rec.autos.simulators

N2 Multi car set question

pnthr..

N2 Multi car set question

by pnthr.. » Tue, 06 May 1997 04:00:00

I know it's been answered 1000 times, but which name goes on top of who in the
multi lists, the caller or the answerer and on which list?

Sorry to ask something that's been answered so many times.  Thanks for the
help.

Tom

David Spark

N2 Multi car set question

by David Spark » Wed, 07 May 1997 04:00:00


>I know it's been answered 1000 times, but which name goes on top of who in
>the multi lists, the caller or the answerer and on which list?

If you are running Version 1.00 or 1.01, here's how it works. We'll call
the machine that dials the "client" and the machine that answers the
"server".

Server:
1. Server player's car with Server player's name
2. Client player's car (name doesn't matter)

Client:
1. Server player's car with Client player's name
2. Client player's car (name doesn't matter)

The rest of the list should match, but doesn't have to.

I haven't had a chance to try modem racing with the V1.02 patch, but my
understanding is that the lists should be organized as follows:

Server and Client:
1. Server player's car with Server player's name
2. Client player's car with Client player's name

Dave Sparks
IWCCCARS Project: http://www.theuspits.com/iwcccars
Late Night League: http://www.sequoia-dev.com/Hawaii/latenite.html
Hawaii Handle: davids

Charlie Heat

N2 Multi car set question

by Charlie Heat » Fri, 09 May 1997 04:00:00


>I know it's been answered 1000 times, but which name goes on top of who in
>the multi lists, the caller or the answerer and on which list?

>Sorry to ask something that's been answered so many times.  Thanks for the
>help.

>Tom

Tom - the NASCAR II patch obsoletes the need to jump through hoops to get
cars which match player's preferences in multiplayer.

After the patch, each player should set up their own "MULTI.LST" entry list
so that their own preferred car is at the top of the list.   If a player
has a customized car, they should make sure it is named something other
than "T_PLAYER.CAR" and also that it is not a duplicate of any other
player's preferred car; also, make sure that each player's .CAR file has
been copied to all of the machines, since only the references to cars (not
the actual cars themselves) are communicated between machines during a
multiplayer race.  Finally, the remainder of MULTI.LST should be left
unchanged from original MULTI.LST if possible; otherwise there is likely to
be some disk grinding when new players connect while their entry lists get
coordinated with the hosting machine.

The intended end result post-patch is that in multiplayer, cars should "do
what you expected them to do".  You still need to do a bit of coordinating
to decide who gets what car and make sure all of the requested cars are
installed on each machine but once you've done that you should be able to
relax and enjoy the ride ...

Charlie Heath / Papyrus


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