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Heat Patch #2 is out a BHMotorsports

9 posts by 8 people · 15 Mar 2001 04:38 UTC - 26 Mar 2001 23:10 UTC

Don Chapman 15 Mar 2001 04:38 UTC#195647
============================================================ An Extremely Brief Summary of Changes in the 1.3 Patch 9 March 2001 ============================================================ -------------- STABILITY -------------- - DirectX: fixed reference count bug when terminating mip traversal early. - DirectX: disabled creation of vertex buffers for project point... fixes bluescreen in Win2K. - Loading: Handle partial file reads (yes, this was lame) - Loading: retry failed reads -------------- GAME -------------- - Shorter rolling start - emit results.txt in all modes - use config_dir/driver_name.tga as in-game driver picture, if present -------------- AI -------------- - Pitting traffic-management overhaul - Yellow-flags overhaul - Cars leaving pits at California don't hose traffic - Pacecar gets off track if final lap - Better pack shakeup - Cars start rolling start at more appropriate position -------------- MULTI -------------- - Pole sitter disconnect? Start race anyway. - Ask for password when using -server: cmdline to connect to password-protected servers - Don't send empty chats - Fixed incredibly dumb packet recycling bug - Less sensitive to crazy data - Perma-kick: kicked users cannot reconnect for N minutes, optionally - dedicated server: "chat" command for console communication - latecomers no longer get incredibly good qualify times - "impatient server": server auto-approves everyone after N seconds, optionally - Rudimentary cheating detection - Rolling starts cosmetically different; side effect of yellow overhaul - use config_dir/driver_name.tex as car texture for remote human cars, if present - No black flags when passing on rolling start
Looking forward to reports from this patch. It's too late in the evening for me to test it now!! Marc. "Don Chapman" <[email hidden]> wrote in message news:UGXr6.91904$[email hidden]...
Quoted text (9 lines)> ============================================================ > An Extremely Brief Summary of Changes in the 1.3 Patch > 9 March 2001 > ============================================================ > > -------------- > STABILITY > -------------- > - DirectX: fixed reference count bug when terminating mip traversal
early.
Quoted text (44 lines)> - DirectX: disabled creation of vertex buffers for project point... fixes > bluescreen in Win2K. > - Loading: Handle partial file reads (yes, this was lame) > - Loading: retry failed reads > > -------------- > GAME > -------------- > - Shorter rolling start > - emit results.txt in all modes > - use config_dir/driver_name.tga as in-game driver picture, if present > > -------------- > AI > -------------- > - Pitting traffic-management overhaul > - Yellow-flags overhaul > - Cars leaving pits at California don't hose traffic > - Pacecar gets off track if final lap > - Better pack shakeup > - Cars start rolling start at more appropriate position > > -------------- > MULTI > -------------- > - Pole sitter disconnect? Start race anyway. > - Ask for password when using -server: cmdline to connect to > password-protected servers > - Don't send empty chats > - Fixed incredibly dumb packet recycling bug > - Less sensitive to crazy data > - Perma-kick: kicked users cannot reconnect for N minutes, optionally > - dedicated server: "chat" command for console communication > - latecomers no longer get incredibly good qualify times > - "impatient server": server auto-approves everyone after N seconds, > optionally > - Rudimentary cheating detection > - Rolling starts cosmetically different; side effect of yellow overhaul > - use config_dir/driver_name.tex as car texture for remote human cars, if > present > - No black flags when passing on rolling start > > >
Its not an official release as far as I can tell, but a quick test at Rockingham confirms they have improved the AI's behaivior under yellow. The cars really seemed to have trouble getting into the proper placing...but once aligned, the cars didn't spend the rest of the yellow flag running into you. Lapped cars dropped down where they were supposed to. A couple of Papyrus hold-overs....just before the start the AI almost stops.. shades of N99!!! and the cars stayed out during a yellow and pitted as soon as the track went green and their pit window opened...Being in the first pit box...the one closest to Pit-In, used to be a death blow..any car pitting even close to you would plow into your car as the tires were changed....this did not happen in 3 pitstops... BUT!! If you wish to run a season now against the AI...it appears with just limited testing so far...and remembering that this 'may' not be the official release...You can now run a season and expect your car to survive past the first yellow. Now this means that as soon as the patch is officialized(new word I just made up) the Nascar Truck Heat patch will appear and the CART Heat patch as well...Amen brother.. "Don Chapman" <[email hidden]> wrote in message news:UGXr6.91904$[email hidden]... > ============================================================ > An Extremely Brief Summary of Changes in the 1.3 Patch > 9 March 2001 My fingers are crossed... dave henrie
On Thu, 15 Mar 2001 05:45:50 GMT, "Dave Henrie" <[email hidden]> wrote: <SNIP> > Now this means that as soon as the patch is officialized(new word I just >made up) >the Nascar Truck Heat patch will appear and the CART Heat patch as >well...Amen >brother.. Don't forget about the IRL Heat patch: http://www.simracing.org/ubb/Forum3/HTML/000179.html There are a lot more IRL tracks in NASCAR Heat than there are CART tracks, you know! ;-) -- JB
Danny Hasbro says its not the official patch. I tried it though. I ran a few laps and the AI seemed a little better. Funny how this game does not seem all that great after driving N4. "Don Chapman" <[email hidden]> wrote in message news:UGXr6.91904$[email hidden]...
Quoted text (9 lines)> ============================================================ > An Extremely Brief Summary of Changes in the 1.3 Patch > 9 March 2001 > ============================================================ > > -------------- > STABILITY > -------------- > - DirectX: fixed reference count bug when terminating mip traversal
early.
Quoted text (44 lines)> - DirectX: disabled creation of vertex buffers for project point... fixes > bluescreen in Win2K. > - Loading: Handle partial file reads (yes, this was lame) > - Loading: retry failed reads > > -------------- > GAME > -------------- > - Shorter rolling start > - emit results.txt in all modes > - use config_dir/driver_name.tga as in-game driver picture, if present > > -------------- > AI > -------------- > - Pitting traffic-management overhaul > - Yellow-flags overhaul > - Cars leaving pits at California don't hose traffic > - Pacecar gets off track if final lap > - Better pack shakeup > - Cars start rolling start at more appropriate position > > -------------- > MULTI > -------------- > - Pole sitter disconnect? Start race anyway. > - Ask for password when using -server: cmdline to connect to > password-protected servers > - Don't send empty chats > - Fixed incredibly dumb packet recycling bug > - Less sensitive to crazy data > - Perma-kick: kicked users cannot reconnect for N minutes, optionally > - dedicated server: "chat" command for console communication > - latecomers no longer get incredibly good qualify times > - "impatient server": server auto-approves everyone after N seconds, > optionally > - Rudimentary cheating detection > - Rolling starts cosmetically different; side effect of yellow overhaul > - use config_dir/driver_name.tex as car texture for remote human cars, if > present > - No black flags when passing on rolling start > > >
You can use auto-pit and the computer also takes over your yellow flag lineup, giving you the option of pressing the space bar if you want to pit. This gives you time to run to the kitchen for a beer and slim-jims (or milk and cookies) before the race starts again ;) -- Slot Tweaks & Reviews www.slottweak.com "Marc Collins" <[email hidden]> wrote in message news:OwYr6.450461$[email hidden]... > Looking forward to reports from this patch. It's too late in the evening > for me to test it now!! > > Marc. > > "Don Chapman" <[email hidden]> wrote in message > news:UGXr6.91904$[email hidden]... > > ============================================================ > > An Extremely Brief Summary of Changes in the 1.3 Patch > > 9 March 2001 > > ============================================================ > > > > -------------- > > STABILITY > > -------------- > > - DirectX: fixed reference count bug when terminating mip traversal > early. > > - DirectX: disabled creation of vertex buffers for project point... fixes > > bluescreen in Win2K. > > - Loading: Handle partial file reads (yes, this was lame) > > - Loading: retry failed reads > > > > -------------- > > GAME > > -------------- > > - Shorter rolling start > > - emit results.txt in all modes > > - use config_dir/driver_name.tga as in-game driver picture, if present > > > > -------------- > > AI > > -------------- > > - Pitting traffic-management overhaul > > - Yellow-flags overhaul > > - Cars leaving pits at California don't hose traffic > > - Pacecar gets off track if final lap > > - Better pack shakeup > > - Cars start rolling start at more appropriate position > > > > -------------- > > MULTI > > -------------- > > - Pole sitter disconnect? Start race anyway. > > - Ask for password when using -server: cmdline to connect to > > password-protected servers > > - Don't send empty chats > > - Fixed incredibly dumb packet recycling bug > > - Less sensitive to crazy data > > - Perma-kick: kicked users cannot reconnect for N minutes, optionally > > - dedicated server: "chat" command for console communication > > - latecomers no longer get incredibly good qualify times > > - "impatient server": server auto-approves everyone after N seconds, > > optionally > > - Rudimentary cheating detection > > - Rolling starts cosmetically different; side effect of yellow overhaul > > - use config_dir/driver_name.tex as car texture for remote human cars, if > > present > > - No black flags when passing on rolling start > > > > > > > >
Stop, you're making me hungry. Too bad you can't press the space bar and get a beer and slim jims delivered! Maybe in the next release. "GTX_SlotCar" <[email hidden]> wrote in message news:kaas6.107$9%[email hidden]... > You can use auto-pit and the computer also takes over your yellow flag > lineup, giving you the option of pressing the space bar if you want topit. > This gives you time to run to the kitchen for a beer and slim-jims (ormilk
Quoted text (12 lines)> and cookies) before the race starts again ;) > > -- > Slot > > Tweaks & Reviews > www.slottweak.com > > > "Marc Collins" <[email hidden]> wrote in message > news:OwYr6.450461$[email hidden]... > > Looking forward to reports from this patch. It's too late in the
evening
Quoted text (28 lines)> > for me to test it now!! > > > > Marc. > > > > "Don Chapman" <[email hidden]> wrote in message > > news:UGXr6.91904$[email hidden]... > > > ============================================================ > > > An Extremely Brief Summary of Changes in the 1.3 Patch > > > 9 March 2001 > > > ============================================================ > > > > > > -------------- > > > STABILITY > > > -------------- > > > - DirectX: fixed reference count bug when terminating mip traversal > > early. > > > - DirectX: disabled creation of vertex buffers for project point... > fixes > > > bluescreen in Win2K. > > > - Loading: Handle partial file reads (yes, this was lame) > > > - Loading: retry failed reads > > > > > > -------------- > > > GAME > > > -------------- > > > - Shorter rolling start > > > - emit results.txt in all modes > > > - use config_dir/driver_name.tga as in-game driver picture, if
present
Quoted text (27 lines)> > > > > > -------------- > > > AI > > > -------------- > > > - Pitting traffic-management overhaul > > > - Yellow-flags overhaul > > > - Cars leaving pits at California don't hose traffic > > > - Pacecar gets off track if final lap > > > - Better pack shakeup > > > - Cars start rolling start at more appropriate position > > > > > > -------------- > > > MULTI > > > -------------- > > > - Pole sitter disconnect? Start race anyway. > > > - Ask for password when using -server: cmdline to connect to > > > password-protected servers > > > - Don't send empty chats > > > - Fixed incredibly dumb packet recycling bug > > > - Less sensitive to crazy data > > > - Perma-kick: kicked users cannot reconnect for N minutes, optionally > > > - dedicated server: "chat" command for console communication > > > - latecomers no longer get incredibly good qualify times > > > - "impatient server": server auto-approves everyone after N seconds, > > > optionally > > > - Rudimentary cheating detection > > > - Rolling starts cosmetically different; side effect of yellow
overhaul > > > - use config_dir/driver_name.tex as car texture for remote humancars,
Quoted text (10 lines)> if > > > present > > > - No black flags when passing on rolling start > > > > > > > > > > > > > > >
I bet there's a couple of NASCAR drivers that wish they (lapped traffic) could do that in real life! Bill Cranston wrote:
Quoted text (15 lines)> On Thu, 15 Mar 2001 05:45:50 GMT, "Dave Henrie" <[email hidden]> > wrote: > > > Its not an official release as far as I can tell, but a quick test at > >Rockingham > >confirms they have improved the AI's behaivior under yellow. The cars > >really seemed > >to have trouble getting into the proper placing...but once aligned, the cars > >didn't spend the > >rest of the yellow flag running into you. Lapped cars dropped down where > >they were supposed to. A couple of Papyrus hold-overs....just before the > >start the AI almost stops.. > > You mean lapped cars actually get out of your way in NH? Wow, that's > something I'd love to see in N4.
Hey JB, Don�t put down the CART Heat effort now! <G> IRL Heat will be a blast I�m sure though ;) ThomasH
Quoted text (7 lines)> There are a lot more IRL tracks in NASCAR Heat than there are CART > tracks, you know! > > ;-) > > -- JB >

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