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Nascar Revolution Patch update info....

5 posts by 5 people · 11 Apr 1999 - 14 Apr 1999

Jason Litt 11 Apr 1999#461534
For all of you wondering what was fixed...(Havent had a chance to try it myself) Release Notes The following changes have been added in this patch: Improved Glide performance. Improved framerate in the in-car view. Arcade Setting: The arcade setting in the game is very similar to the release version. There were changes to the physics model which result in greater tire squeal, improved braking, and a 'livelier' car feel. All the qualifying times and opponent strengths have been adjusted to these changes. The default car setups are adjusted for Arcade physics. Simulation Setting This is completely changed from the release version. We've adjusted the feel of the car including adding tire squeal, wheel spin, and improved braking. All the qualifying times and opponent strengths have been adjusted to fit the physics changes, but the setups are not optimized for Simulation physics. NOTE: Please e-mail want some setups to start with for Simulation mode. The default setups are optimized for Arcade physics and are not only not competitive in Simulation mode, but also are very unbalanced. Fine-tuned the support for Creative Labs Enviromental Audio Extensions. Cleaned up yellow flags (including first place when a yellow comes out, splash and go ahead of the pace car, lap down pitting under yellow) including adding a wider distance between cars, and limiting the behind the field catch-up speed. Cleaned up computer control under yellow flags. Cleaned up restarts (you will get an audio "The lights on top of the pace car are out" when coming out of the last turn before a restart). The lights will then go out on the pace car. As you cross the start/finish line we've smoothed the transition back to the racing line (from the yellow line) and regulated the player's car speed relative to the other cars. Increased the volume for non-player car engine sounds. Spotter logic has been reworked. Removed the post RETIRE camera pull out entirely, with the exception that it will stay when you finish a race and at the end of qualifying. Fixed Voodoo2/Glide issues with the latest 3Dfx drivers. Fixed unlocked legends not tracking properly in Championship Standings. New AI lines at 10 tracks. Fixed engine cut out Known Issues AMD K6 Family and Glide drivers We've not seen the same framerate increase as on other hardware. MS Force Feedback Wheels - Starting a practice/qualifying/race with the in-car view selected sometimes crashes to the desktop. This showed up in this morning's build, and will be fixed for the final patch. Improving pit logic with restarts If you come out of a restart right at the CPU car's fuel window they turn right to get into the pits in a not very graceful fashion. Loading Save Game bug crashing later in the race. We're still chasing this bug. Jason Little Recchi for GM! Please remove anti and spam from my email address. Thanks
Greg Cisko 11 Apr 1999#461535
Too bad everyone has returned the game already. Am I supposed to believe that this patch will make the game playable? As playable as Nascar2 or Nascar 1999??? -- Header address intentionally scrambled to ward off the spamming hordes. cisko [AT] ix [DOT] netcom [DOT] com >For all of you wondering what was fixed...(Havent had a chance to try >it myself) > Release Notes > The following changes have been added in this >patch: > Improved Glide performance. > Improved framerate in the in-car view. > Arcade Setting: The arcade setting in the game >is very similar to the release > version. There were changes to the physics >model which result in greater tire > squeal, improved braking, and a 'livelier' car >feel. All the qualifying times and > opponent strengths have been adjusted to these >changes. > The default car setups are adjusted for Arcade >physics. > Simulation Setting This is completely changed >from the release version. We've > adjusted the feel of the car including adding >tire squeal, wheel spin, and > improved braking. All the qualifying times and >opponent strengths have been > adjusted to fit the physics changes, but the >setups are not optimized for > Simulation physics. NOTE: Please e-mail > want some setups to start with for Simulation >mode. The default setups are > optimized for Arcade physics and are not only >not competitive in Simulation > mode, but also are very unbalanced. > Fine-tuned the support for Creative Labs >Enviromental Audio Extensions. > Cleaned up yellow flags (including first place >when a yellow comes out, splash > and go ahead of the pace car, lap down pitting >under yellow) including adding a > wider distance between cars, and limiting the >behind the field catch-up speed. > Cleaned up computer control under yellow >flags. > Cleaned up restarts (you will get an audio >"The lights on top of the pace car > are out" when coming out of the last turn >before a restart). The lights will then > go out on the pace car. As you cross the >start/finish line we've smoothed the > transition back to the racing line (from the >yellow line) and regulated the > player's car speed relative to the other cars. > Increased the volume for non-player car engine >sounds. > Spotter logic has been reworked. > Removed the post RETIRE camera pull out >entirely, with the exception that it > will stay when you finish a race and at the >end of qualifying. > Fixed Voodoo2/Glide issues with the latest >3Dfx drivers. > Fixed unlocked legends not tracking properly >in Championship Standings. > New AI lines at 10 tracks. > Fixed engine cut out > Known Issues > AMD K6 Family and Glide drivers We've not seen >the same framerate increase > as on other hardware. > MS Force Feedback Wheels - Starting a >practice/qualifying/race with the > in-car view selected sometimes crashes to the >desktop. This showed up in > this morning's build, and will be fixed for >the final patch. > Improving pit logic with restarts If you come >out of a restart right at the CPU > car's fuel window they turn right to get into >the pits in a not very graceful > fashion. > Loading Save Game bug crashing later in the >race. We're still chasing this > bug. >Jason Little >Recchi for GM! >Please remove anti and spam from my email address. Thanks
Hoosier 6 11 Apr 1999#461536
Nope. It is admittedly a little better, but still sucks like a Hoover. And, of course, they're already hard at work on the next year's version of NR, just like the Madden series- looks like the EASports is counting on the "fix a few bugs, play with the graphics a little, and charge full price for the same software" cash cow they've always milked. I don't know how they sleep at night.
Quoted text (10 lines)> -- > Header address intentionally scrambled to ward off the spamming hordes. > cisko [AT] ix [DOT] netcom [DOT] com > >For all of you wondering what was fixed...(Havent had a chance to try > >it myself)
<snip>
Don Hancock 12 Apr 1999#461709
Quoted text (17 lines)>For all of you wondering what was fixed...(Havent had a chance to try >it myself) > Simulation Setting This is completely changed >from the release version. We've > adjusted the feel of the car including adding >tire squeal, wheel spin, and > improved braking. All the qualifying times and >opponent strengths have been > adjusted to fit the physics changes, but the >setups are not optimized for > Simulation physics. NOTE: Please e-mail > want some setups to start with for Simulation >mode. The default setups are > optimized for Arcade physics and are not only >not competitive in Simulation > mode, but also are very unbalanced.
Why weren't they smart enough to include 'em in the patch, then?! Why didn't they REMOVE computer control under yellow? Wouldn't that've been easier than FIXING it? Well, now they can't use the excuse that they didn't HEAR the user's complaints. From what I've heard they still have a LONG way to go, but sounds like most of the issues were at least ADDRESSED . Now let's see if their execution is any good! "Gunner"
Caste 14 Apr 1999#462079
I got the patch and installed it to Nascar Revolution(yeh, i hadnt deleted it yet!) and played it. I must say the patch improved the game play 100%...It was actually enjoyable in some aspects to see the graphics move at a fast pace and to get the feeling of movement on that level of graphics... If you still have it installed, dl the patch from www.dfiles.com or whereever and try it yourself.. Im not saying it is a replacement for N2 or N99 but its a nice alternative for a few mins... PassedYa
Quoted text (40 lines)> >For all of you wondering what was fixed...(Havent had a chance to try > >it myself) > > Simulation Setting This is completely changed > >from the release version. We've > > adjusted the feel of the car including adding > >tire squeal, wheel spin, and > > improved braking. All the qualifying times and > >opponent strengths have been > > adjusted to fit the physics changes, but the > >setups are not optimized for > > Simulation physics. NOTE: Please e-mail > > want some setups to start with for Simulation > >mode. The default setups are > > optimized for Arcade physics and are not only > >not competitive in Simulation > > mode, but also are very unbalanced. > Why weren't they smart enough to include 'em in the patch, > then?! > > Cleaned up computer control under yellow > >flags. > Why didn't they REMOVE computer control under yellow? > Wouldn't that've been easier than FIXING it? > > Removed the post RETIRE camera pull out > >entirely, with the exception that it > > will stay when you finish a race and at the > >end of qualifying. > Well, now they can't use the excuse that they didn't HEAR the > user's complaints. > From what I've heard they still have a LONG way to go, but > sounds like most of the issues were at least ADDRESSED . Now let's > see if their execution is any good! > "Gunner"

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