>Subject: Re: IndyCar(TM) Racing II News
>Date: 10 May 1995 18:49:24 GMT
>>PAPYRUS DESIGN GROUP
>>Booth #1425 SOUTH HALL
>>CONTACT: Ann Marie Gianantoni
>>Papyrus New IndyCar(TM) Racing 2.0 Previewed at E3
>[lot's of blah deleted]
> And it will require 8megs+ of RAM and a P90+ to run and no
>f*%$!ng track creator/editor. Guess who they just lost as a customer!
>--
>-------------------------------------------------------------------------
>-
>Leading the charge to boycott Papyrus Software.
>Bryon S. Lape
>Hodges Library in the department formerly known as "Automation"
>Proud owner of two songs banned from MTV.
>Suffering from political correctness deficiency syndrome.
First of all, if you were expecting a "track creator/editor" then you have
been sadly misled. I would also be more than happy to suggest you look for
another racing sim, because opening the track creation to the public just
isn't in the picture, and I don't expect it, and I see no use for it.
If anyone wants to create tracks for ICR, go right ahead. The code is no
MAJOR trade secret for anybody wanted to hack it, but considering the millions
of lines of code necessary to create EACH track, the amount of man-hours
involved for each track, it's a surprise Papyrus can release their work
ANYWHERE near on schedule with the small staff they have. Papyrus is NOT a
large company. It's certainly no Microsoft, and look how long it's taking
THEM to come out with the next Windows. Imagine ONE person trying to create
his/her own track at home on his/her own machine. It is a LOT more than just
drawing the shape of the track and then pushing a button and voila! there's
the track. Each track has to go through the same processes, not the least of
which calls for going to the actual track and surveying the area or using the
blueprints to achieve the accuracy that they do, which STILL is lacking, but
astonishing considering what's involved.
When you have the track designed, you have to decide the look of the place.
Billboards, pit locations, trucks, buildings, leaderboard, grandstands. Then
you have to code where the cars can go, how they go, when they go, and how
well they react to each other.
And then, when you have all that mapped out and the code underway, imagine
having to code ALL of the replay camera angles and make them available for
every car. And the telemetry information and how that changes during a race.
That's just describing what had to go into ICR 1.0x. When you add in all the
features that will be going into ICR 2.0, and add in the fact that it will be
available in SVGA, with digital sound, and flying car parts, and penalty
flags, and and event announcer, and even MORE hours into improving the
opponents' A.I., I am really surprised they are announceing a December release.
Don't get me wrong, I am happy it is supposed to be ready by December at the
latest, but knowing what involved, I'm amazed.
A track creator/editor? I can do without that. I just want to get in that
car and race. Race on the tracks that are there. You KNOW they're gonna
eventually followup with add-on tracks... and if they're releasing ICR 2.0
with 15 tracks, there's gotta be a lot of new tracks coming out after that
that none of us have even raced an IndyCar on.
I'll be more than happy with a descent replay editor and a nice car paintkit.
If they are able to squeeze in local yellows and some flag guys on the track,
and perhaps the ability to pull out of the pits when we want to, I'll be in
bliss.
Ralf
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