rec.autos.simulators

Nascar Revolution - More revulsion

Greg Cisk

Nascar Revolution - More revulsion

by Greg Cisk » Fri, 19 Feb 1999 04:00:00


>Who cares what you say, your a total ***

Hey listen here dork. The game is total shit. Even if he is
an *** the game still sucks... And nothing can change
that.

--

Header address intentionally scrambled to ward off the spamming hordes.

cisko [AT] ix [DOT] netcom [DOT] com

Greg Cisk

Nascar Revolution - More revulsion

by Greg Cisk » Fri, 19 Feb 1999 04:00:00



>>Who cares what you say, your a total ***

>"You're" I think you'll find.

>Cheers!
>John

>PS - *Plonk*

YES!!!!

Hey you actually made me laugh with that plonk :-)

--

Header address intentionally scrambled to ward off the spamming hordes.

cisko [AT] ix [DOT] netcom [DOT] com

Jack

Nascar Revolution - More revulsion

by Jack » Sat, 20 Feb 1999 04:00:00

No need to drop to his level!
G. Patric

Nascar Revolution - More revulsion

by G. Patric » Sat, 20 Feb 1999 04:00:00



Your right, but think about it. If someone reads my spelling error
chances are every time they see "Rodster" they will be thinking....
another name.

But it was beneath me and for that I feel bad...
G. Patricks

Plonk Bitc

Nascar Revolution - More revulsion

by Plonk Bitc » Sat, 20 Feb 1999 04:00:00

The Plonk ***, plonks you !

>If anyone still following this thread has, or will ever have children,
>be aware.  Pay attention to them, do not ignore them, or they may end
>up  to be A Rodster one day.

>Sorry to get off topic. :)

>Brett


>[mindless blather snipped]

Plonk Bitc

Nascar Revolution - More revulsion

by Plonk Bitc » Sat, 20 Feb 1999 04:00:00

The Plonk ***, plonks you !


>>Ahh I see the idiots are still chiming in.

>Yes you are aren't you?

>Joe

Plonk Bitc

Nascar Revolution - More revulsion

by Plonk Bitc » Sat, 20 Feb 1999 04:00:00

The Plonk ***, plonks you !

>No need to drop to his level!

Plonk Bitc

Nascar Revolution - More revulsion

by Plonk Bitc » Sat, 20 Feb 1999 04:00:00

The Plonk ***, plonks you !



>>No need to drop to his level!

>Your right, but think about it. If someone reads my spelling error
>chances are every time they see "Rodster" they will be thinking....
>another name.

>But it was beneath me and for that I feel bad...
>G. Patricks

Plonk Bitc

Nascar Revolution - More revulsion

by Plonk Bitc » Sat, 20 Feb 1999 04:00:00

The Plonk ***, plonks you !



>>>Who cares what you say, your a total ***

>>"You're" I think you'll find.

>>Cheers!
>>John

>>PS - *Plonk*

>YES!!!!

>Hey you actually made me laugh with that plonk :-)

>--

>Header address intentionally scrambled to ward off the spamming hordes.

>cisko [AT] ix [DOT] netcom [DOT] com

Plonk Bitc

Nascar Revolution - More revulsion

by Plonk Bitc » Sat, 20 Feb 1999 04:00:00

The Plonk ***, plonks you !

Oh and your a COMPUTER NERD! .......You Dork



>>Who cares what you say, your a total ***

>Hey listen here dork. The game is total shit. Even if he is
>an *** the game still sucks... And nothing can change
>that.

>--

>Header address intentionally scrambled to ward off the spamming hordes.

>cisko [AT] ix [DOT] netcom [DOT] com

Plonk Bitc

Nascar Revolution - More revulsion

by Plonk Bitc » Sat, 20 Feb 1999 04:00:00

The Plonk ***, plonks you !

You Dork




>>>Who cares what you say, your a total ***

>>"You're" I think you'll find.

>>Cheers!
>>John

>>PS - *Plonk*

>YES!!!!

>Hey you actually made me laugh with that plonk :-)

>--

>Header address intentionally scrambled to ward off the spamming hordes.

>cisko [AT] ix [DOT] netcom [DOT] com

John Walla

Nascar Revolution - More revulsion

by John Walla » Sat, 20 Feb 1999 04:00:00

On Thu, 18 Feb 1999 17:48:50 -0600, "Greg Cisko"


>Hey you actually made me laugh with that plonk :-)

Mmm, it's all down to comic timing ;-)  I'm happy my one and only
*plonk* raised a smile!

Cheers!
John

ymenar

Nascar Revolution - More revulsion

by ymenar » Sat, 20 Feb 1999 04:00:00

Plonk *** :


Newsgroups: rec.autos.simulators
Subject: Re: Nascar Revolution - More revulsion
Date: 19 Feb 1999 17:41:28 GMT
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The Roadster :


Newsgroups: rec.autos.simulators
Subject: Re: Nascar Revolution - More revulsion
Date: 18 Feb 1999 15:08:17 GMT
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This goes to the AT&T WorldNet Services abuse group. Have a nice day !

-= Fran?ois Mnard <ymenard/Nas-Frank>
-= NROS Nascar sanctioned Guide http://www.racesimcentral.net/
-= SimRacing Online http://www.racesimcentral.net/
-= Official mentally retarded guy of r.a.s.
-= May the Downforce be with you...

"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."

Greg Cisk

Nascar Revolution - More revulsion

by Greg Cisk » Sat, 20 Feb 1999 04:00:00


>The Plonk ***, plonks you !

>Oh and your a COMPUTER NERD! .......You Dork

The least you could do is come up with your own shit and stop
ripping me off.

Hey ever hear of a "Plonk *** Slap" for the Plonk ***?

:-)

--

Header address intentionally scrambled to ward off the spamming hordes.

cisko [AT] ix [DOT] netcom [DOT] com

Paul Jone

Nascar Revolution - More revulsion

by Paul Jone » Sun, 21 Feb 1999 04:00:00


> Um, oh yes Joe.  They are written with COM in assembly language. <g> If a
> game is written to support DirectX you are going to see it written in
> VisualC++ 5 or 6

Which is going to be a problem. VC isn't terribly good at heap management and
though it may not technically leak as such, (ie when you close the program and
provided that you have freed up all your resources there will be no reportable
leak), the heapsize will gradually grow as you allocate and free memory. To get
around this you either have to write your own malloc or new or use a 3rd party
heap manager like SmartHeap.

There's nothing about COM that requires the use of any particular language. COM
(component object model) is purely a specification for a dynamically loaded
object model. COM actually differs quite radically from the object model in C++
in many ways eg in its support for inheritance. There is nothing to prevent you
interfacing to COM through assembly code. I'm fairly confident that TOCA2 uses a
lot of assembly code and that definitely uses DX6. I would imagine that many
even most real time games would optimise key areas of code in assembler. There's
no point writing menu screens and the like in assembler (a maintenance
nightmare) but key calculations around the central engine may well be written in
inline assembly code to up the processing rates, minimise memory usage, reduce
cache misses etc etc.

Hmm. Quite possibly. It's been a while since I used Borland C++, since we, like
good sheep everywhere, use MSVC, but when I last used Borland C++ it had the
legs on Visual C++ in many key areas. I hate that Microsoft can rewrite the spec
of C++ and ***y well get away with it. I gather that Watcom C++ is pretty good
as well.

Cheers,
Paul


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