Grettings People!
Found this on the Nascar Racing 4 Forums. Seems someone found
this link:
http://www.sierra.com/support/technical/updates/ts_product_results/1,1812
,1595,00.html
Here's the Readme.txt for the file:
NASCAR� Racing 4 PATCH README
1.1.0.0
04/23/01
[ To read this file, select Edit/Word Wrap from the menu above ]
TABLE OF CONTENTS
[1] WHAT THE PATCH FIXES
[2] HOW TO INSTALL THE PATCH
[3] ADDITIONAL INFORMATION
[4] CONTACTING SIERRA
************************************
NOTE: The 1.1.x.x version of NASCAR� Racing 4 is not multiplayer
compatible with previously released versions. As a client you will only
be able to see and join 1.1.x.x servers, and similarly as a host only
1.1.x.x clients will be able to see and join your server.
************************************
[1] WHAT THE PATCH FIXES
====================================
AI:
* Fixed bug which sometimes caused the pace car to appear on the outside
pole at the start of a race.
* Fixed bug which could cause some AI cars at Richmond to collide when
entering and exiting their pit stalls.
* AI cars will now obey the stop sign at the end of pit road.
* Pace car no longer takes an extra pace lap at Martinsville at the start
of the race. This was a problem only if the abbreviated pace lap was
selected.
* Adjusted AI speed at Dover to be more realistic.
* Fixed bug which caused AI to call for a tow during Practice/Warmup
sessions.
* AI who run out of fuel will now get out of the racing line when limping
back to the pits.
* AI who run out of fuel will be able to re-fire their engines after
receiving pit service.
* Fixed problems with AI pitting on Gilligan's Island at Sears Point.
* Fixed rogue pace car 'hot-lapping' around track.
* AI are now able to sort themselves into the proper pacing order more
quickly.
* Improved pacing and restart behavior.
* Improved accident avoidance behavior.
* Improved merge to pits behavior.
* Improved three wide passing behavior.
CAMERAS:
* Fixed a problem with one of the TV2 cameras at Darlington.
CAR SETUPS:
* Changed Daytona "Fast" setup to be easier to drive.
CHAMPIONSHIP SEASON:
* Fixed bug on Championship Season screen which caused a "Save Changes?"
box to appear even if no changes were made.
* Fixed bug which caused the polesitter from the first race of a
championship season to be given credit for the pole for all the remaining
races of that season.
CONTROLS
* Improved driving controls for keyboard and digital gamepad users.
MULTIPLAYER:
* Fixed bug in which clicking "Create New ID" (for Sierra.com) wouldn't
gray out the other fields on the pop-up box.
* Made rejection message (when trying to connect to a race in progress)
more descriptive.
* Made firewall message (when trying to host a race behind a shared
Internet connection) more descriptive.
* Players list on Sierra.com screen no longer scrolls uncontrollably.
* Changed chat colors to be consistent between in-car and out-of-car
modes.
* Fixed bug which could cause systems with multiple TCP/IP devices to be
unable to connect to Sierra.com
* Fixed bug which prevented clients from joining Sierra.com races that
were hosted behind a router.
* Enlarged the size of the Sierra.com Profile box to prevent ratings
information from spilling off the side when pressing Shift+Ctrl
* Changed points thresholds for gaining/losing ratings levels on
Sierra.com. Also made incident points count as a global -3 per incident
regardless of level.
* It is now possible to set the wind speed for dedicated servers using
the command line.
* Fixed bug which prevented clients from receiving pit service after
reconnecting to a server.
* Added chat filter.
* Fixed a bug which could cause client's car to warp when sending a chat
message.
* Changed game to display Sierra.com User ID instead of player name.
* Added ability to disable display of client connection and disconnection
chat messages.
* In ratings enabled races, incidents will now be properly assessed when
yellow flags have been disabled.
* Fixed bug which could cause TCP/IP devices to be duplicated in the
Sierra.com dialog's "Connect Via" list.
* Clients now only need to meet the rating restrictions for the currently
loaded track.
* Fixed bug which could cause qualifying standings to be lost when the
host advanced to the Warmup session.
* If the Warmup time is set to zero, server will skip directly from
Qualifying to Race.
* The race over timeout can now be set using the auto_leave_timeout
setting.
* Added !show_password, !set_password, and !clear_password admin
commands.
* Fixed the "2 minute" latency spike some users were experiencing during
Sierra.com races.
PAINT SHOP:
* Fixed bug which would cause the game to crash if the user dragged a
filled shape across the entire car template.
* Fixed bug which allowed activation of widgets "through" Paint Shop
options boxes; i.e. clicking on the Paint Shop option also triggered the
widget underneath it.
* Fixed bug which allowed italicized text falling outside the boundaries
of the text frame to be "cut off" when applied to the car.
* Fixed bug which caused strange behavior when using the "/" key in the
text tool.
* Added support for importing compressed .TGA files.
PHYSICS:
* Fixed bug which caused engine to stall with Automatic Clutch enabled.
* Changed oil cooling to decrease number of blown engines during 2nd lap
of qualifying.
* 'Wallriding' is no longer advantageous.
* Changed damage sensitivity and aerodynamic penalty.
PITTING:
* If towed to pits with "fatal" damage, crew no longer attempts to
service the car.
* If stopping in pit stall with "fatal" engine damage, the crew will no
longer attempt to fix it.
* Changed end of pit stop timing to correspond to jack man's signal.
Should make pit stops slightly faster on average.
* Fixed strange behavior exhibited by the animated pit crew if the player
saves a replay during servicing.
* Fixed bug which could cause the player to be permanently held in his
pit stall upon serving a penalty for entering the pits unsafely.
* Fixed bug which could cause the player to be incorrectly penalized for
entering the pits unsafely.
* Fixed bug which was causing player to be penalized for entering a
closed pit when being towed under a green flag to yellow flag transition.
* Fixed tow time calculation error which could cause tow times to be too
short.
RACE CONTROL:
* Fixed race control bug when determining whether or not a given car is
on the lead lap.
* Fixed bug which could cause car(s) to be penalized for passing the pace
car or passing under yellow during an abbreviated pace lap at
Martinsville.
* Changed race control so that in the event a player both passes the pace
car AND passes under yellow, only the greater of the two penalties (in
terms of time) is assessed.
* Changed per-infraction premium for multiple penalties from 40 to 15
seconds.
RENDERER:
* It is now possible to launch a dedicated server minimized.
* Added GDI renderer for dedicated servers (no longer requires a D3D
capable card).
SPOTTER / CREW CHIEF:
* Added "Stay behind the leader of the other pacing line" message.
* Fixed erroneous "We're not on the lead lap - we can't pit this time by"
message for lead-lap cars pitting on the back pits at Bristol.
* Fixed erroneous "We're not on the lead lap - we can't pit this time by"
message for cars that were on the lead lap.
* Players are now more clearly informed that they have been sent to the
end of the longest line and where they need to be in the pacing order.
* Fixed a bug which could cause spotter to call out the checkered flag a
lap early for cars at the tail end of the lead lap.
* Fixed a bug which could cause incomplete messages on some sound cards.
USER INTERFACE:
* Fixed bug which sometimes caused the Player Records table to not scroll
properly.
* Added OK/Cancel buttons to Track Notes and Setup Notes boxes.
* Fixed bug which was causing some penalties to be excluded from penalty
summary on the exported standings report.
* Fixed bug which sometimes caused 44 cars to appear on the replay
standings display.
* Switching cars on the Player Info and Opponent Manager screens is now
much faster than before.
* Fixed bug which could cause penalties from a previous race to appear on
exported race standings report.
* Added car numbers to the replay's driver selection.
* Allowed the garage's track notes to be accessed during fixed setup
races.
* Fixed bug in Opponent Manager which prompted to save driver after
ratings were viewed even if no changes were made.
[2] HOW TO INSTALL THE PATCH
====================================
1. Run the saved patch executable.
2. The patch should automatically detect your NASCAR� Racing 4
installation directory and then begin the patching process.
* Note that if you have modified any of the game's files using 3rd party
utilities, it may be necessary to reinstall the game before the patch can
successfully complete its installation.
[3] ADDITIONAL INFORMATION
====================================
NO SOUND IN GAME
If you have no sound in game, it may be necessary to go to the Audio tab
of your Windows Multimedia Control Panel and select the proper playback
device. You may also want to disable the "Use only preferred devices"
option if it is currently enabled.
USING MICROSOFT GAME VOICE OR OTHER VOICE CHAT PROGRAMS
By default NASCAR� Racing 4 will run at highest priority. This is
perfectly fine for most users, if you experience problems trying to use
Microsoft's Game Voice or other similar voice chat programs you may need
to force NASCAR� Racing 4 to run at a lower priority by adding a "-kh0"
(that's dash K H Zero) command line parameter to the shortcut:
"C:\Papyrus\NASCAR Racing 4\NASCAR Racing 4.exe" -kh0
CONNECTING TO SIERRA.COM RACES
If you are receiving "Connection Time-Out" messages when attempting to
connect to Sierra.com multiplayer races or see no ping times displayed
for any of these races you may need to select a different TCP/IP device
in the "Connect Via:" drop-down list in the Sierra.com login box. Note
that if you have a dynamic IP address it may first be necessary to enable
the "Find Network Addresses Another Way" option using the CONFIGURE
button at the bottom of the main multiplayer screen before the proper
TCP/IP device will be listed.
DISABLING USER CONNECTION AND DISCONNECTION MESSAGES
By default in multiplayer races you will receive chat messages when other
players connect and disconnect. These messages can be distracting to
some users, so it is now possible to disable them by editing the
following line in your PLAYER.INI (located in your Players\Player__Name
directory), changing the 1 to a 0:
[Misc]
showJoinLeave=1
SERVER RACE OVER TIMER
After the checkered flag, the race will wait for three minutes before
advancing to the next track the loop or returning to the setup screen.
This allows players to chat after the race or to save the replay. If you
wish to change this amount of time you may edit the auto_leave_timeout
line the [SERVER] section of the PLAYER.INI (note that this value is
seconds).
ADDING AI OPPONENTS TO A MULTIPLAYER RACE
You may only have up to 42 connections to a multiplayer server for both
human and AI opponents. In order to allow the addition of AI opponents
to the server, you must first reduce the number of allowed TCP/IP or IPX
connections to less than 42 human opponents. Once this is done you will
be able to fill out the field with AI opponents.
ADDITIONAL REMOTE SERVER ADMINISTRATION COMMANDS
Server administrators now have several additional chat commands which
they may use to control their server:
!do_not_auto_start_next_race - Temporarily overrides a server running a
series of looped races allowing you to exit back to the track setup
screen and select a new track and/or race options (note that the server
will resume the previous loop at the completion of the race using the
newly selected race options).
!show_password - Returns the server's current access and boss passwords.
!set_password - Used to change the server's current access and/or boss
passwords. For example, the chat command "!set_password
new_access_pwd/new_boss_pwd" would change the access password for clients
to be "new_access_pwd" and the boss password would be changed to
"new_boss_pwd". This has no affect on clients and bosses currently
connected to the server, but if they were to disconnect and reconnect
they would need to know the updated password(s).
!clear_password - Removes the server's current access and boss passwords.
!shutdown -Shuts down the server.
!list_commands - Returns a complete list of administration commands.
SIERRA.COM RATINGS SYSTEM
Note that although we currently have no plans to change any of this, it
is all subject to change without notice.
Higher ratings are better. 10 is the highest rating, and 0 is the
lowest.
When you create a new Sierra.com user ID, the ratings for that ID will
all be 0.
Your current ratings appear in the "RATINGS" box on the "Available Races"
multiplayer screen.
You have separate ratings for each of four track types.
RC = road course (Watkins Glen and Sears Point)
ST = short track (Bristol, Martinsville and Richmond)
SS = super speedway (Daytona and Talladega)
SW = speedway (currently, all other tracks)
A race server will update the ratings database if all of the following
conditions are met:
- The race has rating restrictions in effect for the track type
being run.
- At least four players started the race (this does not include AI
drivers).
- The race winner completes enough laps to account for at least 10
minutes of racing at a "normal" lap speed at this track. Generally, 10%
races will qualify.
Once the race is complete, each driver that started the race will be
assigned points for this race as follows...
- You gain points for each driver you finish ahead of. You gain
more points if your current rating is lower than the other driver, and
fewer points if your rating is higher than the other driver (within
limits). For example if your rating is a 3, and you finish ahead of a
driver with a rating of 5, you gain more points for beating them than
they would gain if they beat you.
- You lose points for each driver you finish behind. You lose
more points if your current rating is higher than the other driver, and
fewer points if your rating is lower than the other driver (within
limits).
- You lose points if you are involved in an incident. An incident
is defined as any situation that would cause a yellow flag, whether or
not yellow flags are currently enabled. No attempt is made to determine
who was the "instigator" and who was a "victim."
Note that this (generally) means that drivers that finished well will
receive positive point totals, and drivers that finished farther back in
the pack will receive negative point totals.
We then look at your points total for this race and your previous 9 races
at this type of track(*). Your lowest 2 point total races are dropped,
and the point totals from the remaining 8 races are averaged.
If the average is greater than some limit (a positive number), your
rating for this type of track is increased by 1, and your race point
total history for this type of track is reset to 0.
If the average is less than some limit (a negative number), your rating
for this type of track is decreased by 1, and your race point total
history for this type of track is reset to 0.
The limit point at which your rating will increase gets higher as your
rating gets higher, making it harder to increase your rating as your
rating increases. That is, it's much easier to go from a 0 rating to a 1
rating than it is to go from a 9 to a 10.
The limit point at which your rating will decrease gets smaller (in
magnitude, but numerically higher since it's a negative number) as your
rating gets higher, making it easier to lose a rating level as your
rating increases. That is, it's much easier to drop from a 10 to a 9
than it is to drop from a 1 to a 0.
Something you would do well to note:
- Provided all the conditions above are met, your rating will be
updated even if you don't finish the race! If you get caught up in some
turn one shenanigans and quit the race in frustration, your rating will
suffer the consequences. If you care about your rating, you have a
couple options:
(a) check out the competition during practice and warmup. If it
seems like there are a lot of yahoos out there, disconnect from the
server and go find another race. If you don't get into your car during
the race session, your rating won't be updated.
(b) Take it easy on the first lap! If you drive aggressively into
turn one and leave yourself no margin for error (yours or someone elses),
you are much more likely to come out a loser than a hero.
(c) If you do get taken out early in the race, keep driving! You
probably won't win the race, but many people will ignore this advice and
just quit (you know the type - incidents are ALWAYS someone elses fault,
and they constantly spew profanity). Finish the race and drive their
rating down!
(*) You can view your points histories by clicking on your own Sierra.com
ID in the "PLAYERS", "INVITE" or "MUZZLE" lists, hitting the "P"
(profile) button, and then holding down the left-shift and left-control
keys while the PROFILE dialog box is displayed. The number between () is
your current rating at the track type, and the numbers between [] are
your point totals for your last 9 races. The other numbers are RR=races
run, RC=races completed, LA=laps available in those races, LC=laps
completed, and IC=incident count. Your LPI (laps per incident) rating is
LC divided by IC.
ADDITIONAL MULTIPLAYER FROM BEHIND A ROUTER OR FIREWALL NOTES
If you have a router or firewall and would like to allow multiple users
on your LAN to connect to the same multiplayer server, you will need to
have each of the clients behind the router use a different
net_server_port in their CORE.INI files (one client would make no changes
and use the default port, while each of the others would need to specify
a unique net_server_port).
Additionally if you are hosting a server from behind the router by
forwarding the default UDP port range to the LAN IP of the server, no
clients on your LAN will be able to connect to multiplayer races since
all of the incoming packets would be forwarded to your server. If you
want to allow these clients to connect to races while your server is
running, it would be necessary to forward and configure the server to use
a non-standard UDP port range (see readme.txt for details).
[4] CONTACTING SIERRA
=======================
A) Customer Service, Support, and Sales
B) Technical Support
C) Legal Information
A) Customer Service, Support, and Sales
----------------------------------
United States
U.S.A. Sales Phone: (800) 757-7707
Hours: 24 hours a day, 7 days a week
International Sales: (425) 746-5771
Hours: Monday-Friday 8 AM to 4 PM PST
FAX: (916) 939-1010
Sierra Direct
P O Box 629001
El Dorado Hills, CA 95762-9972
Email: [email hidden]
http://www.sierra.com
United Kingdom
Vivendi Universal Interactive Publishing UK Ltd.
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
Disk/CD replacements in the U.K. are �6.00, or �7.00 outside the UK. Add
"ATTN.: Returns."
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire
RG2 0BS United Kingdom
France
Vivendi Universal Interactive Publishing France
32, Av de l'Europe
B�t Energy 1 (2e �tage)
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T�l�phone: 01-30-67-90-50
Lundi au Jeudi de 10h � 19h
Vendredi de 10h � 18h
Fax: 01-30-67-90-65
Germany
Vivendi Universal Interactive Publishing Deutschland Gmbh.
Tel: (0) 6103-99-40-40
Montag bis Freitag von 10h - 19Uhr
Fax: (0) 6103-99-40-35
Paul-Ehrlich-Stra�e la
63225 Langen
Deutschland
On-Line Sales
CompuServe United Kingdom:GO UKSIERRA
CompuServe France: GO FRSIERRA
Internet USA: http://www.sierra.com
Internet United Kingdom: http://www.sierra-online.co.uk
Internet France: http://www.sierra.fr
Internet Germany: http://www.sierra.de
Disk and or Manual Replacement:
Product Returns*:
Vivendi Universal Interactive Publishing International
Sierra On-Line Returns
4247 S. Minnewawa Ave.
Fresno, CA 93725
Vivendi Universal Interactive Publishing International
Sierra On-Line CD/Doco Replacement
4247 S. Minnewawa Ave.
Fresno, CA 93725
NOTE: To replace your cd(s) please send only the damaged cd and copy of
your dated Receipt, if less then 90 days. After 90 days please include a
$10.00 handling fee along with the cd(s). For Documentation replacement,
please include a $5.00 handling fee and a photocopy ONLY of either your
disk or cd. Payment should be made at the time of your request. Sorry,
no credit cards.
* Returns to this address valid in North America only.
B) TECHNICAL SUPPORT
-------------------------
North America
Sierra On-Line offers a 24-hour automated technical support line with
recorded answers to the most frequently asked technical questions. To
access this service, call (425) 644-4343, and follow the recorded
instructions to find your specific topic and resolve the issue. If this
fails to solve your problem, you may still write, or fax us with your
questions, or contact us via our Web site.
Sierra On-Line
Technical Support
P.O. Box 85006
Bellevue, WA 98015-8506
Main: (425) 644-4343
Monday-Friday, 8:00 a.m.- 4:45 p.m. PST
Fax: (425) 644-7697
http://www.sierra.com
[email hidden]
United Kingdom
Vivendi Universal Interactive Publishing UK Ltd. offers a 24-hour
Automated Technical Support line with recorded answers to the most
frequently asked technical questions. To access this service, call (0118)
920-9111, and follow the recorded instructions to find your specific
topic and resolve the issue. If this fails to solve your problem, you may
still write, or fax us with your questions or contact us via our Internet
or CompuServe sites.
Vivendi Universal Interactive Publishing UK Ltd.
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire
RG2 0BS United Kingdom
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
http://www.sierra-online.co.uk
France
Vivendi Universal Interactive Publishing France
32, Av de l'Europe
B�t Energy 1 (2e �tage)
78 140 VELIZY-Villacoublay
France
T�l�phone: 01-30-67-90-50
Lundi au Jeudi de 10h � 19h
Vendredi de 10h � 18h
Fax: 01 30 67 90 65
http://www.sierra.fr
Germany
Vivendi Universal Interactive Publishing Deutschland Gmbh.
Technischer Kundendienst
Paul-Ehrlich-Stra�e la
63225 Langen
Deutschland
Tel: (0) 6103-99-40-40
Montag bis Freitag von 10 - 19Uhr
Fax: (0) 6103-99-40-35
Mailbox: (0) 6103-99-40-35
http://www.sierra.de
Spain
Vivendi Universal Interactive Publishing Espa�a
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28034 MADRID
Spain
Tech Support Tel�fono: 91 735 24 37
Soporte t�cnico de lunes a Viernes
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Italy
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Contattare il vostro distributore.
C) Sierra Warranty & Legal Information
-----------------------------------
Sierra's end user license agreement, limited warranty and return policy
is set forth in the EULA.txt, found on the CD, and is also available
during the install of the product.
Copyright (2001 Sierra On-Line, Inc.)
Yes
--
Michael Grandy
NSCSE
"Lugnut" <[email hidden]> wrote in message
news:[email hidden]...
>
> Grettings People!
> Found this on the Nascar Racing 4 Forums. Seems someone found
> this link:
>
> http://www.sierra.com/support/technical/updates/ts_product_results/1,1812
> ,1595,00.html
>
> Here's the Readme.txt for the file:
>
>
> NASCAR� Racing 4 PATCH README
> 1.1.0.0
> 04/23/01
> [ To read this file, select Edit/Word Wrap from the menu above ]
>
> TABLE OF CONTENTS
>
> [1] WHAT THE PATCH FIXES
> [2] HOW TO INSTALL THE PATCH
> [3] ADDITIONAL INFORMATION
> [4] CONTACTING SIERRA
>
>
> ************************************
>
> NOTE: The 1.1.x.x version of NASCAR� Racing 4 is not multiplayer
> compatible with previously released versions. As a client you will only
> be able to see and join 1.1.x.x servers, and similarly as a host only
> 1.1.x.x clients will be able to see and join your server.
>
> ************************************
>
>
> [1] WHAT THE PATCH FIXES
> ====================================
>
> AI:
>
> * Fixed bug which sometimes caused the pace car to appear on the outside
> pole at the start of a race.
>
> * Fixed bug which could cause some AI cars at Richmond to collide when
> entering and exiting their pit stalls.
>
> * AI cars will now obey the stop sign at the end of pit road.
>
> * Pace car no longer takes an extra pace lap at Martinsville at the start
> of the race. This was a problem only if the abbreviated pace lap was
> selected.
>
> * Adjusted AI speed at Dover to be more realistic.
>
> * Fixed bug which caused AI to call for a tow during Practice/Warmup
> sessions.
>
> * AI who run out of fuel will now get out of the racing line when limping
> back to the pits.
>
> * AI who run out of fuel will be able to re-fire their engines after
> receiving pit service.
>
> * Fixed problems with AI pitting on Gilligan's Island at Sears Point.
>
> * Fixed rogue pace car 'hot-lapping' around track.
>
> * AI are now able to sort themselves into the proper pacing order more
> quickly.
>
> * Improved pacing and restart behavior.
>
> * Improved accident avoidance behavior.
>
> * Improved merge to pits behavior.
>
> * Improved three wide passing behavior.
>
>
> CAMERAS:
>
> * Fixed a problem with one of the TV2 cameras at Darlington.
>
>
> CAR SETUPS:
>
> * Changed Daytona "Fast" setup to be easier to drive.
>
>
> CHAMPIONSHIP SEASON:
>
> * Fixed bug on Championship Season screen which caused a "Save Changes?"
> box to appear even if no changes were made.
>
> * Fixed bug which caused the polesitter from the first race of a
> championship season to be given credit for the pole for all the remaining
> races of that season.
>
>
> CONTROLS
>
> * Improved driving controls for keyboard and digital gamepad users.
>
>
> MULTIPLAYER:
>
> * Fixed bug in which clicking "Create New ID" (for Sierra.com) wouldn't
> gray out the other fields on the pop-up box.
>
> * Made rejection message (when trying to connect to a race in progress)
> more descriptive.
>
> * Made firewall message (when trying to host a race behind a shared
> Internet connection) more descriptive.
>
> * Players list on Sierra.com screen no longer scrolls uncontrollably.
>
> * Changed chat colors to be consistent between in-car and out-of-car
> modes.
>
> * Fixed bug which could cause systems with multiple TCP/IP devices to be
> unable to connect to Sierra.com
>
> * Fixed bug which prevented clients from joining Sierra.com races that
> were hosted behind a router.
>
> * Enlarged the size of the Sierra.com Profile box to prevent ratings
> information from spilling off the side when pressing Shift+Ctrl
>
> * Changed points thresholds for gaining/losing ratings levels on
> Sierra.com. Also made incident points count as a global -3 per incident
> regardless of level.
>
> * It is now possible to set the wind speed for dedicated servers using
> the command line.
>
> * Fixed bug which prevented clients from receiving pit service after
> reconnecting to a server.
>
> * Added chat filter.
>
> * Fixed a bug which could cause client's car to warp when sending a chat
> message.
>
> * Changed game to display Sierra.com User ID instead of player name.
>
> * Added ability to disable display of client connection and disconnection
> chat messages.
>
> * In ratings enabled races, incidents will now be properly assessed when
> yellow flags have been disabled.
>
> * Fixed bug which could cause TCP/IP devices to be duplicated in the
> Sierra.com dialog's "Connect Via" list.
>
> * Clients now only need to meet the rating restrictions for the currently
> loaded track.
>
> * Fixed bug which could cause qualifying standings to be lost when the
> host advanced to the Warmup session.
>
> * If the Warmup time is set to zero, server will skip directly from
> Qualifying to Race.
>
> * The race over timeout can now be set using the auto_leave_timeout
> setting.
>
> * Added !show_password, !set_password, and !clear_password admin
> commands.
>
> * Fixed the "2 minute" latency spike some users were experiencing during
> Sierra.com races.
>
>
> PAINT SHOP:
>
> * Fixed bug which would cause the game to crash if the user dragged a
> filled shape across the entire car template.
>
> * Fixed bug which allowed activation of widgets "through" Paint Shop
> options boxes; i.e. clicking on the Paint Shop option also triggered the
> widget underneath it.
>
> * Fixed bug which allowed italicized text falling outside the boundaries
> of the text frame to be "cut off" when applied to the car.
>
> * Fixed bug which caused strange behavior when using the "/" key in the
> text tool.
>
> * Added support for importing compressed .TGA files.
>
>
> PHYSICS:
>
> * Fixed bug which caused engine to stall with Automatic Clutch enabled.
>
> * Changed oil cooling to decrease number of blown engines during 2nd lap
> of qualifying.
>
> * 'Wallriding' is no longer advantageous.
>
> * Changed damage sensitivity and aerodynamic penalty.
>
>
> PITTING:
>
> * If towed to pits with "fatal" damage, crew no longer attempts to
> service the car.
>
> * If stopping in pit stall with "fatal" engine damage, the crew will no
> longer attempt to fix it.
>
> * Changed end of pit stop timing to correspond to jack man's signal.
> Should make pit stops slightly faster on average.
>
> * Fixed strange behavior exhibited by the animated pit crew if the player
> saves a replay during servicing.
>
> * Fixed bug which could cause the player to be permanently held in his
> pit stall upon serving a penalty for entering the pits unsafely.
>
> * Fixed bug which could cause the player to be incorrectly penalized for
> entering the pits unsafely.
>
> * Fixed bug which was causing player to be penalized for entering a
> closed pit when being towed under a green flag to yellow flag transition.
>
> * Fixed tow time calculation error which could cause tow times to be too
> short.
>
>
> RACE CONTROL:
>
> * Fixed race control bug when determining whether or not a given car is
> on the lead lap.
>
> * Fixed bug which could cause car(s) to be penalized for passing the pace
> car or passing under yellow during an abbreviated pace lap at
> Martinsville.
>
> * Changed race control so that in the event a player both passes the pace
> car AND passes under yellow, only the greater of the two penalties (in
> terms of time) is assessed.
>
> * Changed per-infraction premium for multiple penalties from 40 to 15
> seconds.
>
>
> RENDERER:
>
> * It is now possible to launch a dedicated server minimized.
>
> * Added GDI renderer for dedicated servers (no longer requires a D3D
> capable card).
>
>
> SPOTTER / CREW CHIEF:
>
> * Added "Stay behind the leader of the other pacing line" message.
>
> * Fixed erroneous "We're not on the lead lap - we can't pit this time by"
> message for lead-lap cars pitting on the back pits at Bristol.
>
> * Fixed erroneous "We're not on the lead lap - we can't pit this time by"
> message for cars that were on the lead lap.
>
> * Players are now more clearly informed that they have been sent to the
> end of the longest line and where they need to be in the pacing order.
>
> * Fixed a bug which could cause spotter to call out the checkered flag a
> lap early for cars at the tail end of the lead lap.
>
> * Fixed a bug which could cause incomplete messages on some sound cards.
>
>
> USER INTERFACE:
>
> * Fixed bug which sometimes caused the Player Records table to not scroll
> properly.
>
> * Added OK/Cancel buttons to Track Notes and Setup Notes boxes.
>
> * Fixed bug which was causing some penalties to be excluded from penalty
> summary on the exported standings report.
>
> * Fixed bug which sometimes caused 44 cars to appear on the replay
> standings display.
>
> * Switching cars on the Player Info and Opponent Manager screens is now
> much faster than before.
>
> * Fixed bug which could cause penalties from a previous race to appear on
> exported race standings report.
>
> * Added car numbers to the replay's driver selection.
>
> * Allowed the garage's track notes to be accessed during fixed setup
> races.
>
> * Fixed bug in Opponent Manager which prompted to save driver after
> ratings were viewed even if no changes were made.
>
>
> [2] HOW TO INSTALL THE PATCH
> ====================================
>
> 1. Run the saved patch executable.
>
> 2. The patch should automatically detect your NASCAR� Racing 4
> installation directory and then begin the patching process.
>
> * Note that if you have modified any of the game's files using 3rd party
> utilities, it may be necessary to reinstall the game before the patch can
> successfully complete its installation.
>
>
> [3] ADDITIONAL INFORMATION
> ====================================
>
> NO SOUND IN GAME
>
> If you have no sound in game, it may be necessary to go to the Audio tab
> of your Windows Multimedia Control Panel and select the proper playback
> device. You may also want to disable the "Use only preferred devices"
> option if it is currently enabled.
>
>
> USING MICROSOFT GAME VOICE OR OTHER VOICE CHAT PROGRAMS
>
> By default NASCAR� Racing 4 will run at highest priority. This is
> perfectly fine for most users, if you experience problems trying to use
> Microsoft's Game Voice or other similar voice chat programs you may need
> to force NASCAR� Racing 4 to run at a lower priority by adding a "-kh0"
> (that's dash K H Zero) command line parameter to the shortcut:
>
> "C:\Papyrus\NASCAR Racing 4\NASCAR Racing 4.exe" -kh0
>
>
> CONNECTING TO SIERRA.COM RACES
>
> If you are receiving "Connection Time-Out" messages when attempting to
> connect to Sierra.com multiplayer races or see no ping times displayed
> for any of these races you may need to select a different TCP/IP device
> in the "Connect Via:" drop-down list in the Sierra.com login box. Note
> that if you have a dynamic IP address it may first be necessary to enable
> the "Find Network Addresses Another Way" option using the CONFIGURE
> button at the bottom of the main multiplayer screen before the proper
> TCP/IP device will be listed.
>
>
> DISABLING USER CONNECTION AND DISCONNECTION MESSAGES
>
> By default in multiplayer races you will receive chat messages when other
> players connect and disconnect. These messages can be distracting to
> some users, so it is now possible to disable them by editing the
> following line in your PLAYER.INI (located in your Players\Player__Name
> directory), changing the 1 to a 0:
>
> [Misc]
> showJoinLeave=1
>
>
> SERVER RACE OVER TIMER
>
> After the checkered flag, the race will wait for three minutes before
> advancing to the next track the loop or returning to the setup screen.
> This allows players to chat after the race or to save the replay. If you
> wish to change this amount of time you may edit the auto_leave_timeout
> line the [SERVER] section of the PLAYER.INI (note that this value is
> seconds).
>
>
> ADDING AI OPPONENTS TO A MULTIPLAYER RACE
>
> You may only have up to 42 connections to a multiplayer server for both
> human and AI opponents. In order to allow the addition of AI opponents
> to the server, you must first reduce the number of allowed TCP/IP or IPX
> connections to less than 42 human opponents. Once this is done you will
> be able to fill out the field with AI opponents.
>
>
> ADDITIONAL REMOTE SERVER ADMINISTRATION COMMANDS
>
>
> Server administrators now have several additional chat commands which
> they may use to control their server:
>
> !do_not_auto_start_next_race - Temporarily overrides a server running a
> series of looped races allowing you to exit back to the track setup
> screen and select a new track and/or race options (note that the server
> will resume the previous loop at the completion of the race using the
> newly selected race options).
>
> !show_password - Returns the server's current access and boss passwords.
>
> !set_password - Used to change the server's current access and/or boss
> passwords. For example, the chat command "!set_password
> new_access_pwd/new_boss_pwd" would change the access password for clients
> to be "new_access_pwd" and the boss password would be changed to
> "new_boss_pwd". This has no affect on clients and bosses currently
> connected to the server, but if they were to disconnect and reconnect
> they would need to know the updated password(s).
>
> !clear_password - Removes the server's current access and boss passwords.
>
> !shutdown -Shuts down the server.
>
> !list_commands - Returns a complete list of administration commands.
>
>
> SIERRA.COM RATINGS SYSTEM
>
> Note that although we currently have no plans to change any of this, it
> is all subject to change without notice.
>
> Higher ratings are better. 10 is the highest rating, and 0 is the
> lowest.
>
> When you create a new Sierra.com user ID, the ratings for that ID will
> all be 0.
>
> Your current ratings appear in the "RATINGS" box on the "Available Races"
> multiplayer screen.
>
> You have separate ratings for each of four track types.
> RC = road course (Watkins Glen and Sears Point)
> ST = short track (Bristol, Martinsville and Richmond)
> SS = super speedway (Daytona and Talladega)
> SW = speedway (currently, all other tracks)
>
> A race server will update the ratings database if all of the following
> conditions are met:
> - The race has rating restrictions in effect for the track type
> being run.
> - At least four players started the race (this does not include AI
> drivers).
> - The race winner completes enough laps to account for at least 10
> minutes of racing at a "normal" lap speed at this track. Generally, 10%
> races will qualify.
>
> Once the race is complete, each driver that started the race will be
> assigned points for this race as follows...
> - You gain points for each driver you finish ahead of. You gain
> more points if your current rating is lower than the other driver, and
> fewer points if your rating is higher than the other driver (within
> limits). For example if your rating is a 3, and you finish ahead of a
> driver with a rating of 5, you gain more points for beating them than
> they would gain if they beat you.
>
> - You lose points for each driver you finish behind. You lose
> more points if your current rating is higher than the other driver, and
> fewer points if your rating is lower than the other driver (within
> limits).
>
> - You lose points if you are involved in an incident. An incident
> is defined as any situation that would cause a yellow flag, whether or
> not yellow flags are currently enabled. No attempt is made to determine
> who was the "instigator" and who was a "victim."
>
> Note that this (generally) means that drivers that finished well will
> receive positive point totals, and drivers that finished farther back in
> the pack will receive negative point totals.
>
> We then look at your points total for this race and your previous 9 races
> at this type of track(*). Your lowest 2 point total races are dropped,
> and the point totals from the remaining 8 races are averaged.
>
> If the average is greater than some limit (a positive number), your
> rating for this type of track is increased by 1, and your race point
> total history for this type of track is reset to 0.
>
> If the average is less than some limit (a negative number), your rating
> for this type of track is decreased by 1, and your race point total
> history for this type of track is reset to 0.
>
> The limit point at which your rating will increase gets higher as your
> rating gets higher, making it harder to increase your rating as your
> rating increases. That is, it's much easier to go from a 0 rating to a 1
> rating than it is to go from a 9 to a 10.
>
> The limit point at which your rating will decrease gets smaller (in
> magnitude, but numerically higher since it's a negative number) as your
> rating gets higher, making it easier to lose a rating level as your
> rating increases. That is, it's much easier to drop from a 10 to a 9
> than it is to drop from a 1 to a 0.
>
> Something you would do well to note:
> - Provided all the conditions above are met, your rating will be
> updated even if you don't finish the race! If you get caught up in some
> turn one shenanigans and quit the race in frustration, your rating will
> suffer the consequences. If you care about your rating, you have a
> couple options:
> (a) check out the competition during practice and warmup. If it
> seems like there are a lot of yahoos out there, disconnect from the
> server and go find another race. If you don't get into your car during
> the race session, your rating won't be updated.
> (b) Take it easy on the first lap! If you drive aggressively into
> turn one and leave yourself no margin for error (yours or someone elses),
> you are much more likely to come out a loser than a hero.
> (c) If you do get taken out early in the race, keep driving! You
> probably won't win the race, but many people will ignore this advice and
> just quit (you know the type - incidents are ALWAYS someone elses fault,
> and they constantly spew profanity). Finish the race and drive their
> rating down!
>
> (*) You can view your points histories by clicking on your own Sierra.com
> ID in the "PLAYERS", "INVITE" or "MUZZLE" lists, hitting the "P"
> (profile) button, and then holding down the left-shift and left-control
> keys while the PROFILE dialog box is displayed. The number between () is
> your current rating at the track type, and the numbers between [] are
> your point totals for your last 9 races. The other numbers are RR=races
> run, RC=races completed, LA=laps available in those races, LC=laps
> completed, and IC=incident count. Your LPI (laps per incident) rating is
> LC divided by IC.
>
>
> ADDITIONAL MULTIPLAYER FROM BEHIND A ROUTER OR FIREWALL NOTES
>
> If you have a router or firewall and would like to allow multiple users
> on your LAN to connect to the same multiplayer server, you will need to
> have each of the clients behind the router use a different
> net_server_port in their CORE.INI files (one client would make no changes
> and use the default port, while each of the others would need to specify
> a unique net_server_port).
>
> Additionally if you are hosting a server from behind the router by
> forwarding the default UDP port range to the LAN IP of the server, no
> clients on your LAN will be able to connect to multiplayer races since
> all of the incoming packets would be forwarded to your server. If you
> want to allow these clients to connect to races while your server is
> running, it would be necessary to forward and configure the server to use
> a non-standard UDP port range (see readme.txt for details).
>
>
> [4] CONTACTING SIERRA
> =======================
>
> A) Customer Service, Support, and Sales
> B) Technical Support
> C) Legal Information
>
>
> A) Customer Service, Support, and Sales
> ----------------------------------
> United States
>
> U.S.A. Sales Phone: (800) 757-7707
> Hours: 24 hours a day, 7 days a week
>
> International Sales: (425) 746-5771
> Hours: Monday-Friday 8 AM to 4 PM PST
> FAX: (916) 939-1010
>
> Sierra Direct
> P O Box 629001
> El Dorado Hills, CA 95762-9972
>
> Email: [email hidden]
> http://www.sierra.com
>
>
> United Kingdom
>
> Vivendi Universal Interactive Publishing UK Ltd.
> Main: (0118) 920-9111
> Monday-Friday, 9:00 a.m. - 5:00 p.m.
> Fax: (0118) 987-5603
> Disk/CD replacements in the U.K. are �6.00, or �7.00 outside the UK. Add
> "ATTN.: Returns."
> 2 Beacontree Plaza,
> Gillette Way,
> Reading, Berkshire
> RG2 0BS United Kingdom
>
>
> France
>
> Vivendi Universal Interactive Publishing France
> 32, Av de l'Europe
> B�t Energy 1 (2e �tage)
> 78 140 VELIZY-Villacoubaly
> France
>
> T�l�phone: 01-30-67-90-50
> Lundi au Jeudi de 10h � 19h
> Vendredi de 10h � 18h
> Fax: 01-30-67-90-65
>
>
> Germany
>
> Vivendi Universal Interactive Publishing Deutschland Gmbh.
> Tel: (0) 6103-99-40-40
> Montag bis Freitag von 10h - 19Uhr
> Fax: (0) 6103-99-40-35
>
> Paul-Ehrlich-Stra�e la
> 63225 Langen
> Deutschland
>
>
>
> On-Line Sales
> CompuServe United Kingdom:GO UKSIERRA
> CompuServe France: GO FRSIERRA
> Internet USA: http://www.sierra.com
> Internet United Kingdom: http://www.sierra-online.co.uk
> Internet France: http://www.sierra.fr
> Internet Germany: http://www.sierra.de
>
> Disk and or Manual Replacement:
>
> Product Returns*:
> Vivendi Universal Interactive Publishing International
> Sierra On-Line Returns
> 4247 S. Minnewawa Ave.
> Fresno, CA 93725
>
> Vivendi Universal Interactive Publishing International
> Sierra On-Line CD/Doco Replacement
> 4247 S. Minnewawa Ave.
> Fresno, CA 93725
>
> NOTE: To replace your cd(s) please send only the damaged cd and copy of
> your dated Receipt, if less then 90 days. After 90 days please include a
> $10.00 handling fee along with the cd(s). For Documentation replacement,
> please include a $5.00 handling fee and a photocopy ONLY of either your
> disk or cd. Payment should be made at the time of your request. Sorry,
> no credit cards.
>
> * Returns to this address valid in North America only.
>
>
> B) TECHNICAL SUPPORT
> -------------------------
> North America
>
> Sierra On-Line offers a 24-hour automated technical support line with
> recorded answers to the most frequently asked technical questions. To
> access this service, call (425) 644-4343, and follow the recorded
> instructions to find your specific topic and resolve the issue. If this
> fails to solve your problem, you may still write, or fax us with your
> questions, or contact us via our Web site.
>
> Sierra On-Line
> Technical Support
> P.O. Box 85006
> Bellevue, WA 98015-8506
>
> Main: (425) 644-4343
> Monday-Friday, 8:00 a.m.- 4:45 p.m. PST
> Fax: (425) 644-7697
>
> http://www.sierra.com
> [email hidden]
>
>
> United Kingdom
>
> Vivendi Universal Interactive Publishing UK Ltd. offers a 24-hour
> Automated Technical Support line with recorded answers to the most
> frequently asked technical questions. To access this service, call (0118)
> 920-9111, and follow the recorded instructions to find your specific
> topic and resolve the issue. If this fails to solve your problem, you may
> still write, or fax us with your questions or contact us via our Internet
> or CompuServe sites.
>
>
>
> Vivendi Universal Interactive Publishing UK Ltd.
> 2 Beacontree Plaza,
> Gillette Way,
> Reading, Berkshire
> RG2 0BS United Kingdom
> Main: (0118) 920-9111
> Monday-Friday, 9:00 a.m. - 5:00 p.m.
> Fax: (0118) 987-5603
> http://www.sierra-online.co.uk
>
>
> France
>
> Vivendi Universal Interactive Publishing France
> 32, Av de l'Europe
> B�t Energy 1 (2e �tage)
> 78 140 VELIZY-Villacoublay
> France
>
> T�l�phone: 01-30-67-90-50
> Lundi au Jeudi de 10h � 19h
> Vendredi de 10h � 18h
> Fax: 01 30 67 90 65
>
> http://www.sierra.fr
>
>
> Germany
>
> Vivendi Universal Interactive Publishing Deutschland Gmbh.
> Technischer Kundendienst
> Paul-Ehrlich-Stra�e la
> 63225 Langen
> Deutschland
> Tel: (0) 6103-99-40-40
> Montag bis Freitag von 10 - 19Uhr
> Fax: (0) 6103-99-40-35
> Mailbox: (0) 6103-99-40-35
>
> http://www.sierra.de
>
>
> Spain
>
> Vivendi Universal Interactive Publishing Espa�a
> NUESTRA SE�ORA DE VALVERDE N� 23
> 28034 MADRID
> Spain
>
> Tech Support Tel�fono: 91 735 24 37
>
> Soporte t�cnico de lunes a Viernes
> de 09:30 a 15:00 y de 16:00 a 18:30
>
>
> www.havasinteractive.es
> Soporte Tecnico: [email hidden]
> Comercial: [email hidden]
>
> Italy
>
> Vivendi Universal Interactive Publishing Italia spa
> Contattare il vostro distributore.
>
>
> C) Sierra Warranty & Legal Information
> -----------------------------------
> Sierra's end user license agreement, limited warranty and return policy
> is set forth in the EULA.txt, found on the CD, and is also available
> during the install of the product.
>
> Copyright (2001 Sierra On-Line, Inc.)
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> TABLE OF CONTENTS
>
> [1] WHAT THE PATCH FIXES
No save race feature.... I'm disappointed!
Gary
Jesus that's a lot of fixes. I guess this is why publishers should allow
adequate time for beta testing...
"Lugnut" <[email hidden]> wrote in message
news:[email hidden]...
>
> Grettings People!
> Found this on the Nascar Racing 4 Forums. Seems someone found
> this link:
><snip contents of patch reame>
>
>"Gary" <[email hidden]> wrote
> No save race feature.... I'm disappointed!
<yawn>
You snip about 1001 bug fixes and still complaint. Anyway if you want this,
perhaps you should wait for the N3 expansion pack <g>
--
-- 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...
"Gary" <[email hidden]> wrote in message
news:[email hidden]...
I agree. A save feature should have been a priority. It's a great game if
you like 20% races.
Studebaker
Quoted text (10 lines)
> > > > > > TABLE OF CONTENTS > > > > [1] WHAT THE PATCH FIXES > > No save race feature.... I'm disappointed! > > Gary >"Mike Grandy" <[email hidden]> writes:
> Yes
>
[CUT OUT ABOUT 700 LINES]
Was it absolutely necessary to quote the whole post just to put in a
single word answer ?
--
Olav K. Malmin
remove .spam when replying
On Wed, 25 Apr 2001 17:59:03 GMT, Lugnut <[email hidden]> wrote:
<snipsnipsnip>
Now that's what I call a patch, what a lot of fixes/improvements! No
wonder it took so long for the patch to arrive. Anybody allready tried
it?
Andre
[email hidden] (Andre Warringa) writes:
Did it fix our
having-to-start-the-damned-game-10-times-to-get-it-going problem ?
--
Olav K. Malmin
remove .spam when replying
Quoted text (7 lines)
> On Wed, 25 Apr 2001 17:59:03 GMT, Lugnut <[email hidden]> wrote: > > <snipsnipsnip> > > Now that's what I call a patch, what a lot of fixes/improvements! No > wonder it took so long for the patch to arrive. Anybody allready tried > it?On 26 Apr 2001 13:06:11 +0200, [email hidden] (Olav K.
Malmin) wrote:
I don't think so, it's not mentioned in the patch. A friend of mine
also bought N4 yesterday - same damn problem :(
Andre
>
>--
>Olav K. Malmin
>remove .spam when replying
Quoted text (12 lines)
>[email hidden] (Andre Warringa) writes: > >> On Wed, 25 Apr 2001 17:59:03 GMT, Lugnut <[email hidden]> wrote: >> >> <snipsnipsnip> >> >> Now that's what I call a patch, what a lot of fixes/improvements! No >> wonder it took so long for the patch to arrive. Anybody allready tried >> it? > >Did it fix our >having-to-start-the-damned-game-10-times-to-get-it-going problem ?Andre Warringa wrote:
What OS are you guys running? I have WindowsME at home. The demo works
without any problems as far as start-up, crashing, etc. I won't be
getting the game until after I get home from college, about two weeks.
Hopefully the full version works with no problems...
--
Scott Lyman
Mechanical Engineering Student
Michigan Technological University
Quoted text (26 lines)
> > On 26 Apr 2001 13:06:11 +0200, [email hidden] (Olav K. > Malmin) wrote: > > >[email hidden] (Andre Warringa) writes: > > > >> On Wed, 25 Apr 2001 17:59:03 GMT, Lugnut <[email hidden]> wrote: > >> > >> <snipsnipsnip> > >> > >> Now that's what I call a patch, what a lot of fixes/improvements! No > >> wonder it took so long for the patch to arrive. Anybody allready tried > >> it? > > > >Did it fix our > >having-to-start-the-damned-game-10-times-to-get-it-going problem ? > > I don't think so, it's not mentioned in the patch. A friend of mine > also bought N4 yesterday - same damn problem :( > > Andre > > > > >-- > >Olav K. Malmin > >remove .spam when replyingOn Thu, 26 Apr 2001 09:50:09 -0400, Scott Lyman <[email hidden]>
wrote:
I run Win98SE, but the demo worked here fine too, because the demo
does not have that %*^&#($ copy protection.
Andre
Quoted text (8 lines)
>What OS are you guys running? I have WindowsME at home. The demo works >without any problems as far as start-up, crashing, etc. I won't be >getting the game until after I get home from college, about two weeks. >Hopefully the full version works with no problems... >-- >Scott Lyman >Mechanical Engineering Student >Michigan Technological UniversityScott Lyman <[email hidden]> writes:
WindowsME. Works like charm on every other piece of software i throw
at it, but N4 is a pain in the ass. Of course the demo works with no
problems because that one doesn't have to check the CD every time it
starts up.
--
Olav K. Malmin
remove .spam when replying
Quoted text (26 lines)
> Andre Warringa wrote: > > > > On 26 Apr 2001 13:06:11 +0200, [email hidden] (Olav K. > > Malmin) wrote: > > > > >[email hidden] (Andre Warringa) writes: > > > > > >> On Wed, 25 Apr 2001 17:59:03 GMT, Lugnut <[email hidden]> wrote: > > >> > > >> <snipsnipsnip> > > >> > > >> Now that's what I call a patch, what a lot of fixes/improvements! No > > >> wonder it took so long for the patch to arrive. Anybody allready tried > > >> it? > > > > > >Did it fix our > > >having-to-start-the-damned-game-10-times-to-get-it-going problem ? > > > > I don't think so, it's not mentioned in the patch. A friend of mine > > also bought N4 yesterday - same damn problem :( > > What OS are you guys running? I have WindowsME at home. The demo works > without any problems as far as start-up, crashing, etc. I won't be > getting the game until after I get home from college, about two weeks. > Hopefully the full version works with no problems..."Olav K. Malmin" wrote:
Are there any problems with the CD in, or are you using some kind of
no-CD patch?
--
Scott Lyman
Mechanical Engineering Student
Michigan Technological University
Quoted text (38 lines)
> > Scott Lyman <[email hidden]> writes: > > > Andre Warringa wrote: > > > > > > On 26 Apr 2001 13:06:11 +0200, [email hidden] (Olav K. > > > Malmin) wrote: > > > > > > >[email hidden] (Andre Warringa) writes: > > > > > > > >> On Wed, 25 Apr 2001 17:59:03 GMT, Lugnut <[email hidden]> wrote: > > > >> > > > >> <snipsnipsnip> > > > >> > > > >> Now that's what I call a patch, what a lot of fixes/improvements! No > > > >> wonder it took so long for the patch to arrive. Anybody allready tried > > > >> it? > > > > > > > >Did it fix our > > > >having-to-start-the-damned-game-10-times-to-get-it-going problem ? > > > > > > I don't think so, it's not mentioned in the patch. A friend of mine > > > also bought N4 yesterday - same damn problem :( > > > > > What OS are you guys running? I have WindowsME at home. The demo works > > without any problems as far as start-up, crashing, etc. I won't be > > getting the game until after I get home from college, about two weeks. > > Hopefully the full version works with no problems... > > WindowsME. Works like charm on every other piece of software i throw > at it, but N4 is a pain in the ass. Of course the demo works with no > problems because that one doesn't have to check the CD every time it > starts up. > > -- > Olav K. Malmin > remove .spam when replying> > > > >> Now that's what I call a patch, what a lot of fixes/improvements!No
> > > > >> wonder it took so long for the patch to arrive. Anybody allreadytried
> > > > >> it?
I have a sinking feeling about it. After weeks of no connection problems,
all of a sudden, after the patch, I had a bunch of disconnects and lockups
just when following the pace car at the start of multiplayer races. Sure
hope last night was a freak occurrance. :(
-Phasor
On Thu, 26 Apr 2001 10:13:01 -0400, Scott Lyman <[email hidden]>
wrote:
>Are there any problems with the CD in, or are you using some kind of
>no-CD patch?
I don't use a no-CD patch. Original CD (Euro version).
I don't have any numbers, but I'm not the only one having problems
with Sierra's cd protection, according to numerous posts on the n4
forums and ras. Afaik the people having problems with the US version
can't start the cd at all, while the euro version works randomly after
trying to start n4 a couple of times...
Andre
Olav is this the game or you?? Things that make you say: "Ahhmmm?" <g>
Only making a query! Not a commnet nor statement..lol
Cheers Thom_j.
"Olav K. Malmin" <[email hidden]> wrote in message
news:[email hidden]...
| <snipsnipsnip>
| Did it fix our
| having-to-start-the-damned-game-10-times-to-get-it-going problem ?
| --
| Olav K. Malmin
"Thom j." <[email hidden]> writes:
> Olav is this the game or you?? Things that make you say: "Ahhmmm?" <g>
> Only making a query! Not a commnet nor statement..lol
> Cheers Thom_j.
Wow, my name in a subject field :)
Well, Of course it could be my system not the game, if that is what
you are implying. I have a dvd-rom drive from a Compaq Presario
(Actually my computer was a Compaq Presario, but I got so fed up with
it that i rebuilt the whole thing) and any compability issues with
that dvd-rom isn't too surprising :)
So I guess what I should do it to buy a new cd-rom drive and throw
that crap very long access time dvd-rom where it belongs.
--
Olav K. Malmin
remove .spam when replying
Quoted text (10 lines)
> "Olav K. Malmin" <[email hidden]> wrote in message > news:[email hidden]... > | <snipsnipsnip> > | Did it fix our > | having-to-start-the-damned-game-10-times-to-get-it-going problem ? > | -- > | Olav K. Malmin > > >Gee Olav I didnt mean for you to feel Famous now that I tagged ur name
in the subject-field but enjoy!!.. hahaha Thom_j.
"Olav K. Malmin" <[email hidden]> wrote in message
news:[email hidden]...


































