rec.autos.simulators

GPL problems with converted tracks

sudes

GPL problems with converted tracks

by sudes » Mon, 07 Aug 2000 04:00:00

Hi
I'm having some problems with certain converted tracks in GPL namely ;
Sears (both versions)flashing textures, even outside the GPL screen!
Pocono same problem
Phoenix same problem
darlington, track has dissapeared!

i run a Geforce 2 no Fsaa

and the problem is only there with the D3d patch, not open GL

anybody have any idea's?

help very much appreciated!

Sudesh

Eric Busc

GPL problems with converted tracks

by Eric Busc » Mon, 07 Aug 2000 04:00:00

The D3D patch was designed to work with the official tracks that shipped
with GPL, not any of the tracks that have been converted.  If it works with
some of these other tracks that's great, but it's not surprising that there
are issues with others.

--
Eric


Marko Aaltone

GPL problems with converted tracks

by Marko Aaltone » Tue, 08 Aug 2000 04:00:00

same prob here..

Marko

Tom Pabs

GPL problems with converted tracks

by Tom Pabs » Tue, 08 Aug 2000 04:00:00

You would have similar problems with the V5 card too.  In all the GPL
tracks...not just the converted ones.  So consider yourself "ahead of the
game" if you are only having flashing and texture anomalies in the converted
tracks.   If GPL is your "main thing," racing sim-wise......then buy a
couple used 3dfx Voodoo 12 cards (run SLI)....because everything that has
come out after those.....doesn't run GPL as good as they do.  At least, that
has been my experience...on 7 different computer upgraded "boxes."  And,
this last one.....(to a V-550)......it was the worst of them all (on GPL
that is).

While Viper Racing......well it just keeps getting more awesome with each
system upgrade.  I don't know what MGI did with their Multi-Gen created
graphics for VR.....but that sim is so "light" on system resources...its
almost unbelievable.  I'm now running at 1024 res, everything turned on,
full FSAA (4 chip)....there's no "jagged edgies" in my Viper world
now.....and the "benchmark" test in the Options/Graphics.....runs at 58 fps!
Dave Broske told me (back when I beta tested VR) that the game
engine/physics engine max screen rate....is 60 fps.  That means you could
run Viper on a "mainframe" and it won't exceed 60 fps (indicated).  Add the
near-GPL-like car physics of Viper....and this is a sim that just bumped GPL
to the #2 position on my race computer.  Wow, just think what it would be
like to have real race tracks to run in Viper?  Hey, why don't we all pool
our funds, take up a "collection" so the racing sim community can buy a
"community" copy of Multi-Gen...and the "road generator" add on that it
would require (that's about $20,000 of software)....and we can make our own
race tracks like David does for GPL?  Someone at GPLEA can "hack" the
***pit so the three other race car types (in the Options/Hacks screen) can
have***pits (the car bodies are already in the Viper code on the
CD.....who can find them?).....and we can put the tracks up for Internet
download at one central location...charge $2.00 for each and we'll recover
our purchase of Multi-Gen in about a week (I'd guess ....maybe sooner if we
got the word out).  Ah, then someone could figure out how to "hack" the car
physics...and we could have open wheel cars, GTP cars, LeMans prototypes,
all the vintage "legend" cars we could dream up.....and an airplane that
still doesn't fly very well.

Oh, sorry....I was telling you about the "dream" I had last night...........

Tom


Gaul

GPL problems with converted tracks

by Gaul » Tue, 08 Aug 2000 04:00:00

(enormous snippage)

lol! I'd forgotten about that airplane mode. :-)


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