Thread View: comp.sys.ibm.pc.games.action
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Started by eldd... Eld Dragon
Fri, 15 Sep 1995 00:00
RE: EA's Need For Speed
Author: eldd... Eld Dragon
Date: Fri, 15 Sep 1995 00:00
Date: Fri, 15 Sep 1995 00:00
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I have both the 29MB and the 3.7MB demos. I have noticed some interesting things between them which make me happy because they have improved the game from the original zip. The new one although it does no let you select manual/automatic or view the movies seems to have better sound especially the engines, it supports the sb 16 directly (Although the original had a SB option and you could select 16 bit so maybe it is just a switch to command line format). Are they going to have music while driving? I really miss the killer tunes while driving.
Re: RE: EA's Need For Speed
Author: Allen Clarke
Date: Tue, 19 Sep 1995 00:00
Date: Tue, 19 Sep 1995 00:00
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erik van rooyen <erikr> wrote: >Do they both support Svga I have the 3.7 meg demo and haven't found a >svga option. >Thats a pitty because I want to know how fast it is on a DX4-100 before I >buy it. >However normal vga with everything on is bloody fast (and blocky). > >Ps. when you switch to svga is everything still the same size or 1/4 of >the size like most games? It's all the same size, just a lot cleaner and smoother. > > >greetings from holland > -- ------------------------------------------------------------------------------- | Allen Clarke a...@mround.bt.co.uk| | TEL: 01473-649371 | | Fax: 01473-637523 MLB G/35, BT Labs, Ipswich, Suffolk, UK, IP5 7RE| -------------------------------------------------------------------------------
Re: RE: EA's Need For Speed
Author: Allen Clarke
Date: Tue, 19 Sep 1995 00:00
Date: Tue, 19 Sep 1995 00:00
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erik van rooyen <erikr> wrote: >Do they both support Svga I have the 3.7 meg demo and haven't found a >svga option. >Thats a pitty because I want to know how fast it is on a DX4-100 before I >buy it. >However normal vga with everything on is bloody fast (and blocky). > >Ps. when you switch to svga is everything still the same size or 1/4 of >the size like most games? It's all the same size, just a lot cleaner and smoother. > > >greetings from holland > -- ------------------------------------------------------------------------------- | Allen Clarke a...@mround.bt.co.uk| | TEL: 01473-649371 | | Fax: 01473-637523 MLB G/35, BT Labs, Ipswich, Suffolk, UK, IP5 7RE| -------------------------------------------------------------------------------
Re: EA's Need For Speed
Author: j... James Kingdon
Date: Thu, 21 Sep 1995 00:00
Date: Thu, 21 Sep 1995 00:00
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Hi, I tried out the 3Meg version of the NFS demo last night (and broke my stick - oops). I have a few observations, questions and suggestions. Comparing to NASCAR which is the closest equivalent I have available to me, NFS' motion modelling is brilliant. The traction modelling seems particularly good (NASCARS is pretty poor in comparison), and the fact that the car isn't welded to the ground gives a much more realistic feel. I can't help thinking that the Dodge is a bit over-modelled though. Surely it should break away at full throttle through some of those corners? After all, how are they going to differentiate between the cars if they max them all out. Sound was pretty dissapointing. I have some fairly meaty speakers and I was really expecting that engine to growl and roar at me. It didn't. And where on earth did they get that tyre squeal sound from? I hope this can be improved for the commercial release. It doesn't look like there is much 'development' in the gameplay - no way of tuning the cars, or progressing through a season of races. Makes me wonder about the long term playability of the game. There was no support for pedals in the demo. Gag. Along with the missing SVGA toggle this seems like a bizarre choice. I assume that both features will be present in the commercial version, but why leave them out of the demo. I don't buy the "we couldn't fit it in" excuse - adding these features would have added a tiny fraction to the demo size. Publishing houses should have realised the marketing potential of demo's by now. Leaving out basic stuff like this is shooting themselves in both feet. I quite like the appearance of the game (even if I couldn't try the high-res) and the frame rate looked acceptable. The biggest mistake in my book was the invisible walls on the edge of the road. With the car modelling that they've got we could have had the most spectacular crashes ever. Imagine shooting through the barrier, careering up the hillside and dissappearing into the valley. *Sigh*. I guess this was a design decision they took fairly early on to avoid having to actually model the adjoining terrain, but what a shame to have missed this opportunity. On the subject of crashes - where's the car damage? Please tell me that car damage will be in the full game. We don't want to be playing super-dogems. Also, the crash sequences seem to happen in slow-motion. This is mostly ok, except for when the car hits the (invisible) wall and just rise 4' off the ground and then slowly settles back down again. Looks very naff. And on the subject of naff, why can't we look out of the car when driving the wrong way around the track? Ok, last comment. Despite the better impression of speed, I couldn't quite get as involved with NFS as with Nascar. Somehow it always felt like racing dinky toys, or maybe RC models. Perhaps the VGA graphics had something to do with it. But then, if they'd let us select SVGA... Regards, James.
Re: EA's Need For Speed
Author: q... Brian Hein
Date: Thu, 21 Sep 1995 00:00
Date: Thu, 21 Sep 1995 00:00
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(James Kingdon) writes: >Sound was pretty dissapointing. I have some fairly meaty speakers and I was really expecting that engine to growl and roar at me. It didn't. And where on earth did they get that tyre squeal sound from? I hope >this can be improved for the commercial release. REPLY: Another good reason to look into the Diamond Edge. With that card I feel will be able to have sampled sounds for car engines. No more FM stuff. And No the final product is no different in the sound dept. >On the subject of crashes - where's the car damage? Please tell me that car damage will be in the full game. We don't want to be playing >super-dogems. Also, the crash sequences seem to happen in slow-motion. REPLY: No different either. Sorta lame. >Ok, last comment. Despite the better impression of speed, I couldn't >quite get as involved with NFS as with Nascar. REPLY: Although I'm still in the early stages myself, I get the same feeling. During a Nascar game to me things feel a little hotter out there. Also if you haven't tried it yet, give Hi-Octane a look, I feel it's the best of the bunch. Great terrain and super sense of speed, top notch graphics even in VGA. BH
Re: EA's Need For Speed
Author: Rajesh Varia
Date: Thu, 21 Sep 1995 00:00
Date: Thu, 21 Sep 1995 00:00
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In article <43rp1b$s...@ixnews5.ix.netcom.com>
q...@ix.netcom.com "Brian Hein " writes:
> (James Kingdon) writes:
>
> >Sound was pretty dissapointing. I have some fairly meaty speakers and
> I was really expecting that engine to growl and roar at me. It didn't.
> And where on earth did they get that tyre squeal sound from? I hope
> >this can be improved for the commercial release.
>
> REPLY:
>
> Another good reason to look into the Diamond Edge. With that card I
> feel will be able to have sampled sounds for car engines. No more FM
> stuff. And No the final product is no different in the sound dept.
>
<snip>
>
> BH
>
Both the GUS, SB16 and AWE32 are quite capiable of playing back
sampled sounds.
Rajesh Varia r...@c4rv.demon.co.uk
Re: EA's Need For Speed
Author: q... Brian Hein
Date: Fri, 22 Sep 1995 00:00
Date: Fri, 22 Sep 1995 00:00
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Rajesh Varia <r...@c4rv.demon.co.uk> writes: > I STATED: >> Another good reason to look into the Diamond Edge. With that card I >> feel will be able to have sampled sounds for car engines. No more FM >> stuff. And No the final product is no different in the sound dept. Rajesh wrote: >Both the GUS, SB16 and AWE32 are quite capiable of playing back >sampled sounds. REPLY: I agree 100%. But they do take up a good chunk of processing power to do so. The Edge board will also do the samples but at a much reduce overhead cost to your processor. With many of todays games they have to use FM sound during gameplay to ensure good game speed. With the Edge they should be able to use wav sounds just as easily as fm sounds. So I expect great car sounds in future realeses, actual ones to be exact. BH
Re: EA's Need For Speed
Author: szsc... Charles Schaffer
Date: Sat, 23 Sep 1995 00:00
Date: Sat, 23 Sep 1995 00:00
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In article <811722...@c4rv.demon.co.uk>, Rajesh Varia <r...@c4rv.demon.co.uk> wrote: >In article <43rp1b$s...@ixnews5.ix.netcom.com> > q...@ix.netcom.com "Brian Hein " writes: > >> (James Kingdon) writes: >> >> >Sound was pretty dissapointing. I have some fairly meaty speakers and >> I was really expecting that engine to growl and roar at me. It didn't. >> And where on earth did they get that tyre squeal sound from? I hope >> >this can be improved for the commercial release. >> >> REPLY: >> >> Another good reason to look into the Diamond Edge. With that card I >> feel will be able to have sampled sounds for car engines. No more FM >> stuff. And No the final product is no different in the sound dept. >> ><snip> >> >> BH >> >Both the GUS, SB16 and AWE32 are quite capiable of playing back >sampled sounds. > >Rajesh Varia r...@c4rv.demon.co.uk Yeah, BUT the diamond edge has nvidia 3d acceleration, hardware accelerated full motion vide0, two digital joystick ports, 16 bit stereo sound and wavetable to boot and it costs $300, beat that
Re: EA's Need For Speed
Author: Rajesh Varia
Date: Sat, 23 Sep 1995 00:00
Date: Sat, 23 Sep 1995 00:00
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In article <440abe$g...@mark.ucdavis.edu>
szsc...@dale.ucdavis.edu "Charles Schaffer" writes:
>
> Yeah, BUT the diamond edge has nvidia 3d acceleration, hardware accelerated
> full motion vide0, two digital joystick ports, 16 bit stereo sound and
> wavetable to boot and it costs $300, beat that
>
Same as many people I have spent > 400 pounds ($600) on a sound card
and graphics card. Why duplicate ?
Rajesh Varia r...@c4rv.demon.co.uk
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