Race Sim Central
Rec.Autos.Simulators Archive

GP2 reason for delays, read on:))

16 posts by 15 people · 20 Apr 1996 - 04 May 1996

Mark Candl 20 Apr 1996#316285
Here's a quote from this months PC Gamer (UK). ..."We think it all went wrong whwn GP2 hit Microprose USA.The US like more kicks in their games, and suggested a few additions. Geoff is a perfectioist and wanted to make the game as complete as possible.So here's whats in the process of being changed;Full car break-ups, smoke ti illustrate engine blow ups and wheel spin;light sourcing on in sand traps;Complete Windows 95 compatability;and best of all Crammond is now adding individual driver characteristics (aggressivnrss,selfishness etc.)to the game...GP2 is now set for a late May release." MC
Quoted text (12 lines)>Here's a quote from this months PC Gamer (UK). >..."We think it all went wrong whwn GP2 hit Microprose >USA.The US like more kicks in their games, and >suggested a few additions. >Geoff is a perfectioist and wanted to make the game as >complete as possible.So here's whats in the process of >being changed;Full car break-ups, smoke ti illustrate >engine blow ups and wheel spin;light sourcing on in sand >traps;Complete Windows 95 compatability;and best of all >Crammond is now adding individual driver characteristics >(aggressivnrss,selfishness etc.)to the game...GP2 is now >set for a late May release."
Heh ! And we all know what a bastion of journalistic integrity PC Gamer is... ****************************************************** * "What ? Are you mad ?" * Glenn Davies * ******************************************************
Mark Newma 21 Apr 1996#316340
Did PC Gamer make this up all by themselves or did Microprose help them? "PC Gamer - what we write is accurate and true... the software companies tell us so." We'll be reading the above in Edge next. ;-) -- MarkN
Gary Bro 21 Apr 1996#316341
The tire smoke and engine blowups, complete with fantastic oil smoke effect were visible at the ECTS show. The kerbs appeared to be light sourced but not the sand traps, although the ploughed 'furrows' were mapped on. Car breakups were of the minor kind I felt - hit a wall at 150mph and your front wing and wheels fly off, not the total disintegration that would really happen. If he is adding debris to the crashes as with ICR2, that would be a nice addition. Although I might not want the game held up for it :-) - ....We are dreamers, shapers, singers and makers. We study the mysteries of laser and circuit, crystal and scanner. Holographic demons and invocations of equations. These are the tools we employ.... -
Thanks for the info, but what's "light sourcing"? Tom Bromberger Alesi '96 WC
R.REVV. 22 Apr 1996#316403
You Say ... The light will reflect off the various car shiny surfaces. Imagine a *** red ferrari in a replay with the sunlight playing across the body and wing surfaces as it twists around say ..Monaco..... That's what it looks like. :::;' /) - * - act like a DUMBSHIT & - + - (\ `:::: ::' / ) ':` THEY'll treat YOU as an EQUAL ':` ( \_ ` :' _( (_ _ bObObObObObObObObObObObOb _ ) )\ /> : (((\ \) /,) SALVATION or TRIPLE your MONEY BACK / ) / //))/ : (\\\\ \_/ / [link lost in import: /~flashboy] \ \_/ ///// . :. \ / [link lost in import] \ / .: ::. \ _/ . . \_ / .::
Joe McGinn 24 Apr 1996#316614
Quoted text (12 lines)>>You Say ... >>>Thanks for the info, but what's "light sourcing"? >>>Tom Bromberger Alesi '96 WC >>The light will reflect off the various car shiny surfaces. >>Imagine a *** red ferrari in a replay with the >>sunlight playing across the body and wing surfaces >>as it twists around say ..Monaco..... >>That's what it looks like. >You must be joking...no games can do that...can they?
It's a little processor-intensive, so probably the answer is not yet in real-time. But by next year, with 3D chips with built-in light-source effects, no problem. Joe
Robert Doy 24 Apr 1996#316615
Quoted text (12 lines)>>You Say ... >>>Thanks for the info, but what's "light sourcing"? >>>Tom Bromberger Alesi '96 WC >>The light will reflect off the various car shiny surfaces. >>Imagine a *** red ferrari in a replay with the >>sunlight playing across the body and wing surfaces >>as it twists around say ..Monaco..... >>That's what it looks like. >You must be joking...no games can do that...can they?
That particular feature seems to have been there since a very early stage, as Crammond says he wants the game as realistic as possible, I guess he means both simulation-wise, and 3d-world-wise too. I saw something about the light reflections in a magazine almost 12 months ago. Yawn. Wish it would just hurry up and get finished. Rob. -- ]\obert ])oyle WWW: http://alf2.tcd.ie/~doyler Channel: #amiga 3rd Year Computer Science Student, Trinity College Dublin, Republic of Ireland --------------------- "We hatessss Bagginssesss" - Gollum --------------------
Quoted text (13 lines)>>You Say ... >>>Thanks for the info, but what's "light sourcing"? >>>Tom Bromberger Alesi '96 WC >>The light will reflect off the various car shiny surfaces. >>Imagine a *** red ferrari in a replay with the >>sunlight playing across the body and wing surfaces >>as it twists around say ..Monaco..... >>That's what it looks like. >You must be joking...no games can do that...can they?
I believe Descent is light sourced? And Quake is going to be. Gertjan Westeneng
You're half-right :) It IS processor intensive, but this game does it NOW. It looks helluva good too! Cheers! John _________________________________ __ _____| |_____ __ _________| |__| :| John Wallace | |__| |_________ \ :| |::| :| Team WW Racing TSW | |::| | / > :| |::| :|_________________________________| |::| | < / :|__|::|____:/ -=Ayrton Senna=- \.____|::|__| \ /_______:/ \::/ Racing is in my ***, it's part of me \::/ \._______\
Jo Helsen 28 Apr 1996#317108
....... All the screenshots that I have seen prove that the reflections ARE there (but it will only be achievable in realtime on fast machines). _ woof! oo\ / (__)\ __ \ \ .' '. \ \ / \ \ "" \ . ( ) \ '-| )__| :. \ | | | | \ '. (__; (__; '.__>>>._
Eva 29 Apr 1996#317231
? ?....... ? ?>>>The light will reflect off the various car shiny surfaces. ?>>>Imagine a *** red ferrari in a replay with the ?>>>sunlight playing across the body and wing surfaces ?>>>as it twists around say ..Monaco..... ?>>> ?>>>That's what it looks like. ? ?>>You must be joking...no games can do that...can they? ? ?>That particular feature seems to have been there since a very early stage, ?>as Crammond says he wants the game as realistic as possible, I guess he ?>means both simulation-wise, and 3d-world-wise too. I saw something about ?>the light reflections in a magazine almost 12 months ago. Yawn. Wish it ?>would just hurry up and get finished. ?> Rob. ? ? ?All the screenshots that I have seen prove that the reflections ARE there (but ?it will only be achievable in realtime on fast machines). Fast being what, say P133s and up? <crossing fingers> ? _ woof! ? oo\ / ? (__)\ __ ? \ \ .' '. ? \ \ / \ ? \ "" \ ? . ( ) \ ? '-| )__| :. \ ? | | | | \ '. ? (__; (__; '.__>>>._ ? --Evan
Craig Hopki 29 Apr 1996#317232
Quoted text (17 lines)>>>You Say ... >>>>Thanks for the info, but what's "light sourcing"? >>>>Tom Bromberger Alesi '96 WC >>>The light will reflect off the various car shiny surfaces. >>>Imagine a *** red ferrari in a replay with the >>>sunlight playing across the body and wing surfaces >>>as it twists around say ..Monaco..... >>>That's what it looks like. >>You must be joking...no games can do that...can they? >I believe Descent is light sourced? And Quake is going to be. >Gertjan Westeneng
I am not sure what 'light sourced' actually means but yes, with Descent I noticed when I fired my lasers down the darkened corridor, it was lit up as the bolt went along. Excellent effects. Craig. ****************************************************************************** Canberra, Australia IVL Toys-R-Us #43 Pontiac - Rick Higbee Motorsports http://www.ozemail.com.au/~hoppy1 ******************************************************************************
> I am not sure what 'light sourced' actually means but yes, with > Descent I noticed when I fired my lasers down the darkened corridor, > it was lit up as the bolt went along. Excellent effects. 'Light sourced' actually mean that the light - shining on the moving objects - is fixed, i.e. placed at a certain point. So when the objects (the cars) move, and the light has shone, say, on the left side of the monocoque, it will move accross the car as the car turns around a corner. It IS real, it IS going to happen with GP2! I've seen in on many many screenshots. And as said earlier, it's going to demand a Pentium for sure! ICR2 is going to BITE the dust .... not that I don't like THAT game. Both ICRs and both GPs are great! L8r. -- Christian Jahnsen, _/_/_/ _/_/_/ Technical University of Denmark, _/ _/ Lyngby, Denmark. _/ _/ _/ WWW : http://www.gbar.dtu.dk/~c937079/
T. Dougl 03 May 1996#317736
Quoted text (25 lines)>>>>You Say ... >>>>>Thanks for the info, but what's "light sourcing"? >>>>>Tom Bromberger Alesi '96 WC >>>>The light will reflect off the various car shiny surfaces. >>>>Imagine a *** red ferrari in a replay with the >>>>sunlight playing across the body and wing surfaces >>>>as it twists around say ..Monaco..... >>>>That's what it looks like. >>>You must be joking...no games can do that...can they? >>I believe Descent is light sourced? And Quake is going to be. >>Gertjan Westeneng >I am not sure what 'light sourced' actually means but yes, with >Descent I noticed when I fired my lasers down the darkened corridor, >it was lit up as the bolt went along. Excellent effects. >Craig. >****************************************************************************
** >Canberra, Australia >IVL Toys-R-Us #43 Pontiac - Rick Higbee Motorsports >http://www.ozemail.com.au/~hoppy1 >**************************************************************************** ** The best current example of light shaded grafix is TIE Fighter. chech um out. Crammond is a genius and I am looking forward to what promises to be the most remarkable game I have played.
>'Light sourced' actually mean that the light - shining on the moving objects - >is fixed, i.e. placed at a certain point. So when the objects (the cars) move, >and the light has shone, say, on the left side of the monocoque, it will move >accross the car as the car turns around a corner. The effect you describe is called "specular reflection" and is a bit more specific than light sourcing which is simply changing the colour intensity of a surface appropriate to its orientation relative to a source of light. Everyone will probably have heard of Gouraud shading (linear interpolation of colour intensity across a surface giving a rounded appearance). Specular reflection effects are based on Phong shading, the inner workings of which are described in most University level computer graphics textbooks. Phong shading is computationally very expensive compared to Gouraud shading, and GP2 will probably be the first commercial computer game to have this effect. Just further proof that Geoff Crammond is indeed God ! ****************************************************** * "What ? Are you mad ?" * Glenn Davies * ******************************************************

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy