Yes they do! Just hit the ZOOM button on the replay panel and BOOM! D3D
replays!
Pete
Yes they do! Just hit the ZOOM button on the replay panel and BOOM! D3D
replays!
Pete
I Think the game is pretty good over all. But what troubles me
how narrow the tracks are.
It might be that they are acurate to 6cm. or what not,
but its simply not enough room to pass other cars, specially
human once on the ZONE.
I hope with the editor that can be changed.
Because its simple not FUN, and most people will aggree that acuracy
is not that importan, playability is.
just my .02 cents.
__
'remove' SPAM.SUCKS
Gregory Alferov, "Greg" ~~_____~~
http://home.inreach.com/tifosi/ [__]=[_(-)_]=[__]
>You really need to read the readme.txt file. Among other info, you'll
>find out that you can use CTRL-H and CTRL-F to control how far the game
>draws in the distance.
Anyone else seeing the firestone bridge while in the apex of turn 3 of
Laguna Seca? I'd be interested in hearing from some P200+ 3DFX owners
on this one.
Randy
Mark,
You also need to set them straight on the poly count. They are very, very
confused on the number of visible polygons per frame. Perhaps tell them how
to interpret the "frame" cheat code.
Brett
>You really need to read the readme.txt file. Among other info, you'll
>find out that you can use CTRL-H and CTRL-F to control how far the game
>draws in the distance.
>- Mark
>: >1. The steering doesn't make sense to me. It seems to change based on
>: >what camera angle you are using. In the "chase cam" or whatever mode,
>: >the steering is _way_ more responsive than it is in***pit view.
>: Piece of advice. Drive in the***pit. External shots should be
>: replay only. If God meant for Michael Andretti to drive from above
>: and behind his car, he'd have given him a long, diagonal pole for a
>: neck <G>
>: >
>: >2. The replays don't get the benefit of D3D. I want to see my replays
>: >with full eye candy dammit! That's the whole friggin point of replays
>: >IMO!
>: >
>: Does the ZOOM button not exist in the downloadable version? If you
>: press it you'll go to full-screen d3d replay. Press V to toggle
>: cameras.
>: >3. The game just doesn't look that great in D3D mode. The hardware
>: >acceleration is smooth, but the polygon count is low and the game looks
>: >kind of blah. I'd go so far as to say that some of the scenery looks
>: >better in the software renderer. This game isn't going to turn anyone
>: >into a D3D fan, I guess. I'd take glide or GL anyday from what I've
>: >seen of D3D games so far.
>: I can't comment on the last sentence, but my biggest problem with this
>: game is not the poly count or the way the graphics look--its the fact
>: that MS and Terminal Reality seem to be executing some code that says:
>: If this isn't an MMX or P200+ chip, then stop worrying about showing
>: the user the road way ahead of him. This makes finding the turns in
>: ovals absolutely maddening. You are sometimes past your brake/turn in
>: points by the time you see that the turn is there! Road courses
>: suffer from this, too. This is an area where, slow machine or not, MS
>: and TRI blew it. The Papyrus sims allowed textures to be turned off
>: while still showing everything all the way up ahead. So you could
>: still drive properly regardless of your machine. This is the first
>: realistic racing sim I've seen that literally takes away your most
>: important asset: your eyes.
>: >This isn't the
>: >only place I've noticed this bug, either. I've seen seen various
>: >scenery popping up in the middle of the track as I'm driving along.
>: >Very bad bug in the renderer if you ask me. Very distracting.
>: MS will probably blame your D3D driver, but I'm seeing a lot of 3D
>: problems as well, such as the fact that the horizon texture often gets
>: treated as if its in the foreground rather than the background! I'm
>: using the new Stealth II Rendition v2100 board btw.
>: Randy