rec.autos.simulators

GPL: Internet play question.

Maxwell Fami

GPL: Internet play question.

by Maxwell Fami » Thu, 03 Sep 1998 04:00:00

Now I havn't played any online racing games, so excuse my ignorance
here :).
But I was wondering, since most of the internet play will be in
America, and some in Australia, what will happen about pings? I mean
playing Quake my ping to Aus is about 5-600ms, to the US it's about
800ms. Thats nearly a full second of delay. Now what is there to
stop me coming over a crest at the ring, seeing a crashed car right in
front of me, then lag hits and I go smack into it. Is there a system
where like the only information the computer sends to you is the
position of the other racers? So Im not bogged down with things like
position,names,helmet colour, how compressed there left rear shock is
etc...
My main point is if this game will be playable with a 500 ping?
Ta
Juju

David G Fishe

GPL: Internet play question.

by David G Fishe » Thu, 03 Sep 1998 04:00:00

You just missed a whole, long, thread on this subject.  :-)  Anyway, I've
raced hundreds of races with  people all over the world on a 33.6 modem with
pings 500 and up to a thousand with the newer racing games like CPR (almost
a year old now and not as good online as the following), MTM2 and now MCM
and the races are still very good. From everything I've heard about GPL's
online performance, it will be just as good. Of course, there will be
warping and you could easily lose a race due to it, but as long as it's not
a tournament race where results are final, it should be usable (with some
headaches) at those high pings. I think some people who are down on the
abilities of internet racing haven't tried some of the newer releases and
seen the quality. They may be surprised.

Thank the beta tesers of GPL if you end up liking the results. Apparently
Papy wasn't too concerned in the online feature and the beta testers ended
up pushing hard for improvements.

Dave
DmndDave


>Now I havn't played any online racing games, so excuse my ignorance
>here :).

Maxwell Fami

GPL: Internet play question.

by Maxwell Fami » Thu, 03 Sep 1998 04:00:00

On Wed, 2 Sep 1998 03:39:32 -0400, "David G Fisher"


>You just missed a whole, long, thread on this subject.  :-)  Anyway, I've
>raced hundreds of races with  people all over the world on a 33.6 modem with
>pings 500 and up to a thousand with the newer racing games like CPR (almost
>a year old now and not as good online as the following), MTM2 and now MCM
>and the races are still very good. From everything I've heard about GPL's
>online performance, it will be just as good. Of course, there will be
>warping and you could easily lose a race due to it, but as long as it's not
>a tournament race where results are final, it should be usable (with some
>headaches) at those high pings. I think some people who are down on the
>abilities of internet racing haven't tried some of the newer releases and
>seen the quality. They may be surprised.

>Thank the beta tesers of GPL if you end up liking the results. Apparently
>Papy wasn't too concerned in the online feature and the beta testers ended
>up pushing hard for improvements.

>Dave
>DmndDave


>>Now I havn't played any online racing games, so excuse my ignorance
>>here :).

Thanks for the reply.
Good to see the beta testers having an effect on game designers. All
to often they ignore cry's from people and then put out a game which
would have sold more if they had listened to the cry's of the people
:o)
Cya later.
Juju
doktor

GPL: Internet play question.

by doktor » Thu, 03 Sep 1998 04:00:00

..And you know the stupid thing???...

WAY back when (at least 1 year ago), when GPL was in the early stages,
MULTI-PLAYER functionality was one of the marketing points.. I remember tham
boasting that GPL would be supporting up to EIGHT players on a LAN/IPX line.
At the APEX discussion board back in March, we had a good discussion with
(the now departed) Mike Lescault, over how the Intenet play would be
implemented.

Papyrus was working on a way to eliminate "warping".. and boasted a
revolutionary new way to implement it that would make GPL perfect for
multiplayer games. We had some long discussion with Mr. Lescault over this
issue, and everything sounded like it was full steam ahead for great
Internet/Lan playability.

So image my surprise when I first read (about 1 month ago), that the
Internet multiplayer feature was NOT up to scratch. What the heck happened?
Where did their priorities go to? What happened to all that work?.. was it
all for nothing?

Anyhow, thanks to Alison Hine and the rest of the Beta team for pushing
Papyrus to get their act together on this issue. From the sounds of it,
GPL's multiplayer is now almost perfect, and so it can now proudly be
marketed as one of the game's sellling points without any controversy.
Thanks guys!

doktorB
http://webhome.idirect.com/~drbryan/gpl
-- my site had been UPDATED.. I've got a FAQ among other things..
I have had MAJOR problems with the update.. links were messed up all day
yesterday.
Please email me immediately if you find something.. thanks.

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