rec.autos.simulators

Viper Racing 1.2 beta patch still available?

Ruud van Ga

Viper Racing 1.2 beta patch still available?

by Ruud van Ga » Sat, 13 Oct 2001 00:50:51

Hi,

Not too long ago Dave Pollatsek put up a message here with a Viper
Racing patch (1.2beta) which let it run on Win2K.
The original link (http://www.racesimcentral.net/) says
file not found.
Does anybody have the file? Google only came up with 1.1 patches. :(

Thanks,

Ruud van Gaal
Free car sim  : http://www.racesimcentral.net/
Pencil art    : http://www.racesimcentral.net/

Milan Poll

Viper Racing 1.2 beta patch still available?

by Milan Poll » Sat, 13 Oct 2001 03:27:18



Found it!

Did some searches with google and google groups; there's a typo in your URL,
it should be:
http://mgiracing.com/viperpatch121beta.zip

best wishes,

Milan

Jaker Amje

Viper Racing 1.2 beta patch still available?

by Jaker Amje » Sat, 13 Oct 2001 11:26:51

Is there a NO-CD crack for this, I dont really want to be bothered
find the viper cd.
Milan Poll

Viper Racing 1.2 beta patch still available?

by Milan Poll » Sat, 13 Oct 2001 18:09:37



Add -nocanary behind the viper racing.exe in the game's shortcut.

Ruud van Ga

Viper Racing 1.2 beta patch still available?

by Ruud van Ga » Sat, 13 Oct 2001 18:46:43

On Thu, 11 Oct 2001 20:27:18 +0200, "Milan Poll"




>> Not too long ago Dave Pollatsek put up a message here with a Viper
>> Racing patch (1.2beta) which let it run on Win2K.
>> The original link (http://mgiracing.com/viperpatch12beta.zip) says
>> file not found.
>> Does anybody have the file? Google only came up with 1.1 patches. :(

>Found it!

>Did some searches with google and google groups; there's a typo in your URL,
>it should be:
>http://mgiracing.com/viperpatch121beta.zip

Hi Milan,

Thanks! Yes, I found it some time after some more deja-ing through the
lot. Great, now a fix for the CD on GameCopyWorld. :)

Ruud van Gaal
Free car sim  : http://www.marketgraph.nl/gallery/racer/
Pencil art    : http://www.marketgraph.nl/gallery/

Ruud van Ga

Viper Racing 1.2 beta patch still available?

by Ruud van Ga » Sat, 13 Oct 2001 18:47:24



And it's a nice game, small, so you can just install it and race when
you feel like it. Indeed.

Ruud van Gaal
Free car sim  : http://www.marketgraph.nl/gallery/racer/
Pencil art    : http://www.marketgraph.nl/gallery/

Ruud van Ga

Viper Racing 1.2 beta patch still available?

by Ruud van Ga » Sat, 13 Oct 2001 19:46:50

On Fri, 12 Oct 2001 11:09:37 +0200, "Milan Poll"




>> Is there a NO-CD crack for this, I dont really want to be bothered
>> find the viper cd.

>Add -nocanary behind the viper racing.exe in the game's shortcut.

Ah! Great option. ;-)
It runs now under Win2K without the CD. :)
Thanks.

Ruud van Gaal
Free car sim  : http://www.marketgraph.nl/gallery/racer/
Pencil art    : http://www.marketgraph.nl/gallery/

Tom Pabs

Viper Racing 1.2 beta patch still available?

by Tom Pabs » Sun, 14 Oct 2001 00:20:07

Ruud....

The VR 1.2.1 beta patch allows much more than just allowing VR to run in
Win2K.

It also allows more detailed (more polygon) cars and tracks (I think the
Win2K thing was kind of a "smokescreen" for that fact).  It also
substantially improves the sound reproduction on many 3D sound cards.

There's a few other things you can do to VR to improve your enjoyment
running it:

**Viper Executable Switches:
    Add "-nointro" and "-nocanary" allows VR to be launched without the CD
and bypasses the VR Intro Movie (launches you directly to the main UI
screen).  The format is as follows:  "C:\Sierra\Viper Racing\Viper
Racing.exe"[spc]-nocanary[spc]-nointro

**Drive the Viper GTS-R in Quick Race Mode:
    Download the Viper GTS-R patch and place it in the VR "Data" folder.
Enter VR and go to the Options/Hacks tab, select the "ViperGT" from the list
of available cars, and you'll be driving 760 hp, Dodge Viper (winged) GTS-R
race car in Quick Race Mode.  (Note: You must select the Viper GT car each
time you enter VR, it will not remember that selection on subsequent
launches of the sim.)

**Set AI Strength:
    Of course, after selecting the Viper GTS-R race car above, you will be
stomping the AI cars into the ground on all race tracks.  That will be fun
for a while, but soon prove boring, if you love racing.  So, you can allow
all the VR AI drivers to race you with the Viper GTS-R "race car" as well,
by making the following changes in the VR "options.cfg" file found in the VR
Config folder:
    Using "notepad" or a suitable "text" editor -  search the options.cfg
file for a line that reads as follows:
            "opponent_strength = x"  where x = either the value 1, 2, or 3
(depending on how you have it selected in the UI screens for AI opponent
strength.  If you change this number (x) to a "6" (numeric 6), then the AI
will now be driving winged Viper GTS-R race cars along with you....and they
will be back to their old nasty, aggressive selves again!

**Race Against Larger AI Fields:
        Back to the VR "options.cfg" file again, search for the line that
says:
            "ai_car_count = x"  If you have selected the max number of
opponents from the standard UI race set up screen, this "x" will have a "7"
in its place.  Change the 7 to a 14 and you now have 14 of those nasty
"Ramirez and Sanchez" AI buggers to race against (also in GTS-R race cars).
Set the race realism to "simulation," put on full damage and run 20 lap
"long" races against 14 VR AI drivers running Viper GTS-R race cars and
you've just put yourself into major-league-challenge space again., in terms
of being able to actually win races!  You will have to carefully pick your
passing opportunities, run near perfect racing lines and plan a race
strategy that involves patience.....in order to beat these guys!  Good luck.

**Turn On The VR Spotter Voice:
        VR always had this option, but many did not use it.  I am in the
process of creating new spotter voices that will be easier to hear and
understand.  In the meantime, you can turn on the "stock" VR spotter voice
(which I believe I remember from my VR beta testing days to be none other
than, Mr. Dave P. himself.  Dave is a little weak of voice, and lacks that
distinctive European accent (they don't have spotters in sports car racing
that have southern accents like N4) reminiscent of Mr. Bell or Mr. Daily.
But, he does an adequate job of telling you when you've cleared an
opponent's front fender(s).....so I always use him.

**Other Cars VR Editing Tools:
        For quite some time, VR has allowed "hacks" into the cars data files
that allow importing of just about any car, race car, truck or vehicle you
can imagine....into VR in race-able form.  Many of these cars are SCGT
conversions, some are 3D creations of note, with their own cockpits and race
engine sounds and are quite remarkable.  One of the best sources for VR
"hack" cars is at:

            http://rdvr.btwracing.com/

This site is run by a long-term VR user named "Iceman" who is a talented 3D
car modeler and graphics artist.  You can also find all kinds of VR hack
tools and utilities at his website.  He's also a pretty likable guy who will
help you learn to do VR editing if you want to have a go at that (for fun).

I have recently (two weeks ago) acquired the tools necessary to create new
VR race car cockpits, 3D models and all.....from scratch.  My first VR
cockpit project will be to produce the "racing cockpit" of the ALMS Viper
GTS-R race cars.  I can handle all the graphics textures, I'm looking for
someone with 3D modeling tools (3ds max would be good) to "partner up" with
me for re-doing the VR cockpit 3D model.  There's lots we can do and we
should certainly be able to approach N4 level for VR cockpits.

Anyone wishing to assist in this project with the 3D modeling, please send
me an email at:  tmpa...@home.com

At the same time, I will be re-doing all the VR engine sounds, although the
stock engines for VR are pretty good if you know how to tweak your SBLive
sound card's "environmental sound effects" well enough.

I believe Dave P. has recently released a rather esoteric "track editing"
tool for VR that requires you to think, sleep and eat....in hex.  Of course,
someone will figure out a nice little utility to make this bugger work
intuitively, and hopefully some of the talented GPL community track editors
can have a field day making new race tracks for Viper Racing (I think that
was Dave's plan in the first place).  I am looking into purchasing MultiGen
with its Road Builder add-on......just to make tracks for VR!

Isn't it amazing what some people are doing to bide their time until WSC
comes out?  Well, heck.  As soon as I'm done with creating new high-res
tracks for all my favorite GPL tracks (amazing what can be done to GPL
tracks when you run a 1.x GHz AMD platform with a GF3).....which is about 30
years worth of work I believe.....I can start in with doing the same for
VR...which is indeed, a worthy opponent to GPL's car physics model, in my
opinion.  Not as good, but certainly engaging as a car racing sim....it
would be my vote for the #2 spot behind GPL for older racing sims (N4 is the
best, IMHO).

Appeal To Dave P. ***********
    Can you give us VR "race.bin" that will allow running a higher
resolution than 1024?  Or is it not that simple?  If we need to edit the
textures, we'll do that too.  I'm running VR currently on an AMD 1.4 GHz
(oc'd to 1.6) with 512 mb of PC2100 RAM, and an ASUS (or Hercules) GF3
card......4xFsaa......with forced-4-anistropic filtering (which finally
fixed that screwing mip-mapping you guys hated so much of the track
lines)......at VR benchmarks (that push the "game engine max FPS) at 50 to
51 FPS.  So, there's plenty of headroom in these level "race boxes" for
higher screen resolutions, you know?

    Also, if you could provide us with a way to tune up the controls and
steering for the "airplane"....that would be nice.  It would be useful for
navigating VR track worlds when we start editing track textures.  Please?  I
know you guys had more accurate ways of flying around the VR
tracks......Dave B. said so, and he never lies!).

    Dave, maybe we can make Viper Racing into the racing sim you guys were
never allowed to make......by Sierra, just because they couldn't admit to
screwing up the licensing for all the other sports cars you guys had created
for Viper (although, that was not the name it was going to be released
as....with 8 sports cars like the Lambo, Pantera and others).  To bad, it
would have kicked SCGT's butt all the way to Bangkok and back!  Could you
maybe hack into Garcia's computer some night after work and dig out all
those physics codes for the other "VR" sports cars, and accidentally post
them on the Internet for a few hours?  That would be helpful.

    Has anyone started a "VREA".....kind of like GPLEA?  No?  We need one.
Then maybe we could produce an SCGT-like sim with tons of road racing tracks
(real reproductions of the real road racing track greats around the world)
with the pretty awesome car physics of VR..........running some of those
"boring-to-drive" race cars (like the ALMS LMP Audi's or V8 Beamers) and we
could all get off Chris and Tony's back so they can take their time and
finish WSC the way the want to.

    Wouldn't that be cool.

Regards,

Tom

PS:  I will post the link to the VR GTS-R "race car" cockpit when its
done....here.

PSS:  I am just about done with the GPL Watkins "Fall Colors" track.  I
know, I know....there's a whole bunch of them around the net......but I'd
already started doing this to "learn and test" the new high-res graphics
technique I discovered.....(with some help of M. Beran and a couple
others)....so I was going to see it through to the finish.  I don't know if
its better than the other versions, that's not for me to judge.  I do know,
there's not a single texture file in GPL Watkins that I've not totally
repainted and re-textured from scratch, in high-res 24 bit color.  I've also
moved some TSO's and added some......and created a new "horizon" from
scratch (in car video of races at Watkins...that I have.....don't show any
surrounding "horizon" hills taller than your elevation on the WG track,
which I understand is on about the tallest hill in the area to start
with....perhaps that can be confirmed by someone who lives near WG ???
.....that's why I created new horizon files from scratch.  I also got a hold
of Speedvision's "History Of Formula One Racing in the US" containing video
footage from several years of the USGP at Watkins.....so the signs and
building colors and so forth are now fairly accurate, within the limitations
imposed by the GPL programming, and the interpretation of the faded colors
from the film age, and the conversion from film to digital video).  It is so
cool that we can finally get rid of all those silly "comic book" colors in
GPL tracks.....and create WSC-track-like versions of them all!  Plus, the
GPL ...

read more »

Ruud van Ga

Viper Racing 1.2 beta patch still available?

by Ruud van Ga » Sun, 14 Oct 2001 01:29:36



Hi Tom,

Thanks for all the info about Viper Racing. Seems almost like you
still drive it every day. :)

Anyway, a bit further you go on with:

...

If Dave won't release the source code (not much chance with Sierra
behind it), you might take a look at my pet project, Racer, at
http://www.marketgraph.nl/gallery/racer/

It's intentions are something like GPL or WSC, and with a very open
structure. Piece of cake to build new cars (but mind the physics!) and
not too difficult to create new tracks, although ofcourse a master's
hand makes for a master track.
So physics are #1, graphics and multiplayer #2. Might fit your style.

Forgive me for pushing my own sim :), but perhaps it has a brighter
future in the long run.
There's a forum at:

http://dynamic2.gamespy.com/~hg/forums/forumdisplay.php?s=&forumid=38

if you want to read about it first.

Cheers,

Ruud van Gaal
Free car sim  : http://www.marketgraph.nl/gallery/racer/
Pencil art    : http://www.marketgraph.nl/gallery/

Don Scurlo

Viper Racing 1.2 beta patch still available?

by Don Scurlo » Sun, 14 Oct 2001 01:39:29



Wow! Thanks for all that Tom. I'm going to have to get back into Viper Racing.
It is a great game, I enjoyed it as much as any. I agree with Mike, better
online play and it would be right up there with GPL.

--
Don Scurlock
Vancouver,B.C.

GPLRank      -14.06
MonsterRank 103.47

Come see how you rank, at the GPLRank site
http://gplrank.ringlord.com/

Steve Blankenshi

Viper Racing 1.2 beta patch still available?

by Steve Blankenshi » Sun, 14 Oct 2001 05:15:55

Thanks for all the info Tom!  But I think what you're envisioning is already happening with MGI's Viper Racing successor, Nascar
Heat.  Different cars and series, each with appropriate physics parameters, new imported and scratch-built tracks, all with a solid
online engine second only to GPL/N4's.  Check it out if you haven't in a while.  Did an offline WC race at Brno last night; Jure
Zagornik's AI is great!

SB

<lots of good snipped VR stuff>

Tom Pabs

Viper Racing 1.2 beta patch still available?

by Tom Pabs » Sun, 14 Oct 2001 12:57:03

Hey Guys....

Thanks for the compliments on providing the info....was just trying to help
out since I'd just gone through all that stuff to put VR back on my "play"
race box about two months ago.  I drive it almost every day....when I need a
break and just want to go fast and play with some of those Ramirez AI.
(...lol...)

Ruud:  I promise to take a look at Racer.  I downloaded it about a week ago
(when you released the last version update).  But, that kind of thing is my
spare time work.....and I'm pushing to finish the GPL Watkins track....and
I've promised the guys over at the VR sites a new cockpit for the
GTS-R....that's my next graphics project.  I do promise you, I will look at
Racer and I'm encouraged by the compliments you have been getting for it.
When I can get to that, if I can help out (even on an interim basis) with
some graphic textures or whatever, I'd be glad to do it.  Keep up the good
work, I am following what you are doing and admire your tenacity.

Steve:  I'm aware that "Heat" is the next gen sim from VR.  I have been
watching what you guys are doing with it.....with some help from the good
guys at MGI (unofficially) and some good leadership from John Bodin (a good
guy).  In fact, two weeks ago I asked Dave Henrie for the URL where I can
get all the "patches" I need to bring Heat up to current status.  I just
haven't had time to do it yet, for the same reasons I haven't gotten to
Racer yet.

Maybe I can figure out how to work 8 days a week?

Tom

PS:  I call this "work" with tongue in cheek.  Its not really work as in
"hard" or "not fun" .....etc.

"Tom Pabst" <tmpa...@home.com> wrote in message

news:HSDx7.6830$gT6.4818206@news1.rdc1.sfba.home.com...
> Ruud....

> The VR 1.2.1 beta patch allows much more than just allowing VR to run in
> Win2K.

> It also allows more detailed (more polygon) cars and tracks (I think the
> Win2K thing was kind of a "smokescreen" for that fact).  It also
> substantially improves the sound reproduction on many 3D sound cards.

> There's a few other things you can do to VR to improve your enjoyment
> running it:

> **Viper Executable Switches:
>     Add "-nointro" and "-nocanary" allows VR to be launched without the CD
> and bypasses the VR Intro Movie (launches you directly to the main UI
> screen).  The format is as follows:  "C:\Sierra\Viper Racing\Viper
> Racing.exe"[spc]-nocanary[spc]-nointro

> **Drive the Viper GTS-R in Quick Race Mode:
>     Download the Viper GTS-R patch and place it in the VR "Data" folder.
> Enter VR and go to the Options/Hacks tab, select the "ViperGT" from the
list
> of available cars, and you'll be driving 760 hp, Dodge Viper (winged)
GTS-R
> race car in Quick Race Mode.  (Note: You must select the Viper GT car each
> time you enter VR, it will not remember that selection on subsequent
> launches of the sim.)

> **Set AI Strength:
>     Of course, after selecting the Viper GTS-R race car above, you will be
> stomping the AI cars into the ground on all race tracks.  That will be fun
> for a while, but soon prove boring, if you love racing.  So, you can allow
> all the VR AI drivers to race you with the Viper GTS-R "race car" as well,
> by making the following changes in the VR "options.cfg" file found in the
VR
> Config folder:
>     Using "notepad" or a suitable "text" editor -  search the options.cfg
> file for a line that reads as follows:
>             "opponent_strength = x"  where x = either the value 1, 2, or 3
> (depending on how you have it selected in the UI screens for AI opponent
> strength.  If you change this number (x) to a "6" (numeric 6), then the AI
> will now be driving winged Viper GTS-R race cars along with you....and
they
> will be back to their old nasty, aggressive selves again!

> **Race Against Larger AI Fields:
>         Back to the VR "options.cfg" file again, search for the line that
> says:
>             "ai_car_count = x"  If you have selected the max number of
> opponents from the standard UI race set up screen, this "x" will have a
"7"
> in its place.  Change the 7 to a 14 and you now have 14 of those nasty
> "Ramirez and Sanchez" AI buggers to race against (also in GTS-R race
cars).
> Set the race realism to "simulation," put on full damage and run 20 lap
> "long" races against 14 VR AI drivers running Viper GTS-R race cars and
> you've just put yourself into major-league-challenge space again., in
terms
> of being able to actually win races!  You will have to carefully pick your
> passing opportunities, run near perfect racing lines and plan a race
> strategy that involves patience.....in order to beat these guys!  Good
luck.

> **Turn On The VR Spotter Voice:
>         VR always had this option, but many did not use it.  I am in the
> process of creating new spotter voices that will be easier to hear and
> understand.  In the meantime, you can turn on the "stock" VR spotter voice
> (which I believe I remember from my VR beta testing days to be none other
> than, Mr. Dave P. himself.  Dave is a little weak of voice, and lacks that
> distinctive European accent (they don't have spotters in sports car racing
> that have southern accents like N4) reminiscent of Mr. Bell or Mr. Daily.
> But, he does an adequate job of telling you when you've cleared an
> opponent's front fender(s).....so I always use him.

> **Other Cars VR Editing Tools:
>         For quite some time, VR has allowed "hacks" into the cars data
files
> that allow importing of just about any car, race car, truck or vehicle you
> can imagine....into VR in race-able form.  Many of these cars are SCGT
> conversions, some are 3D creations of note, with their own cockpits and
race
> engine sounds and are quite remarkable.  One of the best sources for VR
> "hack" cars is at:

>             http://rdvr.btwracing.com/

> This site is run by a long-term VR user named "Iceman" who is a talented
3D
> car modeler and graphics artist.  You can also find all kinds of VR hack
> tools and utilities at his website.  He's also a pretty likable guy who
will
> help you learn to do VR editing if you want to have a go at that (for
fun).

> I have recently (two weeks ago) acquired the tools necessary to create new
> VR race car cockpits, 3D models and all.....from scratch.  My first VR
> cockpit project will be to produce the "racing cockpit" of the ALMS Viper
> GTS-R race cars.  I can handle all the graphics textures, I'm looking for
> someone with 3D modeling tools (3ds max would be good) to "partner up"
with
> me for re-doing the VR cockpit 3D model.  There's lots we can do and we
> should certainly be able to approach N4 level for VR cockpits.

> Anyone wishing to assist in this project with the 3D modeling, please send
> me an email at:  tmpa...@home.com

> At the same time, I will be re-doing all the VR engine sounds, although
the
> stock engines for VR are pretty good if you know how to tweak your SBLive
> sound card's "environmental sound effects" well enough.

> I believe Dave P. has recently released a rather esoteric "track editing"
> tool for VR that requires you to think, sleep and eat....in hex.  Of
course,
> someone will figure out a nice little utility to make this bugger work
> intuitively, and hopefully some of the talented GPL community track
editors
> can have a field day making new race tracks for Viper Racing (I think that
> was Dave's plan in the first place).  I am looking into purchasing
MultiGen
> with its Road Builder add-on......just to make tracks for VR!

> Isn't it amazing what some people are doing to bide their time until WSC
> comes out?  Well, heck.  As soon as I'm done with creating new high-res
> tracks for all my favorite GPL tracks (amazing what can be done to GPL
> tracks when you run a 1.x GHz AMD platform with a GF3).....which is about
30
> years worth of work I believe.....I can start in with doing the same for
> VR...which is indeed, a worthy opponent to GPL's car physics model, in my
> opinion.  Not as good, but certainly engaging as a car racing sim....it
> would be my vote for the #2 spot behind GPL for older racing sims (N4 is
the
> best, IMHO).

> Appeal To Dave P. ***********
>     Can you give us VR "race.bin" that will allow running a higher
> resolution than 1024?  Or is it not that simple?  If we need to edit the
> textures, we'll do that too.  I'm running VR currently on an AMD 1.4 GHz
> (oc'd to 1.6) with 512 mb of PC2100 RAM, and an ASUS (or Hercules) GF3
> card......4xFsaa......with forced-4-anistropic filtering (which finally
> fixed that screwing mip-mapping you guys hated so much of the track
> lines)......at VR benchmarks (that push the "game engine max FPS) at 50 to
> 51 FPS.  So, there's plenty of headroom in these level "race boxes" for
> higher screen resolutions, you know?

>     Also, if you could provide us with a way to tune up the controls and
> steering for the "airplane"....that would be nice.  It would be useful for
> navigating VR track worlds when we start editing track textures.  Please?
I
> know you guys had more accurate ways of flying around the VR
> tracks......Dave B. said so, and he never lies!).

>     Dave, maybe we can make Viper Racing into the racing sim you guys were
> never allowed to make......by Sierra, just because they couldn't admit to
> screwing up the licensing for all the other sports cars you guys had
created
> for Viper (although, that was not the name it was going to be released
> as....with 8 sports cars like the Lambo, Pantera and others).  To bad, it
> would have kicked SCGT's butt all the way to Bangkok and back!  Could you
> maybe hack into Garcia's computer some night after work and dig out all
> those physics codes for the other "VR" sports cars, and accidentally post
> them on the Internet for a few hours?  That would be helpful.

>     Has anyone started a "VREA".....kind of like GPLEA?  No?  We need one.
> Then maybe we could produce an SCGT-like sim with tons of road racing
tracks
> (real reproductions of the real road

...

read more »

Larr

Viper Racing 1.2 beta patch still available?

by Larr » Sun, 14 Oct 2001 21:49:00

I'm going to check that out...

Man, you need to find somewhere besides FilePlanet for storage :)  I
absolutely despise this site and how it operates.

-Larry





> Hi Tom,

> Thanks for all the info about Viper Racing. Seems almost like you
> still drive it every day. :)

> Anyway, a bit further you go on with:

> ...
> >Isn't it amazing what some people are doing to bide their time until WSC
> >comes out?
> ...
> >    Dave, maybe we can make Viper Racing into the racing sim you guys
were
> >never allowed to make......by Sierra

> If Dave won't release the source code (not much chance with Sierra
> behind it), you might take a look at my pet project, Racer, at
> http://www.marketgraph.nl/gallery/racer/

> It's intentions are something like GPL or WSC, and with a very open
> structure. Piece of cake to build new cars (but mind the physics!) and
> not too difficult to create new tracks, although ofcourse a master's
> hand makes for a master track.
> So physics are #1, graphics and multiplayer #2. Might fit your style.

> Forgive me for pushing my own sim :), but perhaps it has a brighter
> future in the long run.
> There's a forum at:

> http://dynamic2.gamespy.com/~hg/forums/forumdisplay.php?s=&forumid=38

> if you want to read about it first.

> Cheers,

> Ruud van Gaal
> Free car sim  : http://www.marketgraph.nl/gallery/racer/
> Pencil art    : http://www.marketgraph.nl/gallery/

Larr

Viper Racing 1.2 beta patch still available?

by Larr » Sun, 14 Oct 2001 21:50:12

Is it just me, or is Valdez the dirtiest bastaad that ever drove a race car?

-Larry

"Tom Pabst" <tmpa...@home.com> wrote in message

news:jYOx7.9742$gT6.5942908@news1.rdc1.sfba.home.com...
> Hey Guys....

> Thanks for the compliments on providing the info....was just trying to
help
> out since I'd just gone through all that stuff to put VR back on my "play"
> race box about two months ago.  I drive it almost every day....when I need
a
> break and just want to go fast and play with some of those Ramirez AI.
> (...lol...)

> Ruud:  I promise to take a look at Racer.  I downloaded it about a week
ago
> (when you released the last version update).  But, that kind of thing is
my
> spare time work.....and I'm pushing to finish the GPL Watkins track....and
> I've promised the guys over at the VR sites a new cockpit for the
> GTS-R....that's my next graphics project.  I do promise you, I will look
at
> Racer and I'm encouraged by the compliments you have been getting for it.
> When I can get to that, if I can help out (even on an interim basis) with
> some graphic textures or whatever, I'd be glad to do it.  Keep up the good
> work, I am following what you are doing and admire your tenacity.

> Steve:  I'm aware that "Heat" is the next gen sim from VR.  I have been
> watching what you guys are doing with it.....with some help from the good
> guys at MGI (unofficially) and some good leadership from John Bodin (a
good
> guy).  In fact, two weeks ago I asked Dave Henrie for the URL where I can
> get all the "patches" I need to bring Heat up to current status.  I just
> haven't had time to do it yet, for the same reasons I haven't gotten to
> Racer yet.

> Maybe I can figure out how to work 8 days a week?

> Tom

> PS:  I call this "work" with tongue in cheek.  Its not really work as in
> "hard" or "not fun" .....etc.

> "Tom Pabst" <tmpa...@home.com> wrote in message
> news:HSDx7.6830$gT6.4818206@news1.rdc1.sfba.home.com...
> > Ruud....

> > The VR 1.2.1 beta patch allows much more than just allowing VR to run in
> > Win2K.

> > It also allows more detailed (more polygon) cars and tracks (I think the
> > Win2K thing was kind of a "smokescreen" for that fact).  It also
> > substantially improves the sound reproduction on many 3D sound cards.

> > There's a few other things you can do to VR to improve your enjoyment
> > running it:

> > **Viper Executable Switches:
> >     Add "-nointro" and "-nocanary" allows VR to be launched without the
CD
> > and bypasses the VR Intro Movie (launches you directly to the main UI
> > screen).  The format is as follows:  "C:\Sierra\Viper Racing\Viper
> > Racing.exe"[spc]-nocanary[spc]-nointro

> > **Drive the Viper GTS-R in Quick Race Mode:
> >     Download the Viper GTS-R patch and place it in the VR "Data" folder.
> > Enter VR and go to the Options/Hacks tab, select the "ViperGT" from the
> list
> > of available cars, and you'll be driving 760 hp, Dodge Viper (winged)
> GTS-R
> > race car in Quick Race Mode.  (Note: You must select the Viper GT car
each
> > time you enter VR, it will not remember that selection on subsequent
> > launches of the sim.)

> > **Set AI Strength:
> >     Of course, after selecting the Viper GTS-R race car above, you will
be
> > stomping the AI cars into the ground on all race tracks.  That will be
fun
> > for a while, but soon prove boring, if you love racing.  So, you can
allow
> > all the VR AI drivers to race you with the Viper GTS-R "race car" as
well,
> > by making the following changes in the VR "options.cfg" file found in
the
> VR
> > Config folder:
> >     Using "notepad" or a suitable "text" editor -  search the
options.cfg
> > file for a line that reads as follows:
> >             "opponent_strength = x"  where x = either the value 1, 2, or
3
> > (depending on how you have it selected in the UI screens for AI opponent
> > strength.  If you change this number (x) to a "6" (numeric 6), then the
AI
> > will now be driving winged Viper GTS-R race cars along with you....and
> they
> > will be back to their old nasty, aggressive selves again!

> > **Race Against Larger AI Fields:
> >         Back to the VR "options.cfg" file again, search for the line
that
> > says:
> >             "ai_car_count = x"  If you have selected the max number of
> > opponents from the standard UI race set up screen, this "x" will have a
> "7"
> > in its place.  Change the 7 to a 14 and you now have 14 of those nasty
> > "Ramirez and Sanchez" AI buggers to race against (also in GTS-R race
> cars).
> > Set the race realism to "simulation," put on full damage and run 20 lap
> > "long" races against 14 VR AI drivers running Viper GTS-R race cars and
> > you've just put yourself into major-league-challenge space again., in
> terms
> > of being able to actually win races!  You will have to carefully pick
your
> > passing opportunities, run near perfect racing lines and plan a race
> > strategy that involves patience.....in order to beat these guys!  Good
> luck.

> > **Turn On The VR Spotter Voice:
> >         VR always had this option, but many did not use it.  I am in the
> > process of creating new spotter voices that will be easier to hear and
> > understand.  In the meantime, you can turn on the "stock" VR spotter
voice
> > (which I believe I remember from my VR beta testing days to be none
other
> > than, Mr. Dave P. himself.  Dave is a little weak of voice, and lacks
that
> > distinctive European accent (they don't have spotters in sports car
racing
> > that have southern accents like N4) reminiscent of Mr. Bell or Mr.
Daily.
> > But, he does an adequate job of telling you when you've cleared an
> > opponent's front fender(s).....so I always use him.

> > **Other Cars VR Editing Tools:
> >         For quite some time, VR has allowed "hacks" into the cars data
> files
> > that allow importing of just about any car, race car, truck or vehicle
you
> > can imagine....into VR in race-able form.  Many of these cars are SCGT
> > conversions, some are 3D creations of note, with their own cockpits and
> race
> > engine sounds and are quite remarkable.  One of the best sources for VR
> > "hack" cars is at:

> >             http://rdvr.btwracing.com/

> > This site is run by a long-term VR user named "Iceman" who is a talented
> 3D
> > car modeler and graphics artist.  You can also find all kinds of VR hack
> > tools and utilities at his website.  He's also a pretty likable guy who
> will
> > help you learn to do VR editing if you want to have a go at that (for
> fun).

> > I have recently (two weeks ago) acquired the tools necessary to create
new
> > VR race car cockpits, 3D models and all.....from scratch.  My first VR
> > cockpit project will be to produce the "racing cockpit" of the ALMS
Viper
> > GTS-R race cars.  I can handle all the graphics textures, I'm looking
for
> > someone with 3D modeling tools (3ds max would be good) to "partner up"
> with
> > me for re-doing the VR cockpit 3D model.  There's lots we can do and we
> > should certainly be able to approach N4 level for VR cockpits.

> > Anyone wishing to assist in this project with the 3D modeling, please
send
> > me an email at:  tmpa...@home.com

> > At the same time, I will be re-doing all the VR engine sounds, although
> the
> > stock engines for VR are pretty good if you know how to tweak your
SBLive
> > sound card's "environmental sound effects" well enough.

> > I believe Dave P. has recently released a rather esoteric "track
editing"
> > tool for VR that requires you to think, sleep and eat....in hex.  Of
> course,
> > someone will figure out a nice little utility to make this bugger work
> > intuitively, and hopefully some of the talented GPL community track
> editors
> > can have a field day making new race tracks for Viper Racing (I think
that
> > was Dave's plan in the first place).  I am looking into purchasing
> MultiGen
> > with its Road Builder add-on......just to make tracks for VR!

> > Isn't it amazing what some people are doing to bide their time until WSC
> > comes out?  Well, heck.  As soon as I'm done with creating new high-res
> > tracks for all my favorite GPL tracks (amazing what can be done to GPL
> > tracks when you run a 1.x GHz AMD platform with a GF3).....which is
about
> 30
> > years worth of work I believe.....I can start in with doing the same for
> > VR...which is indeed, a worthy opponent to GPL's car physics model, in
my
> > opinion.  Not as good, but certainly engaging as a car racing sim....it
> > would be my vote for the #2 spot behind GPL for older racing sims (N4 is
> the
> > best, IMHO).

> > Appeal To Dave P. ***********
> >     Can you give us VR "race.bin" that will allow running a higher
> > resolution than 1024?  Or is it not that simple?  If we need to edit the
> > textures, we'll do that too.  I'm running VR currently on an AMD 1.4 GHz
> > (oc'd to 1.6) with 512 mb of PC2100 RAM, and an ASUS (or Hercules) GF3
> > card......4xFsaa......with forced-4-anistropic filtering (which finally
> > fixed that screwing mip-mapping you guys hated so much of the track
> > lines)......at VR benchmarks (that push the "game engine max FPS) at 50
to
> > 51 FPS.  So, there's plenty of headroom in these level "race boxes" for
> > higher screen resolutions, you know?

> >     Also, if you could provide us with a way to tune up the controls and
> > steering for the "airplane"....that would be nice.  It would be useful
for
> > navigating VR track worlds when we start editing track textures.
Please?
> I
> > know you guys had more accurate ways of flying around the VR
> > tracks......Dave B. said so, and he never lies!).

> >     Dave, maybe we can make Viper Racing into the racing sim you guys
were
> > never allowed to make......by Sierra, just because they couldn't admit
to
> > screwing up the licensing for all the other sports cars you guys had
> created
> > for Viper (although, that was not the name it was going to be released

...

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