04-16-2020, 03:56 AM
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Caesars Palace Track Beta RELEASE!!!!
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04-16-2020, 06:26 AM
I've tried several things, but only reducing the opponent number made a significant difference. If I set the opponent number to 20, then the game doesn't crash immediately, but after 3-5 laps.
I've tried also - change the record number in LP files - change the pit length in TRACK.TXT - change the DOSBox graphic output - run the game on my old laptop with Win7 and DOSBox 0.74 all without success. Now I will download a carset and try it again.
04-16-2020, 07:07 AM
04-16-2020, 07:57 AM
04-17-2020, 05:55 AM
I downloaded the Reynard96 carset, and it runs, but I have low frame rates, then I switched back to the original carset and it worked too.
That's really strange, I just have to load the other carset (I don't need to drive on a track anyway), then load the original carset, and everything is fine.
04-17-2020, 06:10 AM
(04-17-2020, 05:55 AM)Dennis Wrote: I downloaded the Reynard96 carset, and it runs, but I have low frame rates, then I switched back to the original carset and it worked too. I think it's safe to say that some carsets are more resource intensive than the game was ever originally designed to handle. Not to mention- our tracks that we've been making are more intensive as well. Even know our hardware can easily handle this, the software was never set up to be this detailed. I'm just glad the carsets I make seem to work fine. I think mine are very detailed (and I'm sure they are resource intensive)
04-17-2020, 06:27 AM
(04-17-2020, 06:10 AM)samsepi0l Wrote: I think it's safe to say that some carsets are more resource intensive than the game was ever originally designed to handle. Not to mention- our tracks that we've been making are more intensive as well. Even know our hardware can easily handle this, the software was never set up to be this detailed. I'm just glad the carsets I make seem to work fine. I think mine are very detailed (and I'm sure they are resource intensive) This is something I think about in track building too. How do I get the best looking track with the smallest textures and lowest number of polys? Trying to think what Papyrus would have done in 1995. And if for some reason someone wanted to run ICR2 on a vintage computer, I'd like the track to work too. (04-17-2020, 06:27 AM)checkpoint10 Wrote: This is something I think about in track building too. How do I get the best looking track with the smallest textures and lowest number of polys? Trying to think what Papyrus would have done in 1995. And if for some reason someone wanted to run ICR2 on a vintage computer, I'd like the track to work too. Can you imagine building the 89-91 detroit downtown circuit? There are so many objects. I think this will be the most difficult and resource intensive. Not to mention it has a tunnel. It's kind'of like a masterpiece of tracks. I have it for grand prix 2 (remember this was originally an F1 track) so I am intimately familiar with it. https://www.youtube.com/watch?v=fxcruTrovXM
04-17-2020, 07:42 AM
(04-17-2020, 06:48 AM)samsepi0l Wrote: Can you imagine building the 89-91 detroit downtown circuit? There are so many objects. I think this will be the most difficult and resource intensive. Not to mention it has a tunnel. It's kind'of like a masterpiece of tracks. I have it for grand prix 2 (remember this was originally an F1 track) so I am intimately familiar with it. That would be a lot of work! It's got everything - elevation changes, buildings, elevated rail, two tunnels; that last section feels like Monaco. It also runs so close to the Renaissance Center that you would actually need to model it - and that's not going to be easy on resources due to the circular shape of its surfaces. It would probably take a big team effort to deliver this one for ICR2. Has someone even made an .sg for it yet?
04-17-2020, 08:10 AM
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