rec.autos.simulators

The GPL Engine wasn't GPL's problem

Michael E. Carve

The GPL Engine wasn't GPL's problem

by Michael E. Carve » Fri, 21 May 1999 04:00:00


% >GPL was a work of art that was forced on the market before it could be
% completed.

% Well, Michael, all I can say is thank *GOD* it was delivered before
% completion because, as my driving enjoyment is almost ***ic, I shudder to
% think what the completed version would have done to me!!!  :o)

I whole-heartedly agree.  I think that is why the big ballyhoo about
N2000/NL not using the sophistication we have tasted with GPL.  But,
remember there were things that were meant for GPL that never made it.
I am sure there would have been pit stops had there been time to fine
tune it.  Weather I am sure was in the original conceptions for GPL.  I
am also sure that the physics model had to be scaled back because their
just wasn't enough CPU horsepower to fully implement the "artist's"
desire.

Even in it's incomplete state, GPL is a work of ART!!!!!!  And like the
old saw about, I don't know what art is, but I know what I like....
goes...  The same can be said about racing simulations (the old GP2 vs
ICRII see-saw battles).  Some see GPL as a masterpiece and others see it
as a overkill piece of artistic self-endulgence.

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Griffin, the Slay

The GPL Engine wasn't GPL's problem

by Griffin, the Slay » Fri, 21 May 1999 04:00:00



But can you be sure that this is because sales weren't very good, or
that they were _expecting_ a lot more from the sales and didn't
receive it, even though a large number of copies were sold?

Griffin, the Slayer

Griffin, the Slay

The GPL Engine wasn't GPL's problem

by Griffin, the Slay » Fri, 21 May 1999 04:00:00




>[snip]

>>  _The success of Grand Prix Legends_ seems to have sparked an
>>explosion of 'classic' car racing games, but Sprit of Racing will push
>>the years back further than all others. Whether this will work remains
>>to be seen. The cars of the era were not particularly quick, nor easy
>>to control. Of Broadsword attempt a strict simulation they could end
>>up producing a game that deters more games than it attracts.

>From the mouths of Papyrus themselves at
>http://www.operationsports.com/reviewvault/articlesfull.asp?featureid=26

>[begin quote]

>Q. Dan - Why not use the Grand Prix Legends engine for NASCAR? Racing
>2000?
>A. Papyrus has always been the leader in developing products with the
>highest degree of racing simulation realism available, and we intend
>to maintain that leadership. Last years release of Grand Prix Legends
>is widely regarded as the most stunningly accurate and rigorous
>vehicle simulation ever created in a consumer package. However, given
>the limited commercial success of Grand Prix Legends, its clear that
>we would be doing a disservice to our core NASCAR? Racing fans if we
>released NASCAR? Racing 3 with the same degree of difficulty and steep
>learning curve. The average customer shouldnt be expected to have
>real world racecar driving skills to enjoy the game. In addition, a
>NASCAR? simulation based on the same engine at GPL would have even
>steeper system requirements. Add to that a higher graphics load and a
>system that will run the game smoothly is out of reach to the vast
>majority of our customers.

>[end quote]

>Get that "limited commercial success" part?
>I think your source is mistaken.

>--

>        http://www.users.fast.net/~fusion1
>    (dirt bikes, rat bikes, rental car abuse...)

In fact, if you pop over to
www.core-games/commercial/index~1/sales.com  you'll see that it's said
that no matter how well a company does with a product, they'll _never_
be satisfied, because they'll always want to know why they couldn't
reach the few people who didn't buy their product. It's also important
for a company to be modest about their sales, to protect them in the
future, if another product doesn't do quite as well.

Griffin, the Slayer

Griffin, the Slay

The GPL Engine wasn't GPL's problem

by Griffin, the Slay » Fri, 21 May 1999 04:00:00



I have the full version working fine on my Pentium 166 with 32MB of
RAM and a 12MB Voodoo2. With all the detail turned on I get around
20-25fps, on virtually all the tracks.

This is with Vsync turned off.

Griffin, the Slayer

Griffin, the Slay

The GPL Engine wasn't GPL's problem

by Griffin, the Slay » Fri, 21 May 1999 04:00:00

On Thu, 20 May 1999 14:54:37 GMT, "Michael E. Carver"



>% >GPL was a work of art that was forced on the market before it could be
>% completed.

>% Well, Michael, all I can say is thank *GOD* it was delivered before
>% completion because, as my driving enjoyment is almost ***ic, I shudder to
>% think what the completed version would have done to me!!!  :o)

>I whole-heartedly agree.  I think that is why the big ballyhoo about
>N2000/NL not using the sophistication we have tasted with GPL.  But,
>remember there were things that were meant for GPL that never made it.
>I am sure there would have been pit stops had there been time to fine
>tune it.  Weather I am sure was in the original conceptions for GPL.  I
>am also sure that the physics model had to be scaled back because their
>just wasn't enough CPU horsepower to fully implement the "artist's"
>desire.

>Even in it's incomplete state, GPL is a work of ART!!!!!!  And like the
>old saw about, I don't know what art is, but I know what I like....
>goes...  The same can be said about racing simulations (the old GP2 vs
>ICRII see-saw battles).  Some see GPL as a masterpiece and others see it
>as a overkill piece of artistic self-endulgence.

>--
>**************************** Michael E. Carver *************************
>     Upside out, or inside down...False alarm the only game in town.

>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Pit stops would have been perfect for GPL.

The damage modelling is really something, yes, but I would like to
have seen tyres being damaged with visible wearing.

Griffin, the Slayer

Bruce Kennewel

The GPL Engine wasn't GPL's problem

by Bruce Kennewel » Sat, 22 May 1999 04:00:00

True words, indeed. Particularly the last sentence.
The sim provides me with an opportunity to re-live a period in motor-racing
history that I actually witnessed and to be able to do this in an
inter-active way is, for me, sheer enjoyment.

Pit stops and weather modelling would have been the icing on the already
magnificent cake and maybe one day before I lose the use of my facilities
I'll be able to see the sequel to GPL that includes these features.

But with the current version the only tweak that I would like to see is the
ability to select the historically-accurate grids for each race. That is,
the correct drivers and the correct numbers in the correct starting
placements on a race-by-race basis.

A very, very minor wish but one that would add that dollop of whipped cream
to the top of the creation!

--
Best regards,
Bruce.
======
The Stunned Mullet........seriously satirical stuff!
http://www.racesimcentral.net/
===============================================




>% >GPL was a work of art that was forced on the market before it could be
>% completed.

>% Well, Michael, all I can say is thank *GOD* it was delivered before
>% completion because, as my driving enjoyment is almost ***ic, I shudder
to
>% think what the completed version would have done to me!!!  :o)

>I whole-heartedly agree.  I think that is why the big ballyhoo about
>N2000/NL not using the sophistication we have tasted with GPL.  But,
>remember there were things that were meant for GPL that never made it.
>I am sure there would have been pit stops had there been time to fine
>tune it.  Weather I am sure was in the original conceptions for GPL.  I
>am also sure that the physics model had to be scaled back because their
>just wasn't enough CPU horsepower to fully implement the "artist's"
>desire.

>Even in it's incomplete state, GPL is a work of ART!!!!!!  And like the
>old saw about, I don't know what art is, but I know what I like....
>goes...  The same can be said about racing simulations (the old GP2 vs
>ICRII see-saw battles).  Some see GPL as a masterpiece and others see it
>as a overkill piece of artistic self-endulgence.

>--
>**************************** Michael E. Carver *************************
>     Upside out, or inside down...False alarm the only game in town.

>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Bruce Kennewel

The GPL Engine wasn't GPL's problem

by Bruce Kennewel » Sat, 22 May 1999 04:00:00

Unfortunately, Michael, time has shown that the denizens of
rec.autos.simulators do not represent the majority of the mass-market.  In
fact, we are but a rather small fraction of the buying public.

We may be able to advise and submit wish lists and give qualified feedback
but when it comes to boycotting the purchase of anything, we carry very
little weight.

--
Best regards,
Bruce.
======
The Stunned Mullet........seriously satirical stuff!
http://welcome.to/the_stunned_mullet
===============================================




>% Huh?
>% We *HAVE* to accept any compromise that a software producer feeds us!!
>% *WE* don't design, program and deliver the product.....*THEY* do!!

>Nope, we don't "have" to accept it.  We contribute to the design of a
>product where it counts the most, with our pocketbook.

>% And what's this "demanding" got to do with it?  We can demand until we
are
>% blue in the face and it won't matter one iota if the developer/publisher
>% wishes to cater for the mass market...........which just happens to *NOT*
>% subscribe to this newsgroup!

>True, but again we voice or demands (and they are heard) via our
>pocketbooks.  As the "driving" game/sim market gets more crowded and
>glutted with schlock, the winners will be the ones that find a "niche"
>that will reward them.  In the past Papyrus has found that niche by
>providing some of the most acurate simulations available at the time
>they are released.  And the succeeded, because we helped with the design
>by demanding such degrees of realism with our pocketbooks.

>--
>**************************** Michael E. Carver *************************
>     Upside out, or inside down...False alarm the only game in town.

>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Bruce Kennewel

The GPL Engine wasn't GPL's problem

by Bruce Kennewel » Sat, 22 May 1999 04:00:00

You are overlooking the fact that, at the time the game was in final
development (when the demo was issued) the **AVERAGE HOME COMPUTER** was
**NOT** of the technological level now being experienced.
You have also ignored the vast number of concerns expressed from the release
of the demo to October 1998 about the hardware needed to run the game with
any AI at all and at a reasonable frame-rate.
--
Best regards,
Bruce.
======
The Stunned Mullet........seriously satirical stuff!
http://welcome.to/the_stunned_mullet
===============================================



>>Path:

>>They were certainly "home computer" state-of-the-art when the sim was in
>>development and when the demo (Watkins Glen) was first made available.

>>And not everybody plays this game on-line, either.

>They certainly were not bruce. All you needed was a mid spec PII and a
plain
>old Voodoo graphics card for a decent frame rate. I even had it working
fine
>on a P166 with 32mb and a Voodoo Graphics!.

>Even he full release just needs a mid-spec PII and a Voodoo2 or the like.

>Software mode is bad, though, and the 3D hardware supported in laughable-
i'm
>not really counting the poor opengl patch released.

>But at the end of the day, next to FPS, or heavy Flight Sim, the hardware
>requirements are not that over the top.

>Z.

>Please remove NOSPAM from my email address when replying.

Ari Niemine

The GPL Engine wasn't GPL's problem

by Ari Niemine » Sat, 22 May 1999 04:00:00


> Software mode is bad, though, and the 3D hardware supported in laughable- i'm
> not really counting the poor opengl patch released.

No need to put the beta opengl down that much. The mirror feature
doesn't bother me much, and game crashes happen perhaps once every two
days or so.

--
Ari Nieminen

Remove .NOSPAM from my e-mail address when replying.

Zonk

The GPL Engine wasn't GPL's problem

by Zonk » Sat, 22 May 1999 04:00:00


>You are overlooking the fact that, at the time the game was in final
>development (when the demo was issued) the **AVERAGE HOME COMPUTER** was
>**NOT** of the technological level now being experienced.
>You have also ignored the vast number of concerns expressed from the release
>of the demo to October 1998 about the hardware needed to run the game with
>any AI at all and at a reasonable frame-rate.

I think you'll find the *average* home computer still doesn't have a 3D
Accelerator. But for a gamer, a P166 & a Voodoo Graphics card with 32mb of
ram, in mid October '98, was not a stretch.

Z.

Please remove NOSPAM from my email address when replying.

Neil Rain

The GPL Engine wasn't GPL's problem

by Neil Rain » Sat, 22 May 1999 04:00:00


> Unfortunately, Michael, time has shown that the denizens of
> rec.autos.simulators do not represent the majority of the mass-market.  In
> fact, we are but a rather small fraction of the buying public.

> We may be able to advise and submit wish lists and give qualified feedback
> but when it comes to boycotting the purchase of anything, we carry very
> little weight.

Maybe, but when I looked at hotgames.com to see what people thought of
the various games out there, my decision to buy GPL was influenced by
the fact there were so many positive comments from users.

The only negative one was of the form "yaa boo old cars boring" which
probably shows the sort of person that isn't going to like it.

Perhaps there are too many of them!

My suspicion is that if there were a lot of returns of the game it's
more likely to be due to problems with incompatibility (ie. the game
just doesn't work at all when you first install it).

All three games I've bought so far have required me to scour the
internet to find updated drivers for graphics card and steering wheel
(before I got the TSW!), a also a patch for Colin McRae Rally.

This is really the problem with PC games generally - they just don't
work straight out of the box in the way that PlayStation games do.

Te

The GPL Engine wasn't GPL's problem

by Te » Sat, 22 May 1999 04:00:00



Unfortunately, the demo didn't reflect reality in any way (as it
should have) simply due to the fact that there was no AI at all. Try
running the full game on your P166 with only a *few* cc cars on and
you'll notice that this is hardly sufficient... and no, the average
'*** machine' wasn't a P2 450 at that time - and still isn't.

--Tel

Jack Ramb

The GPL Engine wasn't GPL's problem

by Jack Ramb » Sat, 22 May 1999 04:00:00

GPaL will address both of those issues, Byron.

If you haven't seen it, check out the sneak preview at
www.RaceLive.com/GPaL.

Jack Rambo

www.RaceLive.com/GPaL

Byron Forbe

The GPL Engine wasn't GPL's problem

by Byron Forbe » Sun, 23 May 1999 04:00:00

2 big mistakes with GPL!

  1/ No AI difficulty slider on the menu.

  2/ No way to race in F2 and F3 mode against the AI!

  This equals no way for rookies to make a smooth transition to F1 and
no way for more casual users to have anything much but the frustration
of having their egos bashed :)

   Funny thing is, I suspect it's the suits pushing that is responsible
for this and at the end of the day a significant factor as to why sales
may be down. Why no AI slider amazes me. Even the lack of AI for F2 and
F3 mystified me too! I just can't see how these thing would be such a
big deal to do.


> Unfortunately, pure 100% realism is part of what kept the sim from meeting
> sales expectations, and has had the suits at Sierra wanting to kill the
> whole project of using the GPL engine in other software.  It is clear that
> the majority of users playing driving simulations are more interested in
> "games" rather than "sims."

> If we, the more *** sim fans, are unable or unwilling to accept that
> there should be OPTIONAL concessions to make our sims more driveable for
> beginners, and those that simply want the thrill of racing, it will not be
> long before we find ourselves without any sims to race.  We will also have
> to accept that these sims should install with all of those options
> defaulting to ON - making it up to us to take the effort to turn them off.
> The backlash to demanding ONLY realism will be scores of "Nascar
> Revolution"s, endless unimproved "Nascar Racing Series," and "Need for
> Speed," type games.  There is a place for such games, but we must realize
> that if the options making real sims more accessible are not implemented -
> and keep responding with "you've bought yourself the wrong simulator"
> instead of pushing for such options, "games" is all we will be left with.

> For GPL, papyrus listened to the *** simmers, perhaps too much, and the
> game IS virtually inaccessible to many racing enthusiasts.  I don't see any
> changes on the horizon to salvage this title in terms of market saturation.
> While a wonderful sim, GPL should also serve as an example to all of us of
> how too much of a good thing, without options making it accessible to the
> average racer, hurts our desires for more realism in the long run...

> Michael


> > If you're not interested in pure, 100%, realism, which GPL comes
> > pretty close to offering, you've clearly bought yourself the wrong
> > simulator. Stick with N2 instead.
> > Griffin, the Slayer

Byron Forbe

The GPL Engine wasn't GPL's problem

by Byron Forbe » Sun, 23 May 1999 04:00:00

A sim developer should be able to, and trying to, get the WHOLE
market. Much of the racing sim market is now spoiled by GPL. Example -
if SCGT had been released before GPL we may have all raved about it. If
a racing sim company wants good returns they will quite simply need to
cater for the *** simmers as well as everyone else. A modern F1 or
CART sim using the GPL engine plus arcade mode would outsell everything
in the history of racing sims!


> >For GPL, papyrus listened to the *** simmers, perhaps too much, and the
> >game IS virtually inaccessible to many racing enthusiasts.  I don't see any
> >changes on the horizon to salvage this title in terms of market saturation.
> >While a wonderful sim, GPL should also serve as an example to all of us of
> >how too much of a good thing, without options making it accessible to the
> >average racer, hurts our desires for more realism in the long run...

> Too true. Unfortunately, some here will not get it no matter how hard
> you try. They will continue to demand from the developers to create
> the most sophisticated simulation for them (and only them) while they
> have absolutely no clue how to finance such a project...

> --Tel


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