth
> > > to
> > > > their bottom line.  You might even say they're feeding the hand that
> > bites
> > > > them (from FIRST's perspective).

> > > If you bite the hand that feeds you, you are going against their
wishes
> > you
> > > fool.

> > > Malc.



> > > > > > > Give FIRST a chance to actually produce something that you
might
> > > like
> > > > > > > straight out of the box before complaining that you can't
alter
> it
> > > to
> > > > > suit
> > > > > > > your needs.

Steve Smit

Analogies, trains and FIRST-Racing...

by Steve Smit » Tue, 22 Mar 2005 09:53:12

She was wearing a housecoat and slippers.  I vividly remember what she said
to me (and won't repeat it here) but I don't remember if she had curlers in
her hair, and I vehemently disremember her name.



>  but 20 years
> > ago, Papy's licensing manager threw me out of her office for suggesting
> > such a radical idea.

> Was her name Anne-Marie?

> Mitch
> --
> Remove "nospam." to reply.
> SuSE 9.2 Pro KDE 3.3.2a

Malc

Analogies, trains and FIRST-Racing...

by Malc » Tue, 22 Mar 2005 12:06:23


We're talking about racing sims here, it's a specialist market. If you are a
dev & you want something that will be 'wildly popular' you make a good
arcade racer, not a sim.

Not only is it a specialist market, within that market there are a great
deal of different racing series, even if you generalise & use terms like
'single seaters', or 'rallying' or 'touring cars'. You obviously realise
that it's possible to make more than one type of racing sim from the same
base game engine, that's what the aftermarket mods do after all. The market
isn't big enough to support a specialist sim in an already specialist
market, and for EA it's solution is to make sims that out of the box appeal
to as wide an audience as possible (ie F1 mostly) but that can be modded so
people like me (who aren't interested in racing modern F1) might also buy
it. I'm not saying that doesn't work, nor am I saying it's a bad choice.
It's just a choice. And FIRST have made a different choice, which is
(hopefully) to focus on multiplayer.

Once again you plough in & miss the point Steve. I'm not against mods & I
understand & have written in this very thread about the benefits of modding.
What I am saying is that if the sim is what you want out of the box the fact
that it can't (or mustn't) be modded isn't a big deal. If the original game
/was/ Counter-Strike do you think it would have been as popular? Of course
it would because that was what people wanted to play, plus the gamers would
have paid for the original game (if they liked that too) /and/ CS. The only
people that benefit from CS being 'free' are the people who would only have
bought one CD anyway, so they are not a factor for the devs.

imo good online multiplayer requires a game or sim to be hard to mod so that
cheating is also hard. Picture a sliding scale with 'good online racing' at
one end, and 'adjustable physics' at the other. FIRST seem to have set their
priority towards the online end, EA is probably somewhere in the middle.

If your big selling point is the online code then it's mod-friendliness has
to take a back seat, and vice versa. Life is full of compromise and this
just looks like a way for FIRST to differentiate themselves from EA so they
aren't competing head-on. If FIRST compete directly with EA then the one
with more money wins (ie probably not FIRST) so FIRST aren't particularly
losing sales, but they will hopefully fill a gap in the market that
currently only lfs fills imo.

Tom Clancy writes plausable fiction Steve, you don't.

Malc.

Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n

- Show quoted text -

> > > ot...v.v.

> > You really have no idea what I'm on about do you?


> > > > > > > > Give FIRST a chance to actually produce something that you
> might
> > > > like
> > > > > > > > straight out of the box before complaining that you can't
> alter
> > it
> > > > to
> > > > > > suit
> > > > > > > > your needs.

JP

Analogies, trains and FIRST-Racing...

by JP » Wed, 23 Mar 2005 00:49:36




> > If the mods make the game wildly popular then the devs will have a lot
> less
> > trouble finding fin backers that if they had put out a game that can't
be
> > modded, or, worse, nobody *wants* to mod.  Like Postal, which sold less
> than
> > GPL its first time out.  Somehow, I don't think Kaemmer, with the
> squillions
> > he got from selling out to Sierra, and Henry, a trader who rides herd on
a
> > $2 billion fund and who paid $700 million for the Red Sox, are going to
> have
> > to go to the vulture capitalists.

> We're talking about racing sims here, it's a specialist market. If you are
a
> dev & you want something that will be 'wildly popular' you make a good
> arcade racer, not a sim.

> Not only is it a specialist market, within that market there are a great
> deal of different racing series, even if you generalise & use terms like
> 'single seaters', or 'rallying' or 'touring cars'. You obviously realise
> that it's possible to make more than one type of racing sim from the same
> base game engine, that's what the aftermarket mods do after all. The
market
> isn't big enough to support a specialist sim in an already specialist
> market, and for EA it's solution is to make sims that out of the box
appeal
> to as wide an audience as possible (ie F1 mostly) but that can be modded
so
> people like me (who aren't interested in racing modern F1) might also buy
> it. I'm not saying that doesn't work, nor am I saying it's a bad choice.
> It's just a choice. And FIRST have made a different choice, which is
> (hopefully) to focus on multiplayer.

> > You're the one who doesn't seem to get it, Malc.  Mods are not only not
> the
> > Anti-Christ, but are instead so good for business that they have been
> > embraced by the rest of the PC games community as a source of fresh
***,
> > new ideas, reams of fawning p.r., near-infinite good will, and future
> > loyalties.  Otherwise, why would Atari be willing to spend ONE MILLION
> > DOLLARS to encourage them?  Mods are one of the few reasons left to get
> into
> > PC games, as opposed to consoles, where the h/w and s/w are as rigid as
a
> > control-freak like Herr Ing. hcF Kaemmer likes.  I'd go so far as to say
> > that if it wasn't for mods, PC games would be in even more dire straits
> than
> > they already are.

> > What planet or century are you from exactly?  Mod-friendliness isn't
> > "little."  At one point, there were 30,000 players on several thousand
> > servers every night playing Counter-Strike, far outstripping the success
> of
> > the original game.  Ghost Recon, a far better FPS, wasn't mod friendly
> (you
> > could make maps, uniforms and guns and that was about it), and it
dribbled
> > away like Duke Nukem.  Ghost Recon 2 for the PC, in the works since 2002
> > (the year after GR was released), was recently canceled for lack of
> > interest.  All that remains are the console titles.  That's where a lack
> of
> > mod-friendliness will get you.

> Once again you plough in & miss the point Steve. I'm not against mods & I
> understand & have written in this very thread about the benefits of
modding.
> What I am saying is that if the sim is what you want out of the box the
fact
> that it can't (or mustn't) be modded isn't a big deal. If the original
game
> /was/ Counter-Strike do you think it would have been as popular? Of course
> it would because that was what people wanted to play, plus the gamers
would
> have paid for the original game (if they liked that too) /and/ CS. The
only
> people that benefit from CS being 'free' are the people who would only
have
> bought one CD anyway, so they are not a factor for the devs.

> imo good online multiplayer requires a game or sim to be hard to mod so
that
> cheating is also hard. Picture a sliding scale with 'good online racing'
at
> one end, and 'adjustable physics' at the other. FIRST seem to have set
their
> priority towards the online end, EA is probably somewhere in the middle.

> If your big selling point is the online code then it's mod-friendliness
has
> to take a back seat, and vice versa. Life is full of compromise and this
> just looks like a way for FIRST to differentiate themselves from EA so
they
> aren't competing head-on. If FIRST compete directly with EA then the one
> with more money wins (ie probably not FIRST) so FIRST aren't particularly
> losing sales, but they will hopefully fill a gap in the market that
> currently only lfs fills imo.

> > --Tom Clancy

> Tom Clancy writes plausable fiction Steve, you don't.

> Malc.






Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n

- Show quoted text -

> > > > ot...v.v.

> > > You really have no idea what I'm on about do you?



> > > > > > > > > Give FIRST a chance to actually produce something that you
> > might
> > > > > like
> > > > > > > > > straight out of the box before complaining that you can't
> > alter
> > > it
> > > > > to
> > > > > > > suit
> > > > > > > > > your needs.

   Gee Malc, maybe you and Steve need to take some of your own
advice..........here, let me refresh your memory........

"By & large RAS is one of the most friendly newsgroups I've seen, and I'd
like to help it stay that way. You will get a better response if you
think about your posts a bit more before clicking 'submit'. Maybe it
would help if you compare a newsgroup to a school playground. Act like a
fool & people will ignore you or call you a fool, be helpful & friendly
and people will be friendly & helpful back to you. It's really not all
that hard if you think about it ;-) "

Bill Bollinge

Analogies, trains and FIRST-Racing...

by Bill Bollinge » Wed, 23 Mar 2005 09:01:40

Agree 100% Steve!

Bill Bollinger
www.gsxn.com


> I'm not objecting to what F1RST might or might not produce; I'm objecting
> to
> their prior restraint of what others have produced.  The rights you seem
> so
> eager to protect here are not being violated.  There is no commercial
> intent.  F1RST would have to prove that TR's mod (or BR's or C'One's or
> anybody's) are hurting the sales of that which they undeniably own the
> rights to, namely, NASCAR Racing 2003.  But...N2003 isn't being sold (at
> least not by F1RST), so they would have to prove that these mods would
> hurt
> *future* sales of some as-yet-undefined F1RST product, which obviously
> can't--or won't--be done.

> I smell a rat when F1RST jumps in to not only protect their rights, but
> when
> they also force TR to remove references to Sauber/Mercedes, Jaguar, Mazda
> and Toyota.  Is F1RST the agent, assign, counsel, heir, or party to any of
> these manufacturers?  No, they are, IMO, just throwing their weight around
> to show they "mean business."

> I know all about property rights.  I introduced a property called the
> Swiss
> Army Watch here in the U.S.  I was contacted by the bullies, thugs, and
> goons of Forschner, who distibuted the Swiss Army Knife in this country.
> They told me, among other things, that I could not sell a watch with a red
> dial (!) and that I could not claim that the watch was made in Switzerland
> (which it was, in the hamlet of Porrentruy).  This kind of intimidation is
> standard in this business.  I forced them to change their name to Swiss
> Army
> *Brands* (their product had never been endorsed by the Swiss Army), but
> they
> forced me out of business because I could not afford to defend my little
> company against the onslaught of their mighty legal brigade.  After I quit
> the field, they gobbled up my idea and profited from it to the tune of
> several million dollars a year.  And still do.

> If this mod dispute landed in court, F1RST would win in a walk, but not on
> the merits of the case, but because Kaemmer's financial muscle (the owner
> of
> the Red Sox) would crush the individual modders who ply their trade for
> the
> love of the game.  Too bad Mr. Kaemmer doesn't realize that the very
> people
> he is stomping on here are the core of his future audience...that is, if
> he
> ever gets a product out the door that these people might actually
> otherwise
> want.






>> > > Well I guess congratulations are in order Steve, you managed to find
> an
>> > > analogy even worse than Tonys.

>> > Thanks Malc :)

>> > Kaemmer started all the train analogy stuff you know. I just did *too*
>> good
>> > a job in my efforts to show it was all nonsense!

>> I take it all back, Steve found an analogy even worse than DK's then.

>> Steve, This thread was started to offer an explanation of the thought
>> process behind sim designers allowing people to create what is
>> essentially
> a
>> second complete sim that can double the value of their original sim -
>> this
>> has the benefit of making the sim potentially appeal to a wider audience
> but
>> the downside that the need to buy new sims may be reduced.

>> It should be pretty clear to most that the intellectual rights belong to
> the
>> original design team & there is a gentlemen's agreement that it's broadly
>> okay to mod a sim even though usually the EULA will specifically prohibit
>> it. If the designer chooses not to look the other way the community can't
>> really do anything other than accept that.

>> If it ended up in court the designer would win every time, so I don't
> really
>> see how case law has anything to do with this situation. If the situation
>> reaches the point where case law history is required the modders have
>> already lost, and nobody likes a poor loser. Just accept and respect
> FIRST's
>> decision & aim to influence the genres they simulate rather than getting
>> hung up on the modding. There are plenty of other sims to mod.

>> Give FIRST a chance to actually produce something that you might like
>> straight out of the box before complaining that you can't alter it to
>> suit
>> your needs.

>> Malc.

Bill Bollinge

Analogies, trains and FIRST-Racing...

by Bill Bollinge » Wed, 23 Mar 2005 09:09:13

When I met the Papy PR people they were in no way impressive AT ALL.  No
wonder these people couldn't think outside of the box.

I met the PR people at the NROS Finals in Daytona.

Bill Bollinger


> Agreed.  Corporate greed and myopia go hand in hand.  A friend of mine
> makes
> die-cast model cars.  He wanted to make a 1:18 of the Lotus-Ford that ran
> at
> Indy.  He reasoned that since Ford had spent millions of dollars 40 years
> ago for the p.r. (to influence peep's perception of Ford as a
> performance-minded company), they'd be happy to have a reminder of their
> glory days.  But no, they gave him the run-around and finally told him it
> would cost him $50,000 to put the Ford "bug" (logo) on the model.  My
> friend
> pointed out that the development cost of the model was around $100,000 and
> he'd be lucky to sell a thousand of them (unlike 1:43 models, 1:18s don't
> exactly fly off the shelves) to break even.  He put the model on the
> market
> without the Ford logo, thus diluting the impact of the millions that Ford
> had already spent and gaining no additional impact.  What would the $50K
> have done to their bottom line?  That's probably less than they would have
> made selling a couple of extra Expeditions.

> OTOH, I told Kaemmer years ago that instead of going to corporations, hat
> in
> hand, and begging for their permission to use their products in games,
> that
> he should go to them like a movie company and ask for money for "product
> placement."  Ford will pay movie producers up to $100,000 per vehicle to
> get
> a Ford Expedition, say, in a film (even if it's irrelevant to the plot).
> What exposure do they get out of this?  Usually no more than one
> "impression" (viewing) per customer.  I used to work as a marketing
> consultant.  Marketeers pay per impression.  Now take, say, Firestone.  If
> one of their billboards appears trackside in, say, NASCAR Racing, they
> reap
> the benefit of THOUSANDS of impressions per viewer over the life of the
> game.  In any marketing research, this would be worth thousands to
> Firestone, and they should be willing to pay the developer multiple
> thousands of dollars for such free advertising.  Nowadays, of course, this
> is becoming the norm (and will only get more instrusive), but 20 years
> ago,
> Papy's licensing manager threw me out of her office for suggesting such a
> radical idea.




>> > If this mod dispute landed in court, F1RST would win in a walk, but not
> on
>> > the merits of the case, but because Kaemmer's financial muscle (the
> owner
>> > of the Red Sox) would crush the individual modders who ply their trade
> for
>> > the love of the game.  Too bad Mr. Kaemmer doesn't realize that the
>> > very
>> > people he is stomping on here are the core of his future
>> > audience...that
>> > is, if he ever gets a product out the door that these people might
>> > actually otherwise want.

>> I agree. In reality the niche group who mod and play mods probably isn't
>> going to make a difference to John Henry's bottom line so embracing the
>> modders or eliminating them "just in case" doesn't really matter.

>> However, it doesn't feel like the developers playing nicely with their
>> greatest fans does it nor come across particularly well in demonstrating
>> Henry as an "avid participant in the auto racing simulation community"?

>> It seems a bit like a car manufacturer going after one of its enthusiast
>> owners clubs members for modifying their engines, a tiny percentage of
>> customers but hardly good PR.

>> Quite how the developer run "Federation of International Racing and
>> Sanctioning Trust" will work remains to be seen.

Bill Bollinge

Analogies, trains and FIRST-Racing...

by Bill Bollinge » Wed, 23 Mar 2005 09:12:58

Half-Life-2 and the mod-friendly Valve group now surpasses over 100,000
users 24/7.

Bill Bollinger
www.gsxn.com


> If the mods make the game wildly popular then the devs will have a lot
> less
> trouble finding fin backers that if they had put out a game that can't be
> modded, or, worse, nobody *wants* to mod.  Like Postal, which sold less
> than
> GPL its first time out.  Somehow, I don't think Kaemmer, with the
> squillions
> he got from selling out to Sierra, and Henry, a trader who rides herd on a
> $2 billion fund and who paid $700 million for the Red Sox, are going to
> have
> to go to the vulture capitalists.

> You're the one who doesn't seem to get it, Malc.  Mods are not only not
> the
> Anti-Christ, but are instead so good for business that they have been
> embraced by the rest of the PC games community as a source of fresh ***,
> new ideas, reams of fawning p.r., near-infinite good will, and future
> loyalties.  Otherwise, why would Atari be willing to spend ONE MILLION
> DOLLARS to encourage them?  Mods are one of the few reasons left to get
> into
> PC games, as opposed to consoles, where the h/w and s/w are as rigid as a
> control-freak like Herr Ing. hcF Kaemmer likes.  I'd go so far as to say
> that if it wasn't for mods, PC games would be in even more dire straits
> than
> they already are.

> What planet or century are you from exactly?  Mod-friendliness isn't
> "little."  At one point, there were 30,000 players on several thousand
> servers every night playing Counter-Strike, far outstripping the success
> of
> the original game.  Ghost Recon, a far better FPS, wasn't mod friendly
> (you
> could make maps, uniforms and guns and that was about it), and it dribbled
> away like Duke Nukem.  Ghost Recon 2 for the PC, in the works since 2002
> (the year after GR was released), was recently canceled for lack of
> interest.  All that remains are the console titles.  That's where a lack
> of
> mod-friendliness will get you.

> --Tom Clancy





> Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n
>> > ot...v.v.

>> You really have no idea what I'm on about do you? If the modder put the
> dev
>> in the position where they struggle to find financial backing, no more
> sims
>> from that dev, simple.

>> So if the modders 'lose' and can't make mods we get sims & have to hope
> they
>> are what we want. If the modders 'win' this round the devs just move on
> (eg
>> to console games) & the communuty dies. Either way if the devs don't want
>> mods, there will be no mods.
>> If you bite the hand that feeds you, next time you might not get fed.

>> If the devs don't mind mods being made (or if they encourage them) then
>> it
>> doesn't matter either way. If you bite the hand that feeds you and it
>> doesn't mind being bitten, it doesn't matter whether you bite it or not.
> (I
>> feel this is stretching the analogy somewhat, but it's still a damned
> sight
>> closer than some in this thread)

>> The flip side of this is that if the dev who doesn't want mods doesn't
> make
>> a popular sim he'll be in a less robust position, so what I'm saying is
> that
>> you (personally you Steve) need to be attempting to influence what sport
> the
>> sim actually simulates rather than worrying about the little stuff like
> how
>> mod-friendly the sim is.

>> Malc.





>> > > > Tell that to Epic Games and Atari, the sponsors of the "Make
> Something
>> > > > Unreal" contest, which put up a million dollars to encourage
> modders.
>> > > They
>> > > > prolly know better than either of us what the modding community is
>> worth
>> > > to
>> > > > their bottom line.  You might even say they're feeding the hand
>> > > > that
>> > bites
>> > > > them (from FIRST's perspective).

>> > > If you bite the hand that feeds you, you are going against their
> wishes
>> > you
>> > > fool.

>> > > Malc.



>> > > > > > > Give FIRST a chance to actually produce something that you
> might
>> > > like
>> > > > > > > straight out of the box before complaining that you can't
> alter
>> it
>> > > to
>> > > > > suit
>> > > > > > > your needs.

Byron Forbe

Analogies, trains and FIRST-Racing...

by Byron Forbe » Thu, 24 Mar 2005 02:21:13


    Complete crap. If FIRST are threatened by GTP then they are in trouble
alright because what they'd be offering would be no more than a mod as well!

    As for biting hands that feed you, you have that exactly the wrong way
around.

Byron Forbe

Analogies, trains and FIRST-Racing...

by Byron Forbe » Thu, 24 Mar 2005 02:10:38


    Simple solution - none of the bastards get a penny! As has been said,
sometimes it is free good advertising, sometimes not - just as in the money
outlayed by manufacturers in the actual sport of motor racing - they should
get nothing!

    The only say they should get is if they are portrayed in a bad light or
unrealistically represented then they could force a company to cease selling
such a product.

Byron Forbe

Analogies, trains and FIRST-Racing...

by Byron Forbe » Thu, 24 Mar 2005 02:38:31




> Must...re-read...sentence...sez...FEED...the...hand...that...BITES...you...n
>> ot...v.v.

> You really have no idea what I'm on about do you? If the modder put the
> dev
> in the position where they struggle to find financial backing, no more
> sims
> from that dev, simple.

> So if the modders 'lose' and can't make mods we get sims & have to hope
> they
> are what we want. If the modders 'win' this round the devs just move on
> (eg
> to console games) & the communuty dies. Either way if the devs don't want
> mods, there will be no mods.
> If you bite the hand that feeds you, next time you might not get fed.

    LOL. You are in serious danger of becoming negligible - utter dribble.
Now get a tissue and clean that up!

    Let me try to paint a picture of how ridiculous this whole thing is.

    In this corner we have DK - highly paid and needing to pay for the
rights for this and that and he is jealous of a bunch of blokes in the other
corner who are paid zero but need not pay for rights consequently.

    If you can't see how pathetic that is then you're blind.

    What DK ought to be worried about is what FIRST will need to do if
SimBin actually get around to puting the finishing touches on GTR because if
that happens then the least of his worries will be the GTP mod let me tell
you!

Byron Forbe

Analogies, trains and FIRST-Racing...

by Byron Forbe » Thu, 24 Mar 2005 01:28:47


    Which raises the issue - were Jaguar, Chrysler, Ford and Chevrolet paid
for the PWF mod? What about the TPTCC mod? And the trucks? Aerowars?

    Cooky stuff!

    Like you said, it's just muscle flexing for the sake of muscle flexing
as far as this car rights and exe hacking ***goes.

Byron Forbe

Analogies, trains and FIRST-Racing...

by Byron Forbe » Thu, 24 Mar 2005 03:00:44


    So what about TPTCC, PWF, trucks, Aerowars,
Ferrari,..........................................?

    Why just GTP?

    I suppose FIRST should be really worried if I release an IRL mod based
on Indianapolis 500 - The Simulation? No doubt everyone would ignore the
fact that it was hopelessly outdated physics wise and just luuuuuuuuuuuve
those IRL skins?????

    All that has happened here is that when Redline released GTP initially
no CD was required to install GTP or even play it online via the new VROC -
that's what got FIRST's attention. No doubt FIRST decided to go the whole
hog whilst they were at it. I wouldn't be surprised if DK wishes he could
take the rest of what he said back because it's hopelessly petty.

    M***to the story - when doing a mod don't make it so that people
without legit copies of the original game can use it. This might even be the
reason DK threw the other stuff at them as well - maybe he was pissed about
the way they did this?

Byron Forbe

Analogies, trains and FIRST-Racing...

by Byron Forbe » Thu, 24 Mar 2005 01:10:20


    Well, we could talk legalities 'til we're blue in the face but who
cares. So the exe is hacked a little effectively creating a new mod that has
all the weaknesses (Nascar setups, front tyre temp discrepancy, etc) as all
the other mods and a little night driving - big deal.

    Another question - why didn't the Ferrari mod get all this attention? I
think the creation of VROC for the GTP mod and the fact that no NR2003 disc
was required for the initial release is what created all the fuss. The car
and exe issues are a load of utter shit imo.

Goy Larse

Analogies, trains and FIRST-Racing...

by Goy Larse » Fri, 25 Mar 2005 19:48:36

This whole mess just took a very serious turn I guess...

http://www.first-racing.net/index.php?/First-Racing/legal/

Beers and cheers
(uncle) Goy
"goyl at nettx dot no"

http://www.theuspits.com

"A man is only as old as the woman he feels........"
--Groucho Marx--

Goy Larse

Analogies, trains and FIRST-Racing...

by Goy Larse » Fri, 25 Mar 2005 19:49:55



> This whole mess just took a very serious turn I guess...

> http://www.first-racing.net/index.php?/First-Racing/legal/

Forgot this...

http://www.first-racing.net/index.php?/First-Racing/comments/for_imme...

Beers and cheers
(uncle) Goy
"goyl at nettx dot no"

http://www.theuspits.com

"A man is only as old as the woman he feels........"
--Groucho Marx--


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