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N4 track :o)

15 posts by 9 people · 25 Nov 2001 21:07 UTC - 29 Nov 2001 00:57 UTC

Whats the deal with all these invisible walls???? (was in GPL verson too) Also... it it just me or does this track feel/look extremely narrow compared to for example the Glen..? Good work guys... but not the best track [-layout] for N4 imho. Here's to hoping we'll see something faster, flatter and more "open" the next time! -- ed_ The GPLEA -------------------------------------- - My name is Elliott Forbes Robinson. Spell it, please. - E-F-R. No, no, spell your name. - E-F-R!!
>"Ed Solheim" <[email hidden]> wrote > Whats the deal with all these invisible walls???? (was in GPL verson too) Limitations of the game engine, iirc. > Also... it it just me or does this track feel/look extremely narrowcompared > to for example the Glen..? The track was narrow in real-life. Those stockcars make it even worse :) -- -- Fran�ois M�nard <ymenard> -- May the Downforce be with you... -- http://www.ymenard.com/ -- This announcement is brought to you by the Shimato Dominguez Corporation - helping America into the New World...
We want St-Eustache now... that's narrow and short :) ymenard wrote:
Quoted text (18 lines)> > >"Ed Solheim" <[email hidden]> wrote > > Whats the deal with all these invisible walls???? (was in GPL verson too) > > Limitations of the game engine, iirc. > > > Also... it it just me or does this track feel/look extremely narrow > compared > > to for example the Glen..? > > The track was narrow in real-life. Those stockcars make it even worse :) > > -- > -- François Ménard <ymenard> > -- May the Downforce be with you... > -- http://www.ymenard.com/ > -- This announcement is brought to you by the Shimato Dominguez > Corporation - helping America into the New World...
-- Philippe "Philster" Sergerie
>"Philster" <[email hidden]> wrote >We want St-Eustache now... that's narrow and short :) Trois-Rivi�res! Another narrow track (well most of it). -- -- Fran�ois M�nard <ymenard> -- May the Downforce be with you... -- http://www.ymenard.com/ -- This announcement is brought to you by the Shimato Dominguez Corporation - helping America into the New World...
Agreed!!!!!!! La porte Duplessis :) ymenard wrote:
Quoted text (12 lines)> > >"Philster" <[email hidden]> wrote > >We want St-Eustache now... that's narrow and short :) > > Trois-Rivières! Another narrow track (well most of it). > > -- > -- François Ménard <ymenard> > -- May the Downforce be with you... > -- http://www.ymenard.com/ > -- This announcement is brought to you by the Shimato Dominguez > Corporation - helping America into the New World...
-- Philippe "Philster" Sergerie
ymenard wrote: > Whats the deal with all these invisible walls???? (was in GPL verson too) > > Limitations of the game engine, iirc. Limitations in what engine???? Limitations in the tools etc. I could "swallow" - but limitations in the game-engine ?? No way. That is certainly not the case for the GPL version and I seriously doubt that is the case for N4-version either. > > Also... it it just me or does this track feel/look extremely narrow > compared to for example the Glen..? > > The track was narrow in real-life. Those stockcars make it even worse :) I mean compared to the GPL version... (in GPL the track look too wide - in N4 it look too narrow.) -- ed_
Ed Solheim <[email hidden]> wrote in message news:l5YM7.1119$[email hidden]...
Quoted text (7 lines)> ymenard wrote: > > > Whats the deal with all these invisible walls???? (was in GPL verson too) > > > > Limitations of the game engine, iirc. > > Limitations in what engine????
AFAIK the coordinate system is [distance along the track] by [distance either side of the centreline]. That system is going to present big problems if you let people get too far along the lateral axis - see Circuito de Milano for a very mild example, where the two main straights overlap... Jonny
*big* difference between "Milano's" very special layout and St.Jovite more traditional layout.. AFAIK, there's nothing that sets St.Jovite apart from the rest of the "normal" tracks... apart from the way it's constructed (or tools used for it) -- ed_ Jonny Hodgson wrote: > > Limitations in what engine???? > > AFAIK the coordinate system is [distance along the track] > by [distance either side of the centreline]. That system > is going to present big problems if you let people get too > far along the lateral axis - see Circuito de Milano for > a very mild example, where the two main straights overlap... > > Jonny > >
Ed Solheim <[email hidden]> wrote in message news:mLdN7.970$[email hidden]... > *big* difference between "Milano's" very special layout and St.Jovite more > traditional layout.. > > AFAIK, there's nothing that sets St.Jovite apart from the rest of the > "normal" tracks... apart from the way it's constructed (or tools used for > it) No, but my point was that without 'invisible walls' (or at least sky-height fences) you could drive to a position which would actually map to a completely different part of the circuit, to that corresponding to your distance along the lap. For example, if you were to hop the fence to the right after Howlongizdis Korner at the 'Ring, you'd physically be back at the end of the start/finish - but the game would think you were still heading for Parkingfurnewbie mit Elplatz, only a long way off the side of the track. (I haven't actually tried this - *can* that fence be jumped?) You'd need to use a Cartesian coordinate system to be able to go anywhere - and even then, you get the flight sim problem of what to do with the edge of the map. Jonny
Quoted text (15 lines)> Jonny Hodgson wrote: > > > > Limitations in what engine???? > > > > AFAIK the coordinate system is [distance along the track] > > by [distance either side of the centreline]. That system > > is going to present big problems if you let people get too > > far along the lateral axis - see Circuito de Milano for > > a very mild example, where the two main straights overlap... > > > > Jonny > > > > > >
You have no idea of *which* invisible walls I am talking about - are you?? -- ed_ The GPLEA -------------------------------------- - My name is Elliott Forbes Robinson. Spell it, please. - E-F-R. No, no, spell your name. - E-F-R!! Jonny Hodgson <[email hidden]> skrev i news:A8eN7.4097$%[email hidden]... > > Ed Solheim <[email hidden]> wrote in message news:mLdN7.970$[email hidden]... > > *big* difference between "Milano's" very special layout and St.Jovite more > > traditional layout.. > > > > AFAIK, there's nothing that sets St.Jovite apart from the rest of the > > "normal" tracks... apart from the way it's constructed (or tools used for > > it) > > No, but my point was that without 'invisible walls' (or at least > sky-height fences) you could drive to a position which would > actually map to a completely different part of the circuit, to > that corresponding to your distance along the lap. > > For example, if you were to hop the fence to the right after > Howlongizdis Korner at the 'Ring, you'd physically be back > at the end of the start/finish - but the game would think > you were still heading for Parkingfurnewbie mit Elplatz, only > a long way off the side of the track. (I haven't actually > tried this - *can* that fence be jumped?) > > You'd need to use a Cartesian coordinate system to be able to > go anywhere - and even then, you get the flight sim problem > of what to do with the edge of the map. > > Jonny > > > Jonny Hodgson wrote: > > > > > > Limitations in what engine???? > > > > > > AFAIK the coordinate system is [distance along the track] > > > by [distance either side of the centreline]. That system > > > is going to present big problems if you let people get too > > > far along the lateral axis - see Circuito de Milano for > > > a very mild example, where the two main straights overlap... > > > > > > Jonny > > > > > > > > > > > >

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