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Rec.Autos.Simulators Archive

DTR - Multiplayer Racing...

3 posts by 3 people · 04 Nov 1999 - 05 Nov 1999

Don Wilshe 04 Nov 1999#501366
Its hard to believe, but this DTR Demo comes with 2 other pieces of software that you might not know about. Gamespylite is included in the download and you will find it in the same directory that DTR DEMO is in. All you have to do is make a short cut to it. Fire Up Gamespylite and tell it where you DTR DEMOis. Next you want to hit REFRESH to see the games you can enter. Click the DTR to enter the chat room and if you want to go somewhere else.. type in a /list command for other servers... Also if you want to have public or private races you DTR demo comes with a side server. this allows you to host races. You can host 10 if you want have the power and bandwidth. Again DTR DEMO comes wtih a Side Server DTR SERVER.. fire it up as well.. DW
The multiplayer was perfect tonight. It's not a surprise though. A year ago I wrote about Ratbag and how multiplayer "could" be done better but because Powerslide was an arcade game, devotees of a certain sim tried to dismiss the comparisons. Ratbag has now taken their "arcade" technology and applied it to a sim which is what I expected they'd do eventually. From 12/17/1998: After being hanged for disagreeing with a CERTAIN group of r.a.s. regulars about GPL's online capabilities, I thought I'd post something they might find interesting. While I think the people at Papyrus are obviously loaded with talent, I still realize (like I'm sure the Papyrus employees would readily admit) that there are many, many other talented people in the sim industry. They don't all start and end their careers with one company either. Whether or not you are interested in the style of racing game, the technology I'm about to describe should interest everyone here. The developers of Powerslide have created something very special. They have developed a graphics engine which runs at 60 fps and 300,000 polygons per second. The cars have 800 polygons compared to the avg. of 150-300. Smooth as silk. And yes, the physics model is VERY advanced (150 variables and 33 graphs define the relationship between variables) so don't try and tell me that the physics model is so weak which enables a high frame rate. The graphics engine is cutting edge and that's why it runs so fast. What I've been TRYING to explain to some of you is that the arguement that online *** technology has hit the wall and we have to accept the status quo is not true. The Powerslide developers have created a unique internet multiplay system which is fantastic. They use innovative compression techniques (remember this) and quaternionic orientation smoothing to deal with internet latency problems and their system compensates for the deficiencies in a network. It has a system of even information distribution and synchronisation between the different players that allows the game to continue smoothly even if a player(s), including the host, drops out. Telling people to "get a new ISP" is poor advice. Telling them that there is no way to make intenet racing better due to the condition of the internet is wrong. There are MANY very talented people who are spread out among the different developers in racing sims who are able to do some fascinating and innovative work. That's why I get annoyed with some of you who are so damn quick to just***on the developers of sims. You might want to open your eyes and stop with the bu**shit comments that I read so often and start researching what these talented people are creating. David G Fisher
rmurra 05 Nov 1999#501599
Tried this thing out last night.....quite impressive indeed.....warp free racing all night long with full fields of 10 cars , it's a kick !! Racer Murray

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