1.) Will it be compatible w\ the new thrustmaster force feedback wheel? I
know you probably can't give us a firm "yes" or "no" answer, but what are
the possibilties? I think it would really make it sell quite a few more
copies.
2.) I take it will be a new sim from scratch (engine and all)? I can't
imagine an off-road game w\ out your truck\buggy being able to get airborn!
At least we get our flips and rolls! Maybe this will carry or to nascar 3,
nascar '99 (that's a year by the way since some games are called "USNF
'97") or whatever you'll call it.
3.) Will there be differant clases? Not just buggies and trucks, but there
are sub-divisions in the trucks too like sport class and super modified or
whatever.
I Really think this is a cool idea, I'm kinda simed out on stock cars and
open wheels stuff for ahwhile.
--
--Kai Fuller
Senior Writer of IOR (previously INR)
GO Thunderbirds!!!!!!! (WHL)
Notable threadPapyrus producer details SODA Off-Road Racing
Answering questions, Papyrus producer Steven Travers said SODA Off-Road Racing would be a new Windows 95-native engine supporting I-Force force-feedback controllers, with three vehicle classes, and that it was being developed by Software Allies. His curt reply to a demand for more than six online players drew criticism, and Jim Sokoloff noted that Papyrus staff read nearly every post. Travers defended his tone, saying developers face endless demands.
With Steven Travers (Papyrus)
Automated summary.
It will be compatible with all force-feedback controllers that use the
Immersion (http://www.immerse.com/) I-Force protocol. It may also
support more devices, we're not certain yet.
Yes, new from the ground up, and win95 native.
There'll be three different vehicle classes:
Four-Wheel Drive 800 Horsepower Trucks
Two-Wheel Drive 800 Horsepower Trucks
Two-Wheel Drive 150 Horsepower Buggies
here's some more info:
---
SODA Off-Road Racing
Windows 95 Off-Road Driving Simulation
Based on the SODA World Series of Off-Road Racing as seen on ESPN.
SODA is the Short Course Off-Road Drivers Association
Off-Road Racing
Tracks reside in a quarter mile square area, allowing player complete
freedom to stay on course or go off-roading. Tracks include numerous
driving challenges including jump sequences, off-camber turns, large
and
quick elevation changes, hairpin turns, and strategically placed
trackside
objects and race-ending hazards.
Three Vehicles to Master
Four-Wheel Drive 800 Horsepower Trucks
Two-Wheel Drive 800 Horsepower Trucks
Two-Wheel Drive 150 Horsepower Buggies
Vehicle Setup
Set horsepower, gears, transmission, wheel camber, springs, shocks,
tire
pressure, steering, and weight distribution. Diagnostic tools are
available
to aid the player in determining optimum vehicle setups for each
track.
Earn Bonus Tracks and Advance through Six Racing Classes
Win the 12-race Championship Series in the current racing class and
advance
to the next racing class, unlocking a new track to master.
Single Races
Learn the tracks, test and tune vehicle setups, set track records, and
race
against computer controlled opponents by selecting opponent strengths
from
50 levels of difficulty.
Design Tracks
The Track Designer allows players to create custom tracks ? design the
3D
terrain, lay out the track, assign surface types to the road, lay out
puddles and ponds, position cameras, select sky and horizon textures,
load
and position objects from a directory of provided objects including
trees,
checkpoints, boulders, billboards, tire barriers, fences, and more.
Exchange Custom Tracks
Track files may easily be exchanged between players.
Opponent Artificial Intelligence
Computer controlled opponents learn how to race on your custom track.
Force Feedback Joystick Support
Six Player Multi-Player Support over a LAN
Two Player Multi-Player Support over a Modem
Internet World Wide Ranking System
3D Accelerator Support
---
stay tuned to www.sierra.com/papyrus for more information.
Steven Travers
Associate Producer [Producer, SODA Off-Road Racing]
Papyrus Design Group
> Steven Travers
> Associate Producer [Producer, SODA Off-Road Racing]
> Papyrus Design Group WROTE:
> > Yes, new from the ground up, and win95 native.
No! please! not that! not that! stop it! please! not the WINDOW95!!!
Noooooooooo! The pain, the torture, the agony of it all! What are you crazy
man?? I want my DOS!!!
> Six Player Multi-Player Support over a LAN
REPLY:
No no no. Your goin the wrong way. More than 8. Nascar 2 has 8.
Q.B.M.
Quoted text (19 lines)
> >> Six Player Multi-Player Support over a LAN > >REPLY: > >No no no. Your goin the wrong way. More than 8. Nascar 2 has 8. > >Q.B.M. > ...Yes yes yes. This game is not NASCAR 2. NASCAR 2 is not a > win95-native game, either. Please leave it up to us. It is necessary > to limit it to 6 players for many, many reasons. Developing isn't as > easy as you seem to think it is. Do you really think 6 for SODA and 8 > for NASCAR 2 were just arbitrary decisions, pulled out of the air? > Besides, we're not talking about Talladega here--you're in a 1/4-mile > square area on crowded dirt tracks. > Steven Travers > Producer, SODA Off-Road Racing > Papyrus Design GroupQuoted text (7 lines)
>> Six Player Multi-Player Support over a LAN >REPLY: >No no no. Your goin the wrong way. More than 8. Nascar 2 has 8. >Q.B.M.Steven Travers
I would watch your attitude around here if I was you. that was a prettyy
***
response for a "Producer" "Leave it up to us" is definetly the wrong
attitude to be having around here. That whole reply was a pretty
condescending way to respond.
You certainly shouldn't keep that up if you want to be welcome in R.A.S.
Mike Lewis
Qaz:
Steven at Papy:
REPLY:
Fair enough. If it's really not feasible for this sim than so be it. Also I
didn't mind your response at all it seems sincere and I like the one about
leave it up to us, well I guess I have no choice. :) It better be good ;? (One
eye'd bandit sticking his tounge out)
Q.B.M.
(in some other thread, and I'm not picking on him at all; it's just
that he brought up the subject... :-) )
For the most part, someone (usually multiple people) from Papyrus will
probably read every single post (that gets to our news server) whose
subject doesn't obviously exclude it. (For example, I don't read the
Make Money Fast or Drive Any Car You Want posts... :-) And I don't
read all of the GP2, NFS, X-Car, etc. posts, probably only 25% or so.)
Certainly "addressing" a post to me or another Papyrus employee by
name is not really needed, as if it appears to relate to our product,
I'll read it anyway. (And a question with the subject "N2: Why no
random pit stalls?" is more useful to fellow r.a.s. readers than "A
question for Jim Sokoloff")
So, I'd like to politely ask that people try to remember to make the
subject line informative to all readers of r.a.s. rather than trying
to improve the chances that a particular person or group will read it.
(Of course, if everyone ignores me, no one dies, and I still go on
reading all of the relevant posts, just like I always have been... :-)
)
---Jim Sokoloff, Papyrus
I felt the same way, but give 'em a chance.
<snip>
So if you want to talk about Jim behind his back, use a subject line like
"New Fuel Additive Doubles Your Gas Mileage!!!" ;)
Dave Sparks
IWCCCARS Project: http://www.theuspits.com/iwcccars
Late Night League: http://www.sequoia-dev.com/Hawaii/latenite.html
Hawaii Handle: davids
Quoted text (7 lines)
><snip> >>(For example, I don't read the >>Make Money Fast or Drive Any Car You Want posts... :-) And I don't >>read all of the GP2, NFS, X-Car, etc. posts, probably only 25% or so.) >So if you want to talk about Jim behind his back, use a subject line like >"New Fuel Additive Doubles Your Gas Mileage!!!" ;)Quoted text (8 lines)
>Steven Travers >I would watch your attitude around here if I was you. that was a prettyy >*** >response for a "Producer" "Leave it up to us" is definetly the wrong >attitude to be having around here. That whole reply was a pretty >condescending way to respond. >You certainly shouldn't keep that up if you want to be welcome in R.A.S. >Mike LewisI don't mind suggestions at all. I actively seek them out. But if you
start out like this:
"No, no, no. Do it this way--not that way..."
Sorry, but that's not exactly *begging* a for courteous, diplomatic,
informative reply.
I don't know, there's just something about making computer games
that's like nothing else.
It continues to boggle my mind--people buy a game from a company and
think from that moment on that the company "owes" them something for
years to come.
I'm sure you can imagine all the scathing emails that we receive here,
shot off the hip by people that didn't like the omission of this or
that little feature.
"I can't believe game X is late!"
"You had BETTER include feature X and feature Y in an update to game Z
or I'm never buying another one of your games again, and I'm going to
tell all my friends and every person on Usenet to do the same!!"
"I know that this sequel to game X is brand-new from the ground up,
and took longer to develop than the original, but you should give it
to me for five bucks or you're all jerks!"
I mean, these are our creative efforts, endeavours of often two years,
our works of art, if you will, that we are presenting to the world to
enjoy. Did people write to Francis Ford Coppola and say "You better do
such and such in Godfather, Part II, or I won't go see it! And if I do
see it, I want to see it for one dollar, because I went to see the
first Godfather, so the second one should be practically free!!
Dammit!"? No, of course they didn't. Because it was his creative
effort, and they let him do it the way he wanted to. Would people have
berated him for the movie being completed a few months later than
planned? Of course not, they'd want him to take his time and do it
right.
A thankless job this is, I tell ya!!! (Do you hear violins in the
background? And weeping? :-)
Well, I'm done blabbing. If anyone has any constructive criticisms or
suggestions, I'm more than anxious to read them and respond to them.
If you have a "you-better-do-it-this-way-or-else" demand, please
re-phrase it or keep it to yourself.
-Steve
Look below. See what I mean? There's never a point where everyone is
satisfied. Game companies "owe" it to their customers to meet their
every future demand...
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Newsgroups: rec.autos.simulators
Subject: Do the right thing Papyrus Support 3dfx.
Date: 24 Mar 1997 07:23:03 GMT
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Well from what I can conclude from Sierra and Voodoo heaven is that
Sierra
has no intention of supporting 3dfx in any dos title, they will
however be
supporting 3dfx in all w95 titles.
So no support for 3dfx in Nascar2.
Well I dont think that is good enough.
I have bought every Papyrus product to date and since Nascar2 will be
my
Number 1 race sim untill Nascar3 I would like to see it Improved along
the
way. 3dfx support seams to be the inhancement most companies are
opting
for.
So send in that mail to Sierra.
Todd
> It continues to boggle my mind--people buy a game from a company and
> think from that moment on that the company "owes" them something for
> years to come.
I think *most* computer game customers feel only that the product
they bought should be "completed", not "rushed out the door in a nearly
complete state that'll help us balance the books come fiscal year-end".
If the game ships in an unfinished form, then, yes...the company
owes them something. A patch. Or a series of patches until it's
a finished product.
My only suggestion is that when SODA comes out, make sure it's done
right. Don't just get it out the door for Christmas. That's all
the majority of us want.
SODA sure sounds like it might be fun, and a track editor to boot!
Neil
--
Neil Yeatman
Ajax, Ontario, CANADA
My REAL email address is:
Quoted text (31 lines)
>>Well, I'm done blabbing. If anyone has any constructive criticisms or >>suggestions, I'm more than anxious to read them and respond to them. >>If you have a "you-better-do-it-this-way-or-else" demand, please >>re-phrase it or keep it to yourself. >My heart bleeds ;o) Games aren't the least bit like movies anyway, games >are much more like the latest CD from your favourite (major label) band. A >much more emotive issue. You may be artists but you are constrained by >commercialism and the need to satisfy your audience. >How about these for starters:- >Punters do not have to buy a new CD player to play the latest upcoming >title from their favourite band as it was meant to be heard. This is after >buying a different one a few months ago to hear the last album in all it's >glory. >Bands do not release an album knowing side two is incomplete and promising >they'll fix that sometime "soon". >Who ever heard of a album that had an appallingly complicated, manual menu >system if more than one person wanted to listen to it at the same time? >If you want to hold yourself up as an artist comparable with a successful >film director or similar then you really ought to make sure your production >values are up to the high standards we enjoy from these other media. From >where I stand they fall woefully short of Hollywood, and are light years >away from the music business. >-- >Derek JamesOn Tue, 25 Mar 1997 19:57:45 -0500, Neil Yeatman
Hi Neil, I agree with what you said here. But, I was talking about
other demands. See my other post, sent a few minutes before this one.
Steven Travers
Producer, SODA Off-Road Racing
Papyrus Design Group
Quoted text (11 lines)
>> It continues to boggle my mind--people buy a game from a company and >> think from that moment on that the company "owes" them something for >> years to come. >I think *most* computer game customers feel only that the product >they bought should be "completed", not "rushed out the door in a nearly >complete state that'll help us balance the books come fiscal year-end". >If the game ships in an unfinished form, then, yes...the company >owes them something. A patch. Or a series of patches until it's >a finished product....
Hm,
What is it that makes you think we aren't doing all that already? :-)
Steve


































