New Rally 2000 Demo! - 1999-09-28 14:52:10 - Jeremy Allford
Eurporess has released a new 18.6MB demo of their upcoming Rally 2000
racing game. The new demo is an all new course with improved graphics and
options over the massive 60MB past demo release. Here is all of the info
you need and of course a local download link as well.
7/28/99 - Moon & Star Playable Demo (18.4MB)
A brand new stage!
Improved handling and car physics!
Steering wheel support! (including force feedback)
Visual damage and selectable graphics resolutions!
As rally enthusiasts eagerly await the launch, it has been revealed that
Rally Championship will shock the market with a number of new features
that have never been seen before: Including multiple driving positions,
fully operational 3D dashboard instruments, a superb selection of 20 top
rally cars, crash damage and comprehensive multi-player options - adding
up to the most exciting driving experience you can have without getting
into a car and doing the real thing.
Download from http://ww2.3dfiles.com/
Back to keyboard only?
No. It has Full Joystick\wheel support
and
> > options over the massive 60MB past demo release. Here is all of the info
> > you need and of course a local download link as well.
Quoted text (10 lines)
> Back to keyboard only? > > New Rally 2000 Demo! - 1999-09-28 14:52:10 - Jeremy Allford > > Eurporess has released a new 18.6MB demo of their upcoming Rally 2000 > > racing game. The new demo is an all new course with improved graphicsQuoted text (22 lines)
>New Rally 2000 Demo! - 1999-09-28 14:52:10 - Jeremy Allford >Eurporess has released a new 18.6MB demo of their upcoming Rally 2000 >racing game. The new demo is an all new course with improved graphics and >options over the massive 60MB past demo release. Here is all of the info >you need and of course a local download link as well. >7/28/99 - Moon & Star Playable Demo (18.4MB) >A brand new stage! >Improved handling and car physics! >Steering wheel support! (including force feedback) >Visual damage and selectable graphics resolutions! >As rally enthusiasts eagerly await the launch, it has been revealed that >Rally Championship will shock the market with a number of new features >that have never been seen before: Including multiple driving positions, >fully operational 3D dashboard instruments, a superb selection of 20 top >rally cars, crash damage and comprehensive multi-player options - adding >up to the most exciting driving experience you can have without getting >into a car and doing the real thing. >Download from http://ww2.3dfiles.com/What the developers have done is try to respond to the overwhelming demand
for previews of RC. It is a highly anticipated title and it was reported
recently that it's expected to sell half a million copies within the first
months of release. People want a peek at what's coming, and the
publishers/developers are tring to oblige.
The fact is that the code for each of the demos is old. The demos do not
include the final damage model, physics, sounds, controller setup, etc. To
take time out now to make a demo with the final code would only subtract
from the time available to make the retail version the best it can be. Maybe
when the full game is finished they will release yet another.
The tracks in the game are identical to the real life courses. For a list of
the cars, click on the pic at the bottom right.
http://www.rally99.com/gallery.html
David G Fisher
Ok, did you drive the game with the final physics? If so, are these
physics on par with GPL's?
Remco
>all with the arrow keys). The graphics are pretty good to great...
>it's the physics and the steering that need help. If you have a wheel
>or a joystick the responses are WAY to fast. I tried dulling them down
>and ended up with a dead center then instant snap. I'm hoping there
>is a manual option in the works.
I agree. The physics is actually improved quite a bit in this demo.
The car finally has a bit of weight to it - a wheel leaving the
surface doesn't automatically mean a flip. Though as you mention it's
still too light. And the steering input needs some work.
The one other area that needs work is the force-feedback. I don't want
to feel gimmicky road texture and collision effects. I want some feel
for what the tires and/or weight of the car is doing.
Joe McGinn
==========================================
Staff Writer for the Sports *** Network
[link lost in import: /***.com/]
==========================================
>I agree. The physics is actually improved quite a bit in this demo.
>The car finally has a bit of weight to it - a wheel leaving the
>surface doesn't automatically mean a flip. Though as you mention it's
>still too light. And the steering input needs some work.
I don't really agree here. I don't find much of an improvement at all. The
handling model is appalling (to put it mildly) but I don't feel the weight
problem is in the vertical, it's the lateral. I don't have a problem with a
car that takes off over bumps and don't feel RC2K gets it too wrong here,
but there's no feeling of momentum or weight when sliding. CMR, for all
it's wide tracks and short stages, transmits this feeling pretty well.
The demo's implementation of wheel support is pretty shocking, especially
when I think back to their previous 2 titles (when I used my T2) where it
was one of the few things they did get right.
I am hugely gutted that these demos are nothing more than graphical
showcases. Wheel support and handling need -massive- overhauls before I'm
convinced this is worthy of a purchase. The fact that they're so far off
the ball leads me to believe that the 'old code' excuse is hot air and that
any improvements that come will be minor.
You don't know how much I want to be proved wrong on that last statement.
Cheers,
Mark
Reading, UK
>>I agree. The physics is actually improved quite a bit in this demo.
>>The car finally has a bit of weight to it - a wheel leaving the
>>surface doesn't automatically mean a flip. Though as you mention it's
>>still too light. And the steering input needs some work.
>I don't really agree here. I don't find much of an improvement at all. The
>handling model is appalling (to put it mildly) but I don't feel the weight
>problem is in the vertical, it's the lateral. I don't have a problem with a
>car that takes off over bumps and don't feel RC2K gets it too wrong here
Just had another go. I take it back. Sorry, Joe :-) I haven't gone over
large bumps in fields in my Ibiza Cupra Sport at 90mph (of any speed for
that matter) but I don't think it'd quite fly like that.
I think the only game/sim that I've played that 'catches air' correctly is
GPL. All others have an element of floatiness about them except maybe CMR,
but that looks like it's gonna float at first then gets sucked back down as
if the force of gravity increases as soon as all four wheels leave the deck.
Later...
Mark
Reading, UK
>I think the only game/sim that I've played that 'catches air' correctly is
>GPL. All others have an element of floatiness about them except maybe CMR,
>but that looks like it's gonna float at first then gets sucked back down as
>if the force of gravity increases as soon as all four wheels leave the deck.
Viper does a good job too - and has it integrated into the FF support.
Joe McGinn
==========================================
Staff Writer for the Sports *** Network
[link lost in import: /***.com/]
==========================================
Thanks your reply, and I tried it out.
But, I disappointed. It feels like optimized for joypad. One of my friend
named it as "Doom(TM) like handling". hum... =(
Y.Minami


































