The new Papyrus game engine utilized in GPL is awesome, but some have
mentioned that the game design and car setup is too difficult to play.
Other titles in my opinion are also too difficult to play, mostly because
the game engine/control's setup. For example, SpeedBusters demo seems
totally unplayable because the control's are freakin all over the place.
The NFS 3 car is totally "floaty." Why does'nt someone use a decent game
engine like the new Papyrus one, and apply it to a decent set of courses
and cars which are enjoyable and playable, something like an arcade version
of CPR: fast controllable cars on exciting arcade courses?
--frustrated.
Quoted text (11 lines)
> The new Papyrus game engine utilized in GPL is awesome, but some have > mentioned that the game design and car setup is too difficult to play. > Other titles in my opinion are also too difficult to play, mostly because > the game engine/control's setup. For example, SpeedBusters demo seems > totally unplayable because the control's are freakin all over the place. > The NFS 3 car is totally "floaty." Why does'nt someone use a decent game > engine like the new Papyrus one, and apply it to a decent set of courses > and cars which are enjoyable and playable, something like an arcade version > of CPR: fast controllable cars on exciting arcade courses? > --frustrated.You might be interested in Papyrus' new title
Viper racing. Check it out on Sierra's web
site. Er, www.sierra.com ?
Later...
Tony Long
Quoted text (11 lines)
> The new Papyrus game engine utilized in GPL is awesome, but some have > mentioned that the game design and car setup is too difficult to play. > Other titles in my opinion are also too difficult to play, mostly because > the game engine/control's setup. For example, SpeedBusters demo seems > totally unplayable because the control's are freakin all over the place. > The NFS 3 car is totally "floaty." Why does'nt someone use a decent game > engine like the new Papyrus one, and apply it to a decent set of courses > and cars which are enjoyable and playable, something like an arcade version > of CPR: fast controllable cars on exciting arcade courses? > --frustrated.snip
> That's not a bad idea. With first-person shooters all sharing game
> engines, why aren't "open" car sim engines being programed? Just one realistic
> physics and graphics engine would be great. Then various games could use this
> engine to race F1 sims, rally sims, touring cars, drag cars, even tank sims, in
Hmm, that sounds appealing! Let's have a monopoly in racing sim engines.
Maybe
even M$ could do that... ;^)
l8er
ronny
--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
While this is a Sierra title, I do not believe Papyrus had anything to
do with it. Anyone confirm one way or the other?
-Bill
--
Bill Mette | "A person is smart. People are dumb."
MCSNet, Chicago | - K MiB
Viper is being developed by MGI, which has nothing to do with Papyrus
other than Rich Garcia, who at one time, was part of the Papy-clan.
Cheers!
Marc
> You might be interested in Papyrus' new title
> Viper racing. Check it out on Sierra's web
> site. Er, www.sierra.com ?
--
Marc J. Nelson
The Sim Project - http://www.simproject.com/
Extinct Track Archive - http://www.simproject.com/eta/
* Switch confused.net with concentric.net to reply...Confused-yet? *
MGI is developing the title, with Sierra Sports as distributor.
Cheers!
Marc
> While this is a Sierra title, I do not believe Papyrus had anything to
> do with it. Anyone confirm one way or the other?
--
Marc J. Nelson
The Sim Project - http://www.simproject.com/
Extinct Track Archive - http://www.simproject.com/eta/
* Switch confused.net with concentric.net to reply...Confused-yet? *
Well,
You would think with beta testers, those companys could actually make
a complete bug free finished product right the first time to ship to
stores.
I have yet to own any (7) driving sim that worked as hyped up to be,
the first time I installed it. It seems that the rule of thumb is to
get us all hooked by screenshots , playable demos , to ship an imcomplete
product to the market, only to make patched for it later.
Have I hit home here with any of you ?
Q: Has there ever been a driving sim made right the first time ?
Thanks,
Dave Reuille
Woof Motorsports ------------ We are not just chasing cars anymore .....
Dave Reuille wrote
Probably "RaceCar" a two dimension racing game that was out for the
ColecoVision years ago <g>
<sarcastic indeed> ;-D
I never heard of any game without a bug in the release... that's in the
whole *** industry (I mean marketable games, not java-applets ;-D ).
Some of them are very close, but none of them is perfect remember...
It's all in the balance. Some of them have obvious bugs (NHRA pedals
configuration) while others are minimal and don't take out the overall enjoy
out of the product (Probably GPL).
It's a reality, it won't change, and never changed.
(Well did Indy500:TheSimulation had a bug ?) ;-)
- Fran?ois Mnard <ymenard> Good race at the Brickyard!
- Official Mentally retarded guy of r.a.s.
- Excuse me for my English (I'm French speaking)
- Sponsored by http://www.awpss.com/
- "People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."--
>The NFS 3 car is totally "floaty." Why does'nt someone use a decent game
>engine like the new Papyrus one, and apply it to a decent set of courses
>and cars which are enjoyable and playable, something like an arcade version
>of CPR: fast controllable cars on exciting arcade courses?
EA did, called id Need For Speed 1. Unfortunately they don't seem
capable of duplicating the trick.
Joe
This is obviously the way forward for simracing, especially if you
consider that in the future, most simracing will hopefully take place
with full human fields, over the internet.
This kind of cross compatability would ensure that there are stable
platforms for simracers, as they move from sim-karts to sim-F3, sim-
F3000 to sim-F1, or into sim-tourers or sim-GTs. The differences between
a Microprose sim, a Ubisoft sim and a Papy sim are too great for most
simracers to comfortably make the transition, so a single game engine
would be ideal.
It would be a dream come true if a group of dedicated programmers were
to embark on creating a game engine that could be tailoured to represent
any kind of racing series, and is also suited mainly for
multiplayer/internet use. Unfortunately, programs like this require a
lot of time, effort and money, so for the moment at least it's purely a
pipe dream.
--
Spudgun


































