MY SUPERFAST GP4, but need feedback...

Posted by kirky 
MY SUPERFAST GP4, but need feedback...
Date: September 10, 2002 01:16PM
Posted by: kirky
This is very strange because this is my F1 graphics.cfg below and when I run it on my 1.7GHz, 256 MB RAM and GeForce 2 MX400 machine with frame rate set to 32 FPS and resolution at 1024x768,

1) Sky messages don't slow the game one bit!
2)PO is now very erractic but jumps between 50-140%

Honestly on my machine its F**KING FANATASTIC so if someone would just try it and give me feedback I would be very happy

here it is,

0 ; f1graphics.cfg controls all settings (default 0)
1024 ; [RELEASE] Game 3D Horizontal Resolution
768 ; [RELEASE] Game 3D Vertical Resolution
1 ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
0 ; [RELEASE] Enable hardware T&L if available
0 ; [RELEASE] Run in a window
0 ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0 ; [RELEASE] Force use of reference rasterizer
0 ; [RELEASE] Vsync (0=>off, or every nth frame) v2
89 ; [RELEASE] AutoPerformance (Automatic Performance Setting)
0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting)
0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting)
800 ; [DEBUG] Game 3D Horizontal Resolution
600 ; [DEBUG] Game 3D Vertical Resolution
1 ; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
1 ; [DEBUG] Enable hardware T&L if available
1 ; [DEBUG] Run in a window
0 ; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0 ; [DEBUG] Force use of reference rasterizer
0 ; [DEBUG] Vsync (0=>off, or every nth frame) v2
153 ; [DEBUG] AutoPerformance (Automatic Performance Setting)
0 ; [DEBUG] TestedPerformanceLow (Tested Performance Setting)
0 ; [DEBUG] TestedPerformanceHigh (Tested Performance Setting)
0 ; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth
1 ; Increase car texture quality (1 on, 0 off)
0 ; Low track geometry (1 on, 0 off)
0 ; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu
4 ; Number of mipmaps (0 => off) v2
0 ; Use compressed textures if supported
1 ; Full 32bit textures
7 ; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off
1 ; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2
0 ; Render targets must match the main formats v2
1 ; Enable Fogging
1 ; Enable AdvancedCarShader v2
0 ; Low res geometry track (1 low res, 0 normal)
1 ; Rotate wheels via textures v2
1 ; Bump map track (requires DP3; 0 => off)
4 ; Load balance : Frames over which to sample occupancy
110 ; Load balance : Start load decrease if occupancy over this
90 ; Load balance : Start load increase if occupancy under this v2
75 ; Load balance : Speed of load decrease ( < slower > faster)
33 ; Load balance : Speed of load increase ( < slower > faster)
1 ; Enable mirrors
2 ; Angle left mirror 0(in)-16(parallel)-32(out) v2
2 ; Angle right mirror 0(in)-16(parallel)-32(out) v2
16 ; Magnify mirror (16 => normal <16 wide >16 zoom)
133 ; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3
1 ; Overide show own car if mirrors set low
26 ; Cockpit zoom (0 to 100) v2
1 ; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2
0 ; Enable track map (0 off, 1 arcade views only, 2 all non trackside)
9 ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16}
0 ; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3
512 ; If Jitter, how many ?
60 ; For normal reflections scale LOD (0 to 100%) v3
20 ; For blured effect reflections scale LOD (0 to 100%) v3
1 ; Maximum allowed heat hazes in a single view v2
0 ; Haze size in pixels : 0 => auto as proportion of main resolution (recommended)
1 ; Enable rain droplets on lens/visor
0 ; Enable visor when in cockpit view
0 ; Full dynamic video walls
0 ; Size of video wall textures (dynamic) 0=>auto scale to game resolution
200000 ; Number of particle time slices per second.
1 ; TV style overlays on track cameras.
24 ; Multiplayer overlays 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars
4 ; Multiplayer overlays - show for N closest
0 ; Enable user-defined gamma ramp v2
100 ; Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v4
100 ; Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v4
100 ; Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v4
131 ; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2
100 ; Cockpit Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v3
100 ; Cockpit Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v3
100 ; Cockpit Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v3
64 ; Size in texels for shadows over each car v2
256 ; Size in texels for projected shadows under each car
256 ; Size in texels for blurred projected shadows under each car
0 ; Attempt to page the over shadows
0 ; Attempt to page the under shadows
0 ; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2
2 ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [MAIN VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2
92 ; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
1600 ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2
5 ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
141 ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier
49 ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
300 ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track
1 ; [MAIN VIEW] Display track shadows
1 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR
0 ; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR
1 ; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled)
400 ; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3
1 ; [MAIN VIEW] Reflect cars in wet track
1 ; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3
1 ; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3
200 ; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [MAIN VIEW] Draw Particles
1 ; [MAIN VIEW] Draw rain (0 => off, 1 => on)
1 ; [MAIN VIEW] DrawBrakeGlows (0 => off, 1 => on)
1 ; [MAIN VIEW] DrawExternalSteering (0 => off, 1 => on)
1 ; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating)
11 ; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw)
1 ; [MAIN VIEW] Draw crowd camera flashes
1 ; [MAIN VIEW] Draw sky
0 ; [MAIN VIEW] Draw heat haze v3
1 ; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always)
1 ; [MAIN VIEW] Draw Bushes
1 ; [MAIN VIEW] Draw trackside cameras
1 ; [MAIN VIEW] Draw trackside cranes
1 ; [MAIN VIEW] Draw distant buildings
1 ; [MAIN VIEW] Draw near buildings
1 ; [MAIN VIEW] Draw horizon strips
1 ; [MAIN VIEW] Draw trackside photographers
1 ; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps)
1 ; [MAIN VIEW] Draw trackside platforms
1 ; [MAIN VIEW] Draw videowalls
1 ; [MAIN VIEW] Draw Misc. trackside objects
1 ; [MAIN VIEW] Draw trackside fences
1 ; [MAIN VIEW] Draw trackside walls
1 ; [MAIN VIEW] Draw track kerbing
1 ; [MAIN VIEW] Draw bridges
1 ; [MAIN VIEW] Draw Near stands
1 ; [MAIN VIEW] Draw Far stands
1 ; [MAIN VIEW] Draw Near land
1 ; [MAIN VIEW] Draw Far land
1 ; [MAIN VIEW] Draw track marshalls
1 ; [MAIN VIEW] Draw large trackside signs
1 ; [MAIN VIEW] Draw small trackside signs
1 ; [MAIN VIEW] Draw Near trees
1 ; [MAIN VIEW] Draw Far trees
1 ; [MAIN VIEW] Draw video-wall screens
1 ; [MAIN VIEW] Draw shadows on track v2
1 ; [MAIN VIEW] Draw Required trackside buildings
70 ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
100 ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2
1000 ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3
100 ; [MAIN VIEW] Car lod : scalar
1 ; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
2 ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [MIRROR VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115 ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
700 ; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5 ; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
190 ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier
99 ; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
50 ; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track
0 ; [MIRROR VIEW] Display track shadows
1 ; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR
0 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR
0 ; [MIRROR VIEW] Enable wet weather reflections
50 ; [MIRROR VIEW] Reflect static objects within this distance (0 => off)
0 ; [MIRROR VIEW] Reflect cars in wet track
0 ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2
0 ; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3
0 ; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
0 ; [MIRROR VIEW] Draw Particles
0 ; [MIRROR VIEW] Draw rain (0 => off, 1 => on)
0 ; [MIRROR VIEW] DrawBrakeGlows (0 => off, 1 => on)
0 ; [MIRROR VIEW] DrawExternalSteering (0 => off, 1 => on)
0 ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
1 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
0 ; [MIRROR VIEW] Draw crowd camera flashes v2
1 ; [MIRROR VIEW] Draw sky v2
0 ; [MIRROR VIEW] Draw heat haze v2
0 ; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
0 ; [MIRROR VIEW] Draw Bushes v2
0 ; [MIRROR VIEW] Draw trackside cameras v2
0 ; [MIRROR VIEW] Draw trackside cranes v2
0 ; [MIRROR VIEW] Draw distant buildings v2
0 ; [MIRROR VIEW] Draw near buildings v2
1 ; [MIRROR VIEW] Draw horizon strips v2
0 ; [MIRROR VIEW] Draw trackside photographers v2
1 ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
0 ; [MIRROR VIEW] Draw trackside platforms v2
0 ; [MIRROR VIEW] Draw videowalls v2
0 ; [MIRROR VIEW] Draw Misc. trackside objects v2
1 ; [MIRROR VIEW] Draw trackside fences v2
1 ; [MIRROR VIEW] Draw trackside walls v2
1 ; [MIRROR VIEW] Draw track kerbing v2
1 ; [MIRROR VIEW] Draw bridges v2
0 ; [MIRROR VIEW] Draw Near stands v2
0 ; [MIRROR VIEW] Draw Far stands v2
1 ; [MIRROR VIEW] Draw Near land v2
0 ; [MIRROR VIEW] Draw Far land v2
1 ; [MIRROR VIEW] Draw track marshalls v2
1 ; [MIRROR VIEW] Draw large trackside signs v2
1 ; [MIRROR VIEW] Draw small trackside signs v2
0 ; [MIRROR VIEW] Draw Near trees v2
0 ; [MIRROR VIEW] Draw Far trees v2
0 ; [MIRROR VIEW] Draw video-wall screens v2
0 ; [MIRROR VIEW] Draw shadows on track v2
0 ; [MIRROR VIEW] Draw Required trackside buildings
25 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
62 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2
400 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2
62 ; [MIRROR VIEW] Car lod : scalar
0 ; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
2 ; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115 ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
925 ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5 ; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
177 ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier
87 ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
100 ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track
1 ; [VIDEOWALL VIEW] Display track shadows
1 ; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR
0 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR
0 ; [VIDEOWALL VIEW] Enable wet weather reflections
50 ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off)
0 ; [VIDEOWALL VIEW] Reflect cars in wet track
0 ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2
0 ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3
0 ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [VIDEOWALL VIEW] Draw Particles
0 ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] DrawBrakeGlows (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] DrawExternalSteering (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
1 ; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
1 ; [VIDEOWALL VIEW] Draw crowd camera flashes v2
1 ; [VIDEOWALL VIEW] Draw sky v2
0 ; [VIDEOWALL VIEW] Draw heat haze v2
0 ; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
1 ; [VIDEOWALL VIEW] Draw Bushes v2
1 ; [VIDEOWALL VIEW] Draw trackside cameras v2
1 ; [VIDEOWALL VIEW] Draw trackside cranes v2
1 ; [VIDEOWALL VIEW] Draw distant buildings v2
1 ; [VIDEOWALL VIEW] Draw near buildings v2
1 ; [VIDEOWALL VIEW] Draw horizon strips v2
1 ; [VIDEOWALL VIEW] Draw trackside photographers v2
1 ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1 ; [VIDEOWALL VIEW] Draw trackside platforms v2
1 ; [VIDEOWALL VIEW] Draw videowalls v2
1 ; [VIDEOWALL VIEW] Draw Misc. trackside objects v2
1 ; [VIDEOWALL VIEW] Draw trackside fences v2
1 ; [VIDEOWALL VIEW] Draw trackside walls v2
1 ; [VIDEOWALL VIEW] Draw track kerbing v2
1 ; [VIDEOWALL VIEW] Draw bridges v2
1 ; [VIDEOWALL VIEW] Draw Near stands v2
1 ; [VIDEOWALL VIEW] Draw Far stands v2
1 ; [VIDEOWALL VIEW] Draw Near land v2
1 ; [VIDEOWALL VIEW] Draw Far land v2
1 ; [VIDEOWALL VIEW] Draw track marshalls v2
1 ; [VIDEOWALL VIEW] Draw large trackside signs v2
1 ; [VIDEOWALL VIEW] Draw small trackside signs v2
1 ; [VIDEOWALL VIEW] Draw Near trees v2
1 ; [VIDEOWALL VIEW] Draw Far trees v2
1 ; [VIDEOWALL VIEW] Draw video-wall screens v2
1 ; [VIDEOWALL VIEW] Draw shadows on track v2
1 ; [VIDEOWALL VIEW] Draw Required trackside buildings
31 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10
67 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3
479 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5
67 ; [VIDEOWALL VIEW] Car lod : scalar v2
0 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting



Its Mansell! He's slowing down! Hang on a minute, its a new lap record!!!
-Murray Walker rules!!!
Re: MY SUPERFAST GP4, but need feedback...
Date: September 11, 2002 04:36AM
Posted by: mortal
If your system wishes to make use of this file, the very first line must be set to 1, otherwise gp4 will use its "in menu" settings. (default is 0) therefore this file is currently not being loaded by gp4. Read the superfast gp4 thread by Nuno. ;-) Make relevant posts on this topic within that thread. Change the setting, run gp4, how is it now ;-)
Re: MY SUPERFAST GP4, but need feedback...
Date: September 11, 2002 08:16AM
Posted by: CWM

Hi!

Witch op systen have you ? :O



Move Ferarri Here Toyota is coming!
Re: MY SUPERFAST GP4, but need feedback...
Date: September 12, 2002 03:23AM
Posted by: Glyn
Hmm, maybe my f1graphics.cfg editor program I was making would be worth it after all



Re: MY SUPERFAST GP4, but need feedback...
Date: September 12, 2002 03:26AM
Posted by: -qwerty-
Did you stop making that? It sounded very useful....and now that I'm buying GP4 and a new comp I want it to look good, and I certainly couldnt make one!!



-----------------

She says brief things, her love’s a pony
My love’s subliminal
Re: MY SUPERFAST GP4, but need feedback...
Date: September 13, 2002 02:46AM
Posted by: Glyn
Thing is though its a bit messy atm. Some of the things I dont understand what they are, and with the patch adding extra lines it gets a bit complicated.

If there is enough demand for it ill continue it. Place your demand now :)



Re: MY SUPERFAST GP4, but need feedback...
Date: September 13, 2002 02:48AM
Posted by: -qwerty-
Demand



-----------------

She says brief things, her love’s a pony
My love’s subliminal
Re: MY SUPERFAST GP4, but need feedback...
Date: September 13, 2002 02:48AM
Posted by: -qwerty-
Demand (no, this isnt a double post)



-----------------

She says brief things, her love’s a pony
My love’s subliminal
Re: MY SUPERFAST GP4, but need feedback...
Date: September 13, 2002 03:06AM
Posted by: Ellis
LOL qwerty




Racing Is Life. Anything that happens before or after is just waiting
Jesus may be able to heal the sick and bring the dead back to life, but he can't do shît for low fps
Re: MY SUPERFAST GP4, but need feedback...
Date: September 13, 2002 06:38AM
Posted by: ramoats
Demand



RA Moats
Re: MY SUPERFAST GP4, but need feedback...
Date: September 13, 2002 12:50PM
Posted by: GeoMan
Demand... :-)
Re: MY SUPERFAST GP4, but need feedback...
Date: September 13, 2002 01:04PM
Posted by: tux
erm,

*me copies everyone else so he wont be singled out as the miss fit*

Demand... :-)





Re: MY SUPERFAST GP4, but need feedback...
Date: September 13, 2002 01:05PM
Posted by: Lilletto
Shut up and work slave! ;)



Re: MY SUPERFAST GP4, but need feedback...
Date: September 14, 2002 09:11AM
Posted by: Glyn
hmm, high demand.. oo look a cake!

Erm, ill see what I can do



Re: MY SUPERFAST GP4, but need feedback...
Date: November 25, 2002 07:22AM
Posted by: ramoats
Niel...Did you ever complete this editing program?



RA Moats
Re: MY SUPERFAST GP4, but need feedback...
Date: November 25, 2002 12:19PM
Posted by: Glyn
Good question... erm, no :)

It was really a mess, and now the patch is out I'd have to remake it. I will though send the source code (VB6) to anybody who wishes to continue it. Most of the stuff from the CD version of GP4 is there.



Re: MY SUPERFAST GP4, but need feedback...
Date: November 25, 2002 10:56PM
Posted by: MikaHalpinen
G'day all..

old sk00l thread

Re: MY SUPERFAST GP4, but need feedback...
Date: November 26, 2002 04:59AM
Posted by: ramoats
Damn, sorry to hear that Neil. Can anyone tell me what the various designations (v2,v3,v4) indicate in the graphics config?



RA Moats
Re: MY SUPERFAST GP4, but need feedback...
Date: November 26, 2002 12:41PM
Posted by: Glyn
I dont know for sure. The only guess I had is that stuff marked v2 is stuff from GP4, v3 is GP3 and v4 is GP4



Re: MY SUPERFAST GP4, but need feedback...
Date: November 26, 2002 12:58PM
Posted by: Morbid
Just want to pile it up some more:

Demand! ;)





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