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9 messages
9 total messages Started by eldd... Eld Dragon Fri, 15 Sep 1995 00:00
RE: EA's Need For Speed
#5896
Author: eldd... Eld Dragon
Date: Fri, 15 Sep 1995 00:00
8 lines
982 bytes
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
#5898
Author: Allen Clarke
Date: Tue, 19 Sep 1995 00:00
24 lines
1361 bytes
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
#5899
Author: Allen Clarke
Date: Tue, 19 Sep 1995 00:00
24 lines
1372 bytes
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
#5900
Author: j... James Kingdon
Date: Thu, 21 Sep 1995 00:00
58 lines
3468 bytes
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
#5901
Author: q... Brian Hein
Date: Thu, 21 Sep 1995 00:00
37 lines
1679 bytes
(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
#5902
Author: Rajesh Varia
Date: Thu, 21 Sep 1995 00:00
24 lines
1280 bytes
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
#5903
Author: q... Brian Hein
Date: Fri, 22 Sep 1995 00:00
25 lines
1351 bytes
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
#5904
Author: szsc... Charles Schaffer
Date: Sat, 23 Sep 1995 00:00
30 lines
1604 bytes
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 $300, beat that 
Re: EA's Need For Speed
#5905
Author: Rajesh Varia
Date: Sat, 23 Sep 1995 00:00
12 lines
1043 bytes
In article <440abe$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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