rec.autos.simulators

GP3:Unable to Hear Other Cars

SKur

GP3:Unable to Hear Other Cars

by SKur » Fri, 28 Jul 2000 04:00:00

DEFINITELY

> Well I think the sound from other cars is needed in a computer
> game to help with your situational awareness. Surely I am not
> the only person that understands this much ;-)

> --




> > Even if you couldn't hear the other cars, that wouldn't explain why from
> the
> > tv-views and in replays, you can still only hear one car even when the
> whole
> > grid is streaming past.

Stephen Ferguso

GP3:Unable to Hear Other Cars

by Stephen Ferguso » Fri, 28 Jul 2000 04:00:00




> % I thing another car sounds maybe lower FPS too much, and they leave
those
> % out of the game.

> And I think it is lazy coding..... (I can understand the lack of sound
> of other cars while in your own***pit... but from tv replays?)

I don't think you are allowed to use the term "lazy" for someone who codes
in assembler.  "Crazy" perhaps.  Or "different".  Or "shit, how am I going
to change this now?".  But definitely not lazy.

Stephen

GraDe

GP3:Unable to Hear Other Cars

by GraDe » Fri, 28 Jul 2000 04:00:00


Just a shot in the dark but........absolutely not!  :-)

As I've said before, when testing in my low-revving proKart I still can't
hear the two strokes until the are right beside me and I'm not wearing ear
plugs or anything.

Simon Brow

GP3:Unable to Hear Other Cars

by Simon Brow » Fri, 28 Jul 2000 04:00:00

Either way the end result is a mistake.  Assuming GC is using DirectSound,
it's really not that difficult to have multiple sound channels.
ymenar

GP3:Unable to Hear Other Cars

by ymenar » Fri, 28 Jul 2000 04:00:00


Hello, Geoff ;)

--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
-- http://www.WeRace.net
-- People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world.

Greg Cisk

GP3:Unable to Hear Other Cars

by Greg Cisk » Fri, 28 Jul 2000 04:00:00


Well you would actually have to be there to see how he is doing it
to really tell. Assembler certainly can be a can of worms he didn't
want to mess with much. This could be interpreted as lazy since he
claimed to spend 4 years on GP3.

--


Joe6

GP3:Unable to Hear Other Cars

by Joe6 » Sat, 29 Jul 2000 04:00:00


>I don't think you are allowed to use the term "lazy" for someone who codes
>in assembler.  "Crazy" perhaps.  Or "different".  Or "shit, how am I going
>to change this now?"

Or "wake up it's th 21st century DOS is dead!"

;-)

Joe McGinn
_____________________
Radical Entertainment

Xena

GP3:Unable to Hear Other Cars

by Xena » Sat, 29 Jul 2000 04:00:00




>>      I've read a lot about this and now it's got me wondering.....
>> -With the earpieces, helmet, radio, and the sound of your OWN
>engine....Can the
>> modern F1 driver really hear the other cars?

>Just a shot in the dark but........absolutely not!  :-)

>As I've said before, when testing in my low-revving proKart I still can't
>hear the two strokes until the are right beside me and I'm not wearing ear
>plugs or anything.

      It be nice to see some third party create some sound..but I
guess the way it's coded...be unlikey...I love the way MS Flight
  sim..3rd parties add so much to their hobby...damn:(
Ruud van Ga

GP3:Unable to Hear Other Cars

by Ruud van Ga » Sat, 29 Jul 2000 04:00:00



It's quite easy to take a minimal approach; calculate the approximate
distance of all cars (to the player's car); this is just 21x
posPlayer-posCar, which are just 3 subtractions.
Then mix the pitched samples into a single buffer; today's Pentiums
can do this without problems (an easy pitch & mix really doesn't take
that much time).
A slider for how many sounds at the same time, and then you take the
closest x cars out of the 22 available, and presto.
Not hard at all. Perhaps a day or 2 of work, tops. That includes
mixing the car sounds.
Didn't seem to bother Geoff, probably, or he was busy doing something
else. Let's hope he was busy on the patch. ;-)0

>-Jani-



>> Even if you couldn't hear the other cars, that wouldn't explain why from
>the
>> tv-views and in replays, you can still only hear one car even when the
>whole
>> grid is streaming past.

Ruud van Gaal, GPL Rank +53.53
MarketGraph / MachTech: http://www.marketgraph.nl
Art: http://www.marketgraph.nl/gallery
Don Burnett

GP3:Unable to Hear Other Cars

by Don Burnett » Sun, 30 Jul 2000 04:00:00

Lazy and inexcusable coding. It bothered the heck out of me in GP2, and I am
astounded to learn he left it out of GP3 as well. I think the dude has been
living under a rock the last 4 years.

--
Don Burnette
Dburn in N3 and Legends
ICQ# 74084566




> % I thing another car sounds maybe lower FPS too much, and they leave
those
> % out of the game.

> And I think it is lazy coding..... (I can understand the lack of sound
> of other cars while in your own***pit... but from tv replays?)

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

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

Ared Mosine

GP3:Unable to Hear Other Cars

by Ared Mosine » Sun, 30 Jul 2000 04:00:00



Always found Damon Hill strange...
Hockenheim 1996, Damon Hill won the race after Berger's engine blew up in
one of the last laps, I quote Damon Hill: "As we roared down the staight, I
heard a terrible noise from an engine, and I wondered whether it was my
engine or his..."

David L. Coo

GP3:Unable to Hear Other Cars

by David L. Coo » Sun, 30 Jul 2000 04:00:00

I would bet that after Berger's engine blew as he sat there on the side of the
track (or wherever), he could hear the other cars going by.  Heh - In GP3,
SILENCE.  What a joke...


wrote...

Michael E. Carve

GP3:Unable to Hear Other Cars

by Michael E. Carve » Sun, 30 Jul 2000 04:00:00





% > % I thing another car sounds maybe lower FPS too much, and they leave
% those
% > % out of the game.
% >
% > And I think it is lazy coding..... (I can understand the lack of sound
% > of other cars while in your own***pit... but from tv replays?)
% >

% I don't think you are allowed to use the term "lazy" for someone who codes
% in assembler.  "Crazy" perhaps.  Or "different".  Or "shit, how am I going
% to change this now?".  But definitely not lazy.

If he wasn't lazy he would have updated his code....  Using old code
that cripples things in an upgrade is being lazy in my book.

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

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

Joel Willstei

GP3:Unable to Hear Other Cars

by Joel Willstei » Tue, 01 Aug 2000 04:00:00




> % I thing another car sounds maybe lower FPS too much, and they leave
those
> % out of the game.

> And I think it is lazy coding..... (I can understand the lack of sound
> of other cars while in your own***pit... but from tv replays?)

     I've been mostly lurking during these GP3 threads since it's not
available here in the USA yet. But not having sound for the other cars is a
serious omission from a sim. This is certainly one driving aid that is
needed.

Joel Willstein

Joel Willstei

GP3:Unable to Hear Other Cars

by Joel Willstei » Tue, 01 Aug 2000 04:00:00




> % Well I think the sound from other cars is needed in a computer
> % game to help with your situational awareness. Surely I am not
> % the only person that understands this much ;-)

> Not only for awareness, but for immersion... For the hard-core purists,
> give the user the option of fine tuning how loud/soft/on/off the other
> car sounds are.

Exactly.

Joel Willstein


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