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Rec.Autos.Simulators Archive

Driver (PC) - What A Nice Jag!

14 posts by 10 people · 02 Oct 1999 - 08 Oct 1999 00:46 UTC

Klinn 02 Oct 1999#497036
Well, I got to end - so I was able to drive that gleaming Jaguar Sovereign (I think?) around Newcastle - crazy Brits always driving on the wrong side of the road! That "President's Run" mission to end the game wasn't too hard - when the cops got too close behind, I just skimed by traffic very closely as I passed and often the cop would crash into the civilian car, slowing it down. Using the "Super Fast Cars" cheat along with the red sports car (early 50's Ferrari???) produced speeds up to 300 MPH. Standing on the gas from a stop, it will do a wheelie for a city block - hmmm, a pro stock Ferrari. I was zipping towards one of those small hump-backed bridges in Miami so fast that I suppose the game calculated the nose hit the pavement as it rises up and I did a very strange nose-down end-over-end flip. Such fun. I'll have to try the game again on the "hard" setting instead of the default "medium", not to mention the other Driving Games. Let's see what the 'replayablity factor' is like! ...207
I just finished Driver too. I had the President mission allmost on my 3rd try, and succeeded on my 4th try. The mission where you had to steel a cop car took me a lot more tries :) Superb game, I'm sure the replayability value is very high. First you can choose from different missions, leading to different endings. And finishing the game with cops on 'hard' should be quite challenging as well! Some little things I didn't like: - when you're at a point where you have to lose the cops, the warning message is in the middle of the screen, hindering the vision greatly, just when you often only have a couple of seconds left on the clock... - the force feedback isn't disabled in the replays - the 'camera below the ground' bug in the replays - you can't save after every mission, sometimes you have to play more missions before you can save. For example, if you can't succeed at the president level, and you quit the game, you also have to play the former mission too. But despite these little bugs, it's really a great game! Andre On Sat, 2 Oct 1999 17:25:15 -0400, "Klinn"
Quoted text (20 lines)>Well, I got to end - so I was able to drive that gleaming Jaguar Sovereign >(I think?) around Newcastle - crazy Brits always driving on the wrong side >of the road! >That "President's Run" mission to end the game wasn't too hard - when the >cops got too close behind, I just skimed by traffic very closely as I passed >and often the cop would crash into the civilian car, slowing it down. >Using the "Super Fast Cars" cheat along with the red sports car (early 50's >Ferrari???) produced speeds up to 300 MPH. Standing on the gas from a stop, >it will do a wheelie for a city block - hmmm, a pro stock Ferrari. I was >zipping towards one of those small hump-backed bridges in Miami so fast that >I suppose the game calculated the nose hit the pavement as it rises up and I >did a very strange nose-down end-over-end flip. Such fun. >I'll have to try the game again on the "hard" setting instead of the default >"medium", not to mention the other Driving Games. Let's see what the >'replayablity factor' is like! > ...207
Also, some intelligence and realism would be great. The cops are essentially heatseekers wanting to immediately destroy you with no questions asked for driving without headlights and they perform this "duty" with less care of innocent law-abiding citizens than your average drunken *** who still believes he'll live forever. Once the cops get active, they serve only one purpose - to demolish you at all costs. They appear from nowhere in numbers which could only indicate resources the magnitude of US defence budget. In about 15 seconds you'll realize that you have initiated a manhunt of the decade by accidentally rear-ending someone's car when cruising at 22 mph. So is this just a funny little arcade title where AI couldn't possibly become an issue? No way. The game could've been so much better if they had just managed to spice it up with some credible AI. Unfortunately, intelligence is merely replaced by brute force to produce some kind of challenge. As it is, if something unexpected happens in an intersection the cars just stand there for eternity, lines gathering behind them, but of course you have no time to marvel this demonstration of collective dumbness (I guess they relied on it when developing the game - just keep the guy busy somehow and he won't notice we took a few shortcuts), since the whole game is really nothing more than just timed urban slalom: go here, you've got 2 minutes, go there, you've got 4 minutes. We're quite familiar with straight checkpoint formula, even if disguised a bit. Pedestrians are seemingly able to alternate their molecule density as sometimes they just leap into places where they couldn't possibly be. When it's raining, it's raining so hard that when you slip into a parking garage, it's just as slippery under the roof where you'd expect it to be dry. Minor imperfection but speaks volumes of the general lack of attention to detail. The cops are so dumb a child could delude them. If you're positioned in a certain way when you enter their triggering perimeter on a freeway, they drive straight into a 4-lane freeway's mid-section barrier because their canned behavior wasn't supposed to be initiated in that particular time and place. The physics have also their share of oddities. Even without the supercars cheat it's quite possible to collide in a way which hurls you into the orbit in about 0.2 seconds - something NASA would be proud of. Yes, I'm being harsh here. But only because I saw potential and I saw it ruined. I'm not saying people couldn't have lots of fun with this title, sure they can. But Driver could've been something great, something we'd still remember in 2005. Now it lacks intelligence in a big way and for me, that's a deciding factor. Feeding something like this to the *** community as a full price game is a downright insult to their intelligence. --- Antti Markus Peteri 15 miles. your dim light shines from so far away - Soul Asylum, Promises Broken
That's what sequels are for. Martin
Quoted text (69 lines)> > Some little things I didn't like: > > - when you're at a point where you have to lose the cops, the warning > > message is in the middle of the screen, hindering the vision greatly, > > just when you often only have a couple of seconds left on the clock... > > - the force feedback isn't disabled in the replays > > - the 'camera below the ground' bug in the replays > > - you can't save after every mission, sometimes you have to play more > > missions before you can save. For example, if you can't succeed at the > > president level, and you quit the game, you also have to play the > > former mission too. > Also, some intelligence and realism would be great. The cops are > essentially heatseekers wanting to immediately destroy you with no > questions asked for driving without headlights and they perform this > "duty" with less care of innocent law-abiding citizens than your > average drunken *** who still believes he'll live forever. > Once the cops get active, they serve only one purpose - to demolish you > at all costs. They appear from nowhere in numbers which could only > indicate resources the magnitude of US defence budget. In about > 15 seconds you'll realize that you have initiated a manhunt of the decade > by accidentally rear-ending someone's car when cruising at 22 mph. > So is this just a funny little arcade title where AI couldn't possibly > become an issue? No way. The game could've been so much better if they > had just managed to spice it up with some credible AI. Unfortunately, > intelligence is merely replaced by brute force to produce some kind of > challenge. > As it is, if something unexpected happens in an intersection the cars > just stand there for eternity, lines gathering behind them, but of course > you have no time to marvel this demonstration of collective dumbness > (I guess they relied on it when developing the game - just keep the guy > busy somehow and he won't notice we took a few shortcuts), since the > whole game is really nothing more than just timed urban slalom: go here, > you've got 2 minutes, go there, you've got 4 minutes. We're quite > familiar with straight checkpoint formula, even if disguised a bit. > Pedestrians are seemingly able to alternate their molecule density as > sometimes they just leap into places where they couldn't possibly be. > When it's raining, it's raining so hard that when you slip into a parking > garage, it's just as slippery under the roof where you'd expect it to be > dry. Minor imperfection but speaks volumes of the general lack of > attention to detail. > The cops are so dumb a child could delude them. If you're positioned in a > certain way when you enter their triggering perimeter on a freeway, they > drive straight into a 4-lane freeway's mid-section barrier because their > canned behavior wasn't supposed to be initiated in that particular time > and place. > The physics have also their share of oddities. Even without the supercars > cheat it's quite possible to collide in a way which hurls you into the > orbit in about 0.2 seconds - something NASA would be proud of. > Yes, I'm being harsh here. But only because I saw potential and I saw it > ruined. I'm not saying people couldn't have lots of fun with this title, > sure they can. But Driver could've been something great, something we'd > still remember in 2005. Now it lacks intelligence in a big way and for > me, that's a deciding factor. Feeding something like this to the *** > community as a full price game is a downright insult to their > intelligence. > --- > Antti Markus Peteri > 15 miles. your dim light shines from so far away > - Soul Asylum, Promises Broken
Could you list any of the cheat codes? Thanks.
Quoted text (20 lines)> Well, I got to end - so I was able to drive that gleaming Jaguar Sovereign > (I think?) around Newcastle - crazy Brits always driving on the wrong side > of the road! > That "President's Run" mission to end the game wasn't too hard - when the > cops got too close behind, I just skimed by traffic very closely as I passed > and often the cop would crash into the civilian car, slowing it down. > Using the "Super Fast Cars" cheat along with the red sports car (early 50's > Ferrari???) produced speeds up to 300 MPH. Standing on the gas from a stop, > it will do a wheelie for a city block - hmmm, a pro stock Ferrari. I was > zipping towards one of those small hump-backed bridges in Miami so fast that > I suppose the game calculated the nose hit the pavement as it rises up and I > did a very strange nose-down end-over-end flip. Such fun. > I'll have to try the game again on the "hard" setting instead of the default > "medium", not to mention the other Driving Games. Let's see what the > 'replayablity factor' is like! > ...207
-- fred louderman >>>>>>>>>>>>>>>>
Yea right. I suppose the first one's there just for examining the reactions of people when they realize they've been had. Well that sure makes it okay, it's a psychological experiment, not a rip off. Just pay up and you too can participate. --- Antti Markus Peteri 15 miles. your dim light shines from so far away - Soul Asylum, Promises Broken
Klinn 03 Oct 1999#497250
They're not cheat codes in the traditional sense. Once you finish the game, when you select "Cheat Codes" from the main menu you'll get a menu of goodies that you can activate. Some of these you could use by manually editing the ".dms" file for the particular mission you're interested in, e.g. you can add a line "DisablePlayerDamage" to make yourself invincible. Or you can change the weather/time of day, your starting position and the car you use, and on and on. Browse through the .dms files to see all the stuff you can tinker with. Some of the listed "cheats" are puzzling. There's a "freight train" option as well as a "railroad cops" choice. Anyone know what happens when these are activated? I didn't notice any train tracks in the missions I played. ...207
Klinn 03 Oct 1999#497251
I agree with everything you say except your conclusion. Having played the demo, probably more times than was healthy, I wasn't expecting more than what was in the box. (Except for the bugs pointed out by Andre) I still think of it as "the world's best Blues Brothers chase simulator". When I want real car control or reasonable opponent AI, I play GPL. That's whats great about demos - after sampling them, I can decide whether it's worth my money or if it's a disappointment and I won't buy it. When someone creates a Driver-like game which is more realistic, along the lines you suggest, I'll probably enjoy it too. ...207 - - -<snip>- - -
Jeroe 03 Oct 1999#497252
What I found out to be a very stupid cheat, is the Skip interview cheat. If you enable this you skip the very first 'garage' mission. Well, by the time you get the cheats, this mission is SO EASY! This cheat is for people who are new to the game! They should have enabled the cheat right from the start. Jeroen Klinn heeft geschreven in bericht
Quoted text (11 lines)>They're not cheat codes in the traditional sense. Once you finish the game, >when you select "Cheat Codes" from the main menu you'll get a menu of >goodies that you can activate. Some of these you could use by manually >editing the ".dms" file for the particular mission you're interested in, >e.g. you can add a line "DisablePlayerDamage" to make yourself invincible. >Or you can change the weather/time of day, your starting position and the >car you use, and on and on. Browse through the .dms files to see all the >stuff you can tinker with. >Some of the listed "cheats" are puzzling. There's a "freight train" option >as well as a "railroad cops" choice. Anyone know what happens when these
are
Quoted text (8 lines)>activated? I didn't notice any train tracks in the missions I played. > ...207 >> Could you list any of the cheat codes? Thanks.
geven.. 04 Oct 1999#497484
Could any kind soul email me a savegame which starts after the first driving test mission please ? I've been trying for two days and still can't get through it :-( alternativley if there is a DMS file for it I could get round it that way but I haven't been able to find one relating to the test. Cheers Gary. 01.sprint.ca>, sense. Once you finish the game, menu you'll get a menu of you could use by manually mission you're interested in, to make yourself invincible. starting position and the the .dms files to see all the There's a "freight train" option know what happens when these are the missions I played. > ...207 message > > Could you list any of the cheat codes? Thanks. Sent via Deja.com http://www.deja.com/ Before you buy.
speedrace 04 Oct 1999#497485
just go into training mode, and you can follow a ghost car around the perfect way/order to do things. AFter a couple practice runs, it should be a piece of cake. speed
Quoted text (48 lines)> Could any kind soul email me a savegame which > starts after the first driving test mission > please ? I've been trying for two days and still > can't get through it :-( alternativley if there > is a DMS file for it I could get round it that > way but I haven't been able to find one relating > to the test. > Cheers > Gary. > 01.sprint.ca>, > > They're not cheat codes in the traditional > sense. Once you finish the game, > > when you select "Cheat Codes" from the main > menu you'll get a menu of > > goodies that you can activate. Some of these > you could use by manually > > editing the ".dms" file for the particular > mission you're interested in, > > e.g. you can add a line "DisablePlayerDamage" > to make yourself invincible. > > Or you can change the weather/time of day, your > starting position and the > > car you use, and on and on. Browse through > the .dms files to see all the > > stuff you can tinker with. > > Some of the listed "cheats" are puzzling. > There's a "freight train" option > > as well as a "railroad cops" choice. Anyone > know what happens when these are > > activated? I didn't notice any train tracks in > the missions I played. > > ...207 > message > > > Could you list any of the cheat codes? Thanks. > Sent via Deja.com http://www.deja.com/ > Before you buy.
Jeroe 05 Oct 1999#497709
The easiest solution is: go to www.driverhq.com and download the trainer. This trainer will enable the cheat screen. Go there and enable 'Skip interview'. This will skip that first mission and bring you immediately to the first hotel room. The trainer only has to be used once: the cheat screen will be there the next time you start the game (although all cheats will always default to off). Jeroen
Quoted text (48 lines)> Could any kind soul email me a savegame which > starts after the first driving test mission > please ? I've been trying for two days and still > can't get through it :-( alternativley if there > is a DMS file for it I could get round it that > way but I haven't been able to find one relating > to the test. > Cheers > Gary. > 01.sprint.ca>, > > They're not cheat codes in the traditional > sense. Once you finish the game, > > when you select "Cheat Codes" from the main > menu you'll get a menu of > > goodies that you can activate. Some of these > you could use by manually > > editing the ".dms" file for the particular > mission you're interested in, > > e.g. you can add a line "DisablePlayerDamage" > to make yourself invincible. > > Or you can change the weather/time of day, your > starting position and the > > car you use, and on and on. Browse through > the .dms files to see all the > > stuff you can tinker with. > > Some of the listed "cheats" are puzzling. > There's a "freight train" option > > as well as a "railroad cops" choice. Anyone > know what happens when these are > > activated? I didn't notice any train tracks in > the missions I played. > > ...207 > message > > > Could you list any of the cheat codes? Thanks. > Sent via Deja.com http://www.deja.com/ > Before you buy.
On Sun, 03 Oct 1999 04:06:01 +0200, Andre Warringa <[email hidden]> wrote: >- you can't save after every mission, sometimes you have to play more >missions before you can save. For example, if you can't succeed at the >president level, and you quit the game, you also have to play the >former mission too. > I just ran into this after maybe the second mission. What a drag! Now I have to re-do "Chicco's Ride" or whatever it was called. Oh well. I already have a bunch of replays with some whacky sh*t going on... The "survival" car game, in SF is an adrenaline rush for sure-- flying down the hill with the cops rocketing past overhead... it's very surreal. Actually, you can survive for a while by just hanging around the top of one of the steep hills and hiding just over the crest. The cops are so fast that they just fly on by going airborne and ultimately total themselves out. --mK
Marc Collins 08 Oct 1999 00:46 UTC#293520
Don't forget the digital gas and brakes.... Marc. Antti Markus Peteri <[email hidden]> wrote in message news:[email hidden]...
Quoted text (76 lines)> [email hidden] says... > > > > Some little things I didn't like: > > - when you're at a point where you have to lose the cops, the warning > > message is in the middle of the screen, hindering the vision greatly, > > just when you often only have a couple of seconds left on the clock... > > - the force feedback isn't disabled in the replays > > - the 'camera below the ground' bug in the replays > > - you can't save after every mission, sometimes you have to play more > > missions before you can save. For example, if you can't succeed at the > > president level, and you quit the game, you also have to play the > > former mission too. > > > > > Also, some intelligence and realism would be great. The cops are > essentially heatseekers wanting to immediately destroy you with no > questions asked for driving without headlights and they perform this > "duty" with less care of innocent law-abiding citizens than your > average drunken teen who still believes he'll live forever. > > Once the cops get active, they serve only one purpose - to demolish you > at all costs. They appear from nowhere in numbers which could only > indicate resources the magnitude of US defence budget. In about > 15 seconds you'll realize that you have initiated a manhunt of the decade > by accidentally rear-ending someone's car when cruising at 22 mph. > > So is this just a funny little arcade title where AI couldn't possibly > become an issue? No way. The game could've been so much better if they > had just managed to spice it up with some credible AI. Unfortunately, > intelligence is merely replaced by brute force to produce some kind of > challenge. > > As it is, if something unexpected happens in an intersection the cars > just stand there for eternity, lines gathering behind them, but of course > you have no time to marvel this demonstration of collective dumbness > (I guess they relied on it when developing the game - just keep the guy > busy somehow and he won't notice we took a few shortcuts), since the > whole game is really nothing more than just timed urban slalom: go here, > you've got 2 minutes, go there, you've got 4 minutes. We're quite > familiar with straight checkpoint formula, even if disguised a bit. > > Pedestrians are seemingly able to alternate their molecule density as > sometimes they just leap into places where they couldn't possibly be. > When it's raining, it's raining so hard that when you slip into a parking > garage, it's just as slippery under the roof where you'd expect it to be > dry. Minor imperfection but speaks volumes of the general lack of > attention to detail. > > The cops are so dumb a child could delude them. If you're positioned in a > certain way when you enter their triggering perimeter on a freeway, they > drive straight into a 4-lane freeway's mid-section barrier because their > canned behavior wasn't supposed to be initiated in that particular time > and place. > > The physics have also their share of oddities. Even without the supercars > cheat it's quite possible to collide in a way which hurls you into the > orbit in about 0.2 seconds - something NASA would be proud of. > > Yes, I'm being harsh here. But only because I saw potential and I saw it > ruined. I'm not saying people couldn't have lots of fun with this title, > sure they can. But Driver could've been something great, something we'd > still remember in 2005. Now it lacks intelligence in a big way and for > me, that's a deciding factor. Feeding something like this to the gaming > community as a full price game is a downright insult to their > intelligence. > > > > --- > Antti Markus Peteri > > > 15 miles. your dim light shines from so far away > > - Soul Asylum, Promises Broken

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