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N2 Multi car set question

3 posts by 3 people · 05 May 1997 - 08 May 1997

pnthr.. 05 May 1997#365717
I know it's been answered 1000 times, but which name goes on top of who in the multi lists, the caller or the answerer and on which list? Sorry to ask something that's been answered so many times. Thanks for the help. Tom
David Spark 06 May 1997#365857
>I know it's been answered 1000 times, but which name goes on top of who in >the multi lists, the caller or the answerer and on which list? If you are running Version 1.00 or 1.01, here's how it works. We'll call the machine that dials the "client" and the machine that answers the "server". Server: 1. Server player's car with Server player's name 2. Client player's car (name doesn't matter) Client: 1. Server player's car with Client player's name 2. Client player's car (name doesn't matter) The rest of the list should match, but doesn't have to. I haven't had a chance to try modem racing with the V1.02 patch, but my understanding is that the lists should be organized as follows: Server and Client: 1. Server player's car with Server player's name 2. Client player's car with Client player's name 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)>I know it's been answered 1000 times, but which name goes on top of who in >the multi lists, the caller or the answerer and on which list? >Sorry to ask something that's been answered so many times. Thanks for the >help. >Tom
Tom - the NASCAR II patch obsoletes the need to jump through hoops to get cars which match player's preferences in multiplayer. After the patch, each player should set up their own "MULTI.LST" entry list so that their own preferred car is at the top of the list. If a player has a customized car, they should make sure it is named something other than "T_PLAYER.CAR" and also that it is not a duplicate of any other player's preferred car; also, make sure that each player's .CAR file has been copied to all of the machines, since only the references to cars (not the actual cars themselves) are communicated between machines during a multiplayer race. Finally, the remainder of MULTI.LST should be left unchanged from original MULTI.LST if possible; otherwise there is likely to be some disk grinding when new players connect while their entry lists get coordinated with the hosting machine. The intended end result post-patch is that in multiplayer, cars should "do what you expected them to do". You still need to do a bit of coordinating to decide who gets what car and make sure all of the requested cars are installed on each machine but once you've done that you should be able to relax and enjoy the ride ... Charlie Heath / Papyrus

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