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GPxPatch testing: "Old behaviour", "Power only", "Grip only" and "Power and grip"

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Hello to all,

due to the fact, that I still did not get the sense and the effect of the GPxPatch's settings "Old behaviour", "Power only", "Grip only" and "Power and grip" (GPxPatch's documentation is very, very short in this point), I made some tests to check these settings out.

What we are talking about:


Subject of testing:
I checked out how the player's car and ccCar's peformance is influenced by the performance file (horsepower value and grip value) and track's cmagic file (power factor and grip factor) under the 4 different GPxPatch settings mentioned above.

Method:
It was driven at Piranema. Measurements were topspeed, corner speed and laptime. All ccCars had the same power and grip. Randomness has been deleted as far as possible. Conditions were sunny.

GPxPatch version:
v4.43 (latest version is: 4.44!). For v4.44 this is written into the changelog: "GPxSet: Excluded magic data from "Player car performance team dependent" option. This means magic data will never affect the player's car.". Nevertheless in the new GPxPatch version 4.44 this opton still seems to be buggy as well, so some players switched back to v4.43, due to tweaking ccCar's performance vs. Player's car performance can be difficult or even impossible in v4.44.

Here are the results of the test:

"Old behaviour":
Player's car is influenced by horsepower value and power factor.
Player's car is not influenced by grip value and grip factor.
CC's car is influenced by horsepower value, grip value, power factor and grip factor.
CC's car is not influenced by %.

"Power only":
Player's car is influenced by horsepower value and power factor.
Player's car is not influenced by grip value and grip factor.
CC's car is influenced by horsepower value, grip value, power factor and grip factor.
CC's car is not influenced by %.

"Grip only":
Player's car is influenced by horsepower value, grip value, power factor and grip factor. Remark: The horsepower value is NOT taken from the performance file. It is taken from the physics file instead! Also the topspeed seems to be calculated in a different way, that I do not understand (higher topspeed!).
Player's car is not influenced by %.
CC's car is influenced by horsepower value, grip value, power factor and grip factor.
CC's car is not influenced by %.

"Power and Grip":
Player's car is influenced by horsepower value, grip value, power factor and grip factor. Remark: Changes of power factor and grip factor seem to have a bigger effect for player's car than under "Grip only"-setting.
Player's car is not influenced by %.
CC's car is influenced by horsepower value, grip value, power factor and grip factor.
CC's car is not influenced by %.

Final results:
- All changes in the performance file and/or cmagic have the same influence on ccCars equal to what the GPxPatch's settings are. The settings have got just influence on the player's car.
- In "Old behaviour" and "Power only" only engine values (Horsepower value and power factor) are used for player's performance.
- Under "Grip only" and "Power and grip"-settings also grip value and grip factor are taken into the calculaton of players performance.
- "Old behaviour" and "Power only"-settings seem to be one and the same.
- "Grip only" and "Power and grip"-setting seem to differ a in some way.

The full results and all recorded data can be seen and downloaded HERE!

Further questions and consequences:
Probably there are just two options:

1. Players for who it is not that important that the performance file's grip value is also taken into player's grip calculation can use "Old behaviour" or "Power only"-settings. It's quite easy to tweak AI's performance via cmagic file ('power factor' and 'grip factor').

2. For players for who it is important that the performance file's grip value is also taken into player's grip calculation I recommend to use "Power and grip"-setting. But sadly tweaking the AI's performance will be very, very difficult, because there is no way to make ccCars slower/faster via magic data due to it influences the player's car as well.

So the final question is:
"Is there another method known to tweak AI's perfomance vs. player's performance by not using cmagic's 'power factor' and/or 'grip factor'?"

Further testing with GPxPatch version 4.44 is needed!

Blinking car painting - camera problems

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Good afternoon everyone, I have a problem: when I'm running I see that the cars that are in front are with the painting blinking between all black and the original painting. How do I eliminate this oscillation ..... if someone helps I thank you.

'Let's Play GP3' - Spa 1998 on YouTube

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As GP3 is running nicely on my new system with dgVoodoo and my Logitech G25, I thought I would record some gameplay videos!

Here's Spa 1998 (well, a 7 lap race) with 100% rain. It's a really gorgeous, thrilling and fun game with quite intelligent AI for its time.

video: [www.youtube.com]

Singapore

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Damn - I hate the guys who want to win the race in first corner....
When will the dutch Ceese learn this ?(N)

Game crashing - help please [gpx error log] - SOLVED

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The game crashs when exit the game . Someone can let me know what's going on .

SOLVED

Start Of Something New?

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I did a little something yesterday it might be the start of something new... Not 100% sure yet but we will see


AI Difficulty

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Hello! I'm new to this game and also the forum. I'm currently using the 2016 mod and I'm really enjoying the game, but I have a problem.
Even in the easiest diffiulty level the AI is extremely difficult to beat. I literally cannot catch them unless they make a big mistake. I love how competitive and realistic they are, but I would like to adjust their ability to my level.

I hope you can help me!

Refueling Time Bug Fix

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Hi all,

As you probably know, there is a bug in the original game where, for a relatively small percentage of pit stops, the car doesn't stay in the pits anywhere near as long as it should, given how much fuel is added. This is most evident on 1-stop strategies where most cars will take 12-15 seconds to refuel but sometimes a car will be out in less than 7 with the full fuel amount. I wasn't able to find any fix for this online, so once it annoyed me enough, I decided to try to figure out a way to fix it myself (even though I pretty much had to learn assembly programming from scratch). After around 5 weeks of messing with it, I finally got it figured out and want to share it with everyone.

Fix

Fixing this bug requires a change to gp4.exe. Open the decrypted (v1.02) gp4.exe with your favorite hex editor (back it up first of course), and make the following change starting at offset 0x0E681D:

Original file:
8B C6 8B 51 44 C1 E0 04 03 C6 83 7C C2 24 05 0F 84 8C 00 00 00 8B 85 BC 5D A9 00 85 C0 0F 8F 92 00 00 00
Replace with:
8B 85 BC 5D A9 00 85 C0 0F 8F A7 00 00 00 8B C6 8B 51 44 C1 E0 04 03 C6 83 7C C2 24 05 0F 84 7E 00 00 00

(Note: there are smaller changes that would surely fix the bug as well; the above change, though, preserves all of the original game's code, just rearranges it)

This fix should be compatible with any tools that modify gp4.exe (not aware of any tool the modifies this part of the code), though I haven't tested it all that extensively. If anyone finds issues using this, please let me know. I'll also be running some more test races to ensure that nothing else is broken with this.

I might make a patch program at some later point to make it simpler, although I think it would be better to get this incorporated into one of the other tools if possible.


Explanation and Known Issue

The bug stems from a poorly-implemented feature. The idea appears to have been that for a small percentage of pit stops, the mechanic would have trouble detaching the fuel nozzle from the car at the end of the stop, leading to a longer stop. However, the way the code handles this particular type of pit stops is that once a car arrives for a stop and is jacked up, the code starts checking (I believe) whether the 2 pit crew members responsible for refueling have finished their animations, and if they have, it considers the refueling part of the stop to be done. But the only animation being played at this point in the stop is the one for inserting the fuel nozzle... so as soon as it's inserted, the refueling part of the stop is over, and the nozzle is taken right back out. All this, even with the "problem" version of the detaching animation, takes less time than the tyre changes, so the end result is that for these stops, the refueling is basically instant, and the tyre change time is the only thing that determines the overall pit stop time.

The fix switches around 2 of the conditions used when checking whether refueling should be completed, so that now the "problem"-specific checks will only be done after the normal refueling is completed. This ensures that refueling will take the normal amount of time for every kind of stop.

The fix does not, however, implement the "refueling problem" feature itself, because there are other problems with the code as well (namely, that the code never checks whether the nozzle detaching animation is complete, neither for normal nor "problem" versions of the animation, when determining whether the pit stop as a whole is over). As a result, this fix introduces a small animation glitch for these "problem" pit stops, where the car drives away while the pit crew is still trying to detach the nozzle. This has no impact on the game beyond the animation looking weird - for all intents and purposes, the "problem" stops with the fix behave just like a normal stop would. This glitch itself can be fixed pretty easily if needed - for example, by changing the race normalchange.ssc file inside anim.wad (change the "fuel_problem" scenescript to match the "normal_change" one aside from the name).


Can the "Refueling Problem" Feature Be Enabled?

I won't say that for sure it can't - after all, all the needed pieces are there in the game already - but I played around with a few relatively simple test fixes and wasn't able to get this feature working without also adversely impacting normal stops. So most likely a fix to properly enable this feature would be quite complex.


(EDIT: Added clarification on which gp4.exe version to use and an explanation of what the fix actually does).

Red Bull RB5 without shark fin

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Hi,

Is there anyone who knows if there is a Red Bull RB5 car out there that does not have the shark fin? Like the car they unveiled during pre-testing photo shoot, before they switched to the shark fin engine cover. I looked on the downloads database but could only find the two different shark fin variants for that season.

Thanks in advance.

F1 at Las Vegas

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an update on the fictional Las Vegas F1 track

q:2017 rule on helmets

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is there a rule to say 1 helmet per driver per season?

so far at least 9 of the drivers have had 2 helmets!

Renewing Kyalamy

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Hello everyone!
having time available I decided to spend it renewing a circuit I particularly like, Kyalamy.
what I would do besides changing the texture (I already knowhow to do it) is change the kerbs and the grass/gravel outside the track to make it more modern, but i need some help on how to do it, so if someone can explain me it would be very appreciate!

KERBS
i hate that really high kerbs in some turns, like this one on the picture

how can i lower that to a normal kerbs?

GRAVEL
how i change the outside of the track from gravel to tarmac?
and how i can apply a texture like the new first corner, to make this

look like this


Thanks to anyone who have some time to explain a noob of track editing

GP4 2017 mod gratis or not?

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I have installed this wonderful game after so many years and reading various forums find out that the mods are on sale?
why?
on gp4forever i had found this: Gp4 2017 Mod v0.9-rc.1 but they deleted the downloads.

then on ebay i find: [www.ebay.it]? hash = item4b267b7157: g: bE4AAOSwqYdZfkSf

Tell me what is happening and why?

How can I install this mod? do I have to buy it on ebay?

Smallest possible track

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Is there a minimum length for tracks in GP3?

I'm trying to build a 1km length one, but the game always crasches to desktop at the first turn.

Thanks in advance!

Trying to set up custom carsets, help appreciated

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Hello,

I just located this program a few days ago and it seems like it'll be perfect for me to run casual season simulations. I've been trying to figure out how to get stuff modded and have figured out some basics (changing performance data in TeamEditor, changing track order with Track Installer, etc), but I've been failing at finding out how to change the cars in the game.

Most of the old tutorials I find links to are either dead links or require a program that refuses to work with my version of gp4 (gp4master is the program in question). The only other thing I see people use is CSM, but I can't figure out how to make the program work or if there's another way to do it. I tried to load a 2013 mod into it but it failed to work, I think it couldn't find the car models or something :/

Specifically what I want to do is be able to create custom carsets (i think that's the right term), so that I can insert the teams and drivers I want into the seasons as they change with my simulations. If anyone has any direction or a more recent tutorial, I would appreciate it.

Let me know if you need more specs :)

Asphalt texture, how to fix this bug?

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Hi.

I installed some track, but inside the game the texture of the asphalt is getting distorted, with lines and wiping when I enter the corners.

Someone knows how to fix this. I changed GPxPatch the track bitmap "tamacmap.bmp" but the problem continues.




Can someone help me ?

New Release 500K series

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Hello its been a while, project 500K released, this is a full game
just follow the read me thingy & enjoy. you need sharp reflexes
as you will be travelling at break neck speeds! The track pack is 17 ovals.
Once the game is loaded you should be able to drop any wad in & go racing at 500kph.
All magic data has been altered for very close racing. I will soon have a video to check out.
at present I've got no sound with fraps? but the game is ready for download
via mediafire link, plus there's a screenshot. click on this link & leave a comment.

500K series

Long live the 4.(B)

Does the site gp4 italia still exist or not?

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Hallo my friends,

one simple question, "Does the site GP4 Italia still exist?".

there is always this information:

- Spiacenti ma questo forum non è al momento disponibile, per favore prova più tardi

translated:

- Sorry but this forum is currently unavailable, please try later

with best regards,

Marcus

GP4 Builder - Operation de pointeur incorrecte

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When trying to open a newly created car in ZM (exported to gp4), I receive this message ... "Operation de pointeur incorrete"

What can be wrong?



Thanks in advance

Problem running my GP4

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Hello!

I just remembered this great game I played throughout my childhood. I found the CD box lying in my closet and wanted to give it a shot.
The problem here is that the game won't open without giving a fight. There are some errors it always gives me like binkw32.dll.html is missing which I fixed already but now my DirectX is the problem. I have DirectX 11 on my computer and every other game expect some other old games won't start up. Some screenshots [gyazo.com] & [gyazo.com]
I have tried to reinstall DirectX and GP4 multiple times and watched some tutorials how to fix these kinds of errors but I can't seem get it to work.

Thank you in advance!
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