Buglist for the public

Posted by Morbid 
Buglist for the public
Date: September 12, 2002 05:17AM
Posted by: Morbid
Since people are still asking for it, I might as well post it. This was the last version, and was sent both directly to Nick Court and through IG Germany to the GPx development team.





It's only after we've lost everything, that we are free to do anything.
Re: Buglist for the public
Date: September 12, 2002 05:18AM
Posted by: Morbid
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Introduction to the Grand Prix 4 Bug List project
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July 10th 2002

- Purpose: We aim to provide Infogrames/the GPx-team with as potent a tool as we can for the patch production, so that the best possible patch can be produced and released. The final objective is to get the best patch(es) possible.

- Typist and project coordinator: Morbid. Contact information: Post at the Grandprix3.com GP4 forum ( [www.grandprix3.com] ) or send e-mail to Morbid@mail.dk

- Organization: Every bug has a code. The code for the bugs is generated by the letter of the header it is found under, and the number in the sequence the bug is listed under that header.

A. Performance- and hardware specific issues
B. General Menu system, Videos and controllers
C. Track menu system and track maps
D. Season 2001 cars and drivers
E. Car damage and physics model
F. Pit stops, pit crews and marshalls
G. Car setup Menu
H. Telemetry menu and traces
I. Steering wheel and LCD display
J. In game overlays
K. Graphical glitches
L. Hotseat mode
M. Tracks
N. Sounds and replays
O. Multiplayer
T. Inconclusive tests

So bug A.2. would be the "WinXP won't start/crash to desktop issues". My way of ordering these bugs might not strike the reader of this list as logical, so if there is a bug that is hard to find, look under related headers.

- Methodology: This list concerns itself with bugs in the code of Grand Prix 4 itself. As far as possible hardware and driver specific problems were redirected to Infogrames support/helpdesk. Furthermore almost every suggested changes and additions of features were rejected as bug reports. A handful remain, they were included because of greatly enhanced utility, widespread popular support and/or it was estimated to involve little effort to do. To ensure high accuracy of bug reports in this list, the Bug List project was structured in the follow way: The project was organized on a public forum. Every user of Grand Prix 4 could report bugs on this forum or to the project coordinators email address. As much information as possible was presented on the forum, through numerous updates and three total rewrites of this list, so every user could see what was going on, and could object to errors in bug reports and/or provide additional information. Every bug report had to be confirmed by another user. Furthermore bug reports that needed additional information or confirmation were present in a test program with daily updates of results, theories and new test jobs. We have strived to test bug reports on very different systems to make sure that they are not related to drivers and poorly configured gaming platforms. Every entry is been broken down into a general description, a survey of the effects of the bug, a way - if possible - to reproduce the issue (which is often combined with the description and effects), suspected links and trigger effects to other bugs, known workarounds, and an estimate of how difficult it is to reproduce the bug. Everyone was instructed that only bug reports that had been observed and could be recreated in the official retail version of the game would be included. Warez are not only illegal, they often increase the amount of bugs in a game. Furthermore the usage of 3rd party editors/utilities and mods were discouraged. They can also increase the amount of bugs appearing in a game. A few things which are not issues eligible for patch production was included, as they may prove helpful anyway, either for Infogrames support/helpdesk or for readmes of future patches. Every time this method was not been upheld, it is stated in the specific entry in the list. More than 50 people have participated directly, and probably a few hundred have observed on the forum without commenting. We estimate that close to 1000 hours (if not more!) went into the production this list.

- Difficulty of reproduction explained: Very easy: If the problem happens with perfect consistency, and can be brought about every time this is attempted. Easy: Method of recreation demands more effort or the bug does not appear in a totally consistent fashion. Medium: The bug only sometimes shows itself, and/or the method of reproduction takes a substantial effort, and/or the reproduction method doesn't always work. Hard: The bug is rare, and there is no known way to reproduce it. Very hard: The bug happens very rarely, and there is no known way to reproduce it.

- Thanks: To all of you who reported bugs either on the forum or to my email address. You gave this project the fuel it needed to get moving! Thanks to those that have supported and encouraged this initiative. Thanks also to those that started all this a long long time ago. You know who you are! Thanks to PCGamer's Ross Atherton, aka MeanMM, for some very sound advice three months ago, and to PCGamer's (now PCFormat's) Trevor Witt for being at the right place at the right time.

- Special thanks: To my test team at the Grandprix3.com/Grandprixgames.org GP4 forum - you guys rock! To Doug Hillard for pulling a superhuman testing session with little warning and time, and providing the core of the trackmap and tracks section. Thanks to Florian for emailing me twice. I don't know what would have happened if you had not tried again! And to Vader for spending night and day proofreading and editing my confused and cloudy typing!

- Please note: During the course of this project, it has become rather popular to copy work-in-progress versions of this list and to post it on the internet in various guises. This is the only version that we consider final, and it also the only version intended to be sent to Infogrames/the GPx-team. If you have received any other version in the past, or receive any other version in the future, they are not endorsed by the Bug List project, and hence the accuracy of such a list might be compromised.


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Grand prix 4 Bug List version. 3.03 FINAL
released to Infogrames/GPx-team
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A. Performance- and hardware specific issues
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A.1. - Performance is noticeably worse in WinXP. This has been confirmed by a number of people with dual boot systems, although a few claim they do not suffer performance hits with WinXP. Workaround: Use other OS than WinXP. If that is not an option then no workaround/fix is currently known. Easy to reproduce.

A.2. - WinXP systems seem more prone to not wanting to run the game at all and to give crashes to desktop. Workaround: Use other OS than WinXP. If that is not an option then no workaround/fix is currently known. Medium to reproduce.

A.3. - Select no acceleration in sound options at the control panel. Start GP4 and let it recalibrate sound setup, and make sure that 2d and 3d sound are deselected. After that you get a 2-10 FPS increase, which is the opposite of what should happen. Hardware acceleration should not give higher processor workloads! It should easy the workload of the system! The bug has been recreated in WinXP, Win2k and WinMe, but it is unknown if it can be reproduced in Win98. Has been confirmed on several different systems, and also several different soundcards. The bug does not seem to be related to sound card and drivers, and seems to work on almost all systems. No workaround. Very easy to reproduce.

A.4. - The first calibration/test of graphics in a GP4 session is always accompanied by an access to the hard drive, while subsequent calibrations/tests are not, even if values are altered. As a result the initial calibration of graphics and the first graphics test in any session returns too low recommended FPS values. Later attempts at calibration/test of graphics returns a noticeably higher recommended FPS value even if values are changed. No workaround, except what is mentioned above. Very easy to reproduce.

A.5. - Processor occupancy tool dramatically increases PO. Also keeping the "O" key depressed while running the calibration/test of graphics procedure results in a noticeably reduced recommended FPS - approx 15-20% reduction. It is hard to imagine that monitoring Processor occupancy is supposed to take up so much CPU power. It has been confirmed that on some systems skybox messages give disproportional higher processor workloads. The increased PO that arises when using the PO monitoring utility may be caused by the way skybox messages/overlays are rendered, although it is very likely only to be a compounding factor for some users - see A.10. Workaround: Do not use PO tool during calibration/graphics test and use it as little as possible while gaming. Very easy to reproduce.

A.6. - GP4 seems very sensitive with mirrors and Voodoo cards. There have been reports that users cannot get mirrors to work at all. Either they display "rainbows" or they are black. Confirmed on Voodoo 3 and Voodoo 5 cards. Workaround: Unknown if this is a fix that works in general - A Voodoo 3/2000 user got the mirrors working with the 1.09 beta 4 drivers from here [nat.mine.nu], but the tradeoff seems to be a rather poor performance. Medium to reproduce.

A.7. - The game sometimes locks up when set to accelerated time. Reason unknown. No workaround. Medium to reproduce.

A.8. - Random crashes and extremely poor performance on high specification systems. Owners of these systems should be advised that they place a very high demand on their systems Power Supply Unit (PSU). Using a PSU of 250W and below with high specification systems has been confirmed to be a cause for random crashes and extremely poor performance. It is not advised to play Grand Prix 4 on high specification systems without having a PSU of at least 300W.

A.9. - Several owners of Geforce card models have reported bugs that have proven very hard to reproduce by the test team. They seem to be related to poor usage of the GFX card by the drivers, or that the GFX engine in GP4 is very sensitive when it comes to Geforce cards of almost any make and model and/or drivers. Issues that are covered by this report: Shadows that appear as white glitches/tears in the graphics, tarmac textures that have a "zebra-skin" look, and yellow and white tarmac markings (Monaco and Monza) that "blink" (disappear/reappear) when light effects/environmental mapping is switch on. Currently, the typing force behind this list recommends users of Geforce cards, that experience graphics problems not described on this list to use the Detonator drivers' version 28.32. If they do not help/fix problem, and for some they don't, then try detonator drivers' version 29.42, even though some Geforce cards show improper usage of TnL instructions with 29.42. Also if you have a motherboard that has a VIA chipset, get the VIA 4-in-1 drivers package. If all else fails, then open "f1graphics.cfg" file in the Grand prix 4 folder with notepad, and change the value in line "use Hardware T&L if available" to 0. Warning: editing "f1graphics.cfg" can seriously screw up your graphics. Use at own risk!

A.10. - Some users have reported considerable performance slowdowns when skybox messages/overlays are rendered. It has not been possible to pinpoint a general trend to which systems this affects. No workaround. Medium/hard to reproduce.



B. General Menu system, Videos and controllers
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B.1. - The in game videos stutter. Possibly due to excessive hard disk accessing during playback. Tests have shown this to be present on several different systems with varying configurations of hardware and software. It has been reported not to be present on a minimum spec system. A defrag of hard drives does NOT cure this problem! Furthermore, tests on several systems that have the described problem, shows that when the videos are viewed outside the game, with the Bink and Smacker player from Rad Tools, the videos play without any problems. Best viewed at the Intro video and the Start Championship/FIA video. No workaround. Medium to reproduce.

B.2. - When selecting a championship season, the game doesn't update the track selected in the main menu. As a result, the track name displayed in the championship season mode is that which was selected in the main menu before championship season was activated. The game does use the proper track for the event itself, only the displayed name is wrong. Workaround: Select the correct track manually before entering championship season mode. Very easy to reproduce.

B.3. - There is no popup text help for launch control in the driving aids menu. No workaround. Very easy to reproduce.

B.4. - The popup text help for Traction Control is wrong. It states that Traction Control does not work performance enhancing like the banned traction control. Traction control was reintroduced in 2001 and thus not banned anymore, besides Traction Control DOES work performance enhancing in game. Generally speaking it reduces laptimes with 2 seconds per lap, and oddly enough also reduces understeer.

B.5. - After selecting and calibrating a wheel as input controller, when some other device had been selected previously, the "disable joysticks in menu" option is not updated. As a consequence the selection highlight flips around across the menu system. Has been recreated with Microsoft Wheels set to separate axis for accel/brake. Workaround: Enter "Workshop", "Utilities", "Menu Setup" and the option updates itself. Very easy to reproduce.

B.6. - Digital Joypads are not recognized when they are used with the game for the first time, thus it cannot be calibrated properly. Workaround: Setup the controller, then restart Grand Prix 4, and the controller works as intended. Very easy to reproduce.

B.7. - It has been reported that when "Force Feedback" is enabled in the game for Logitech Wingman Force 3D joysticks, the game wrongly activates force feedback effects. As a consequence the joystick jerks violently on the "left/right" axis on the starting grid, until the lights go green. After the lights go green the force feedback works as intended. This bug was also present in Grand Prix 3. No workaround. Easy to reproduce.

B.8. - If the player edits a name for a custom controller set, the game does not remember that name when the game is restarted, even though it remembers the controller setup configuration. Workaround: reload the saved configuration, and name the reappears. Very easy reproduce.

B.9. - The game code conflicts with Thrustmaster Thrustmapper software. It will not start when this is running in the background. If it is disabled the game starts up fine. Workaround: Eject the CD at the SafeDisc splash screen. This will get your system to prompt you to insert the CD. Do so, and the game starts up fine, WITH the Thrustmaster Thrustmapper software running in the background. Medium to reproduce.

B.10. - Sometimes the lap chart that is accessible after a race breaks down. Several cars are being shown to have finished the race a few laps behind the lead lap, as they should. This is shown by a filled box at the end of the trace for each driver. When the traces for these drivers were highlighted, the boxes jumped around on the lap chart. It is very likely to be triggered by N.3. Furthermore there seems to be a variant that is not triggered by N.3. Boxes do not move around when highlighted, but are completely misplaced. No workaround. Hard to reproduce.

B.11. - It is not possible to save a Championship Season after a (some??) races are finished. The "save game" option in the menu is greyed out. Workaround: Go to the next event and save. Very easy to reproduce.

B.12. It is not possible to use the "print to file" option, before a race, in the start grid menu. In theory, this should save the grid places into a file of your choice (*.txt). It does not do this. Instead it prints the RACE results into it. Since the race has not started yet, the file only contains position numbers, track name and the number of laps. The number of laps is also wrongly recorded. Workaround: Use the "print setup" button and select "print to file" option for your printer. Then use the "print" button instead of the broken "print to file" button. Very easy to reproduce.

B.13. - The German translation is very poor. Even Germans can have a hard time understanding what is going on. A general trend is that it doesn't properly reflect that Germans use a number of directly imported English terms when talking about F1. For instance: "Intermediate 1" into "Mittel 1". Malaysia is "Malaysien", but even German F1 internet sites write Malaysia. Traction control is called "Antriebsschlupfregelung" when it should be "Traktionskontrolle". Technically speaking the translation could be argued to be correct. But there are just no Germans that talk about F1 in these terms. Furthermore the German translation still has relics from GP2: tyres selection shows Slicks(W) and Slicks(H), like they did in GP2! The selection of tyres for rainy conditions is also like it was for GP2. On top of that slicks were banned in F1 after 1997! No workaround. Very easy to reproduce, albeit some knowledge of German F1-lingo is needed to spot some of the more obscure issues.

B.14. - When the player reloads a saved game, the game automatically remembers and reloads the settings used when the game was saved. This is in some ways practical since altered driver/team names will appear correctly when games are resumed. The player will also have the same driving aids and the same speed standard (imperial/metric) selected. However, the fact that some graphic settings (maybe more than FPS??) are remembered makes it very hard to share saved games unless systems are very similar in performance. Furthermore, the game remembers all these settings when the game is terminated. Thus, the user has to manually reconfigure graphic settings, driver and team names, driving aid selection, imperial/metric selection and even race options! Workaround: Uncheck save changes when you exit GP4. Very easy to reproduce.

B.15. - Not a bug as such, but there is a popular demand for being able to map the keys that are used to look left and right ("X" and "C" keys) to controllers. Users that play with any other controllers than keyboards find it very hard to reach these keys when they need them.

B.16. - Sometimes after a qualifying session, the qualifying report displays strange behaviour. When hovering the mouse above number p.7 to p.10 the names disappear, while the first 6 remain on the screen. No workaround. Medium to reproduce.

B.17. - The formatting of the circuit records menu after a race seems broken. This happens very often. It can display wrong lap times and lap times that are incorrectly placed. No workaround. Easy to reproduce.



C. Track menu system and track maps
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To whom it may concern: If you continue the work on the trackmaps, please be absolutely sure that you are using an proper trackmap for 2001 as reference as some of the mistakes are due to the usage of trackmaps for previous seasons. Corners often change name from one year to the next, even if the layout stays the same. WWW.FORIX.COM is a good place to look. Do not use WWW.GRANDPRIX.COM's trackmaps as they share some of the errors in GP4, like missing corner names for the Sepang trackmap. A good amount of time has been spent looking for errors here, but it is still possible that there are errors in trackmaps that are not mentioned below.

C.1. - The corner number buttons on the track map in the "track information" menu do not work correctly. Half of them light up in white, when the cursor is placed over them. The other half does not respond. For instance, buttons 1, 2 and 9 at Imola do not respond, whereas all the others do. Also the corner number buttons do not seem to serve any purpose. Was it intended that a clicking on the buttons would bring up the information in the corner of the information list on the left of the screen? No workaround. Very easy to reproduce.

C.2. - Australia track info. Mika Hakkinen's pole position from 2000 is displayed as 1:30.55 when it should be 1:30.556.

C.3. - Australia trackmap. The corner buttons have the wrong sequence on the trackmap. The trackmap begins with corner numbers 15 and 16, and proceeds in the correct sequence with corner number 1. The information in the sidebar in some entries reflects the correct stats/names for the correct corner number sequence and some entries do not. Thus what is listed as corner 15 can be read as corner 1, but it has the wrong name. It would be prudent not to trust any of the entries for this trackmap.

C.4. - Brazil track info. The menu states that the fastest lap set in the season 2000 was set by Michael Schumacher and does not display the time. It was Mika Hakkinen that set the fastest lap and it was 1.14.755. Furthermore, the race winner is not displayed. The race winner was Michael Schumacher.

C.5. - Brazil trackmap. Corners 8, 9 and 10 have the wrong names. The following is what they are called and what should be called separated by a "/". Corner 8: Pinheirinho/Laranja, Corner 9: Laranja/Pinheirinho, Corner 10: Laranja/Cotovêlo.

C.6. - Sepang trackmap. Has no corner names!! The correct names are Corner 1: Pangkor Laut Chicane. Corner 4: Langkawi. Corner 6: Genting Curve. Corner 7: Klia Curve. Corner 9: Berjaya Tioman Corner. Corner 11: Kenyir Lake Corner. Followed by Penang straight. Corner 14: Sunway Lagoon Corner. Followed by Kuala Lumpur straight.

C.7. - Imola trackmap: Corner 9: Is Traguardo, should be Varriante Bassa.

C.8. - Spain trackmap. The trackmap for Spain is incorrect. It shows the 1994 layout, whereas the track in the game is of newer and correct layout.

C.9. - Spain trackmap. Corners 7 through 9 are all called Seat. This is incorrect. Corner 9 is called Würth.

C.10. - Austria trackmap. Corners 6 through 8 are all called Niki Lauda. This is incorrect. Corner 7 is Gerhard Berger and Corner 8 is Power Horse.

C.11. - Germany trackmap. The first chicane complex is called Jim Clark Kurve. The real name is Jim Clark Schikane. The Ayrton Senna chicane complex has the same error. Buttons 5 and 6 are called Ostkurve. This is incorrect. The real name is Bremskurve 1. Button 7 is the wrong place, but has the correct name: Ostkurve. It should be above and to the right of button 5 forming a triangle with button 6. Therefore there is also a missing button for the first part of the Ayrton Senna chicane complex. Furthermore Corner 10 is also called Ayrton Senna Kurve, when its name is Agipkurve. Corner 12 is called Agip Kurve when it should be Opelkurve.

C.12. - Belgium Trackmap. Corner 12 in the infobar has a broken layout-script and typos. No workaround.



D. Season 2001 cars and drivers
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D.1. - Alex Yoong has the wrong helmet in the game. He has been given Tarso Marques' helmet. No workaround. Very easy to reproduce.

D.2. - The BAR cars have swapped numbers. In the game Jacques Villeneuve car has number 9 and Olivier Panis has number 10. In the actual entry list for the F1 season 2001, Jacques Villeneuve's car was entered as number 10 and Olivier Panis' car as number 9. No workaround. Very easy to reproduce.

D.3. - It would seem that Alex Yoong and Fernando Alonso have swapped performance. Third party performance editors for Grand prix 4 confirm this. Alex Yoong was the slowest of the Minardi drivers in that season, yet he is consistently racing in p17 and p18, while Alonso was the best of the Minardi drivers that season and in the game he is consistently in p21 and p22. No workaround. Easy to reproduce.



E. Car damage and physics model
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E.1. - It is possible for the AI cars to roll right over, land on wheels and then continue to race normally. No F1 car could possibly do anything like that. No workaround. Medium to reproduce.

E.2. - The right front wheel disappears at random and unprovoked both for player and AI cars. Physics do respond to the bug, and the car behaves as it should with 3 wheels. So it is not only a graphics bug. It can happen in any game mode, on any track and at any location on the track, even during pit stops. Returning to pits with shift-Q makes the physics model operate with 4 wheels again, but the wheel is still graphically missing. This is not the same bug as E.3! Workaround: Activate the replay function. Hit F5 for a short rewind and let the replay play to the end, and the wheel returns both in the replay and in game. Alternate workaround. Exit to menu with "Esc" and rejoin the game. Hard to reproduce.

E.3. - After a crash that damages the car, then when you are put back into the pits by a marshall or player uses Shift-Q, the repair car routine doesn't always work properly. The damage model is updated, but the graphics are not. Hence, the car still looks damaged. This is only visible in certain views. In the cockpit view and the T-Cam the damage bug is visible, but if you switch to outside the car, viewing front to back, the bug is not visible any longer. Somewhat similar to E.2. but it is NOT the same bug! Workaround: Activate the replay function. Hit F5 for a short rewind and let the replay play to the end, and the wheel returns both in the replay and in game. Alternate workaround: Exit to menu with "Esc" and rejoin the game. Medium to reproduce.

E.4. - When you damage/destroy your front wing/nosecone and pit to change it, it is magically repaired a split second before it is changed by the pit crew. Thus, no matter how much damage you have inflicted on you front wing/nosecone, the pit crew always remove a brand new front wing/nosecone and replace it with a brand new front wing/nosecone. Damage inflicted on the front wing/nosecone should show on the front wing/nosecone that is removed by the pit crew. The same applies to the rear wing, although this is hard to reproduce, since it is harder to lose the rear wing and still be able to limp back to the pits. No workaround. Very easy to reproduce.

E.5. - When cars lose the front wing the grip seems a little to high, like the physics model doesn't remove enough downforce from the missing wing. It is still possible to take several high speed corners flat out. The problem is very apparent with Traction Control turned on. Then it is possible to keep up with the AI cars for several laps with a completely destroyed nosecone (done at Australia by at least two persons, one of them on Ace difficulty reaching and retaining 4th place). See B.4. There is a slight chance that the seemingly high downforce on the front which is made clear by shedding the front wing, might be linked to the broken telemetry traces described in H.4. No workaround. Easy to reproduce.

E.6. - More like a feature suggestion. The pit crews are able to fix some kinds of damage in seconds that they should not be able to even in the duration of a race, like a blown engine. There is a popular demand to limit the extreme mechanical crew skills of the pit crews.

E.7. - Sometimes the AI cars drive through solid track objects, like having a tyre disappear in a barrier with no ill effects. Further testing has shown that the objects the AI cars drive through are indeed solid when the player attempts to do the same. This ability to drive through solid objects is only present for a very short period of time. Perhaps 1 second or less. When it happens, the car that gains this ability is always engaged in a shunt, so it is very likely that this ability is triggered by the AI's avoidance code, or by the shunt itself. It makes no difference if the shunt is with another AI car or the players' car. Best reproduce by causing race start mayhem in the first corner at Monaco. This is not linked to F.3 and F.10. No workaround. Medium to reproduce.



F. Pit stops, pit crews and marshalls
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F.1. - When player selects used tyres from the steering wheel the tyre menu displays the number of laps the tyre has been used in hex-decimal. For instance 26 laps is displayed as 1a. When the tyre is selected and the player returns to the main menu on the steering wheel the number of laps driven is displayed correctly. It happens consistently in all game modes where the player has access to used tyres in the pits. No workaround. Very easy to reproduce.

F.2. - When two AI cars of the same team enter the pits within seconds of each other, in any other mode than a race mode, they become stuck in front of the garage. The pit crew does not come to collect the cars, even though the front car is in the correct position. Hence they are both stuck until the end of the session. It can happen in free practice, warmup, qualifying sessions. Observed at Nürburgring and Hungaroring. It is very certain that the bug is not related to problems with tracks and thus this best theory yet is that it is AI/pit crew behaviour that is the cause. No workaround. Hard to reproduce.

F.3. - When the player or AI cars enter the pits and are parked in front of the garage waiting to be pushed back, and the team mate is in the garage, it is possible for the team mate's car to leave the pits and drive right through the car waiting to be pushed back into the garage. Possibly caused by the same bug as F.10. No workaround. Medium to reproduce.

F.4. - Sometimes the pitcrew refuse to push the players car back into the garage, unless they are helped by the players controller input, even though the pit crew are ready and have taken the correct positions along the car. If this happens the pit crew will only push the player back into the garage, if the controller is in "accelerate" position. Furthermore, it is possible to control how fast (or not) the pit crew pushes the player back into the garage. Has been recreated with a Force feedback joystick and an MS sidewinder precision racing wheel. No workaround. Hard to reproduce.

F.5. - Sometimes when pushing a car back into the garage, the crew push it one way and then it magically slides into the right place just at the last second. It is easier to reproduce if the player enters the pits with high speed, but this doesn't seem to be the cause of the problem. No workaround. Medium to reproduce.

F.6. - Sometimes the pit crew will not let player go from the pit stop. This is not caused by the player changing tyre/fuel/# of stops left on the steering wheel, and it has been observed to afflict AI controlled cars just as often as the players car. The lollipop man says "1st gear!" and flips the lollipop, then the Jackman bends down and lowers the jack, but he never unhinges the car. As a result the car is stuck forever. When the teammate pulls in for a pit stop later in the race, he will park behind the afflicted car and wait for his turn to be serviced. Thus the race can never end since the two cars will never cross the finish line. And even if they could the race is pretty much destroyed anyway. The bug can happen on any track, and on any lap. It seems more likely to occur when entering the pits on lap 1, and it seems more rare on any other laps of a race. Furthermore, this bug can happen in conjunction with F.13. although there is no reason to believe that these two bugs are linked. Switching to accelerated time does not fix this, neither does it allow the race to end. It is easiest to reproduce by creating first corner mayhem, damaging several cars in the process, in a string of quickraces. Workaround: Do not pit on lap 1. If the problem happens anyway, there is no fix, apart from abandoning the race. Easy/Medium (for lap 1)/hard (for any other lap) to reproduce.

F.7. - In Practice/Qualifying/Warmup sessions when leaving the garage, the pitcrew man standing in the pitlane gives the driver the all clear when he wants to exit the garage. The AI cars do not wait for this signal and drive out as soon as they get lowered off the jack. Furthermore there seem to be a different routine in the code that prevents AI accidents in the pit lane. Possibly a beta feature that wasn't disabled? Furthermore, this gave rise to suspicion that the "clear" signal the pit crew give to the player could not be trusted, and would eventually lead to pit-lane collisions. Further testing has produced no results that confirm this. So our current opinion is that the player can and should trust the "clear" signal. The bug only concerns the behaviour of the AI. No workaround. Very easy to reproduce.

F.8. - Garage wall bug. You can drive through the garage walls. Likewise the pit crew can push your car through the walls, and they can themselves walk through walls (also other walls than the back of garage) and cars. It is easier to observe when the player deliberately tries to drive through walls before encountering his pit crew, or if the player encounters his pit crew with high speed, thus overshooting the intended pick-up spot. No workaround. Very easy to reproduce.

F.9. - Sometimes when the player has an accident and is pushed by a marshall, this marshall will be transported with the players' car to the pits, if the player presses Shift-Q while the marshall is pushing. Workaround: Push the marshall with your car until you have room to steer around him. The marshall will stay there for the rest of the session. Medium to reproduce.

F.10. - AI cars suddenly gain the ability to drive through other cars. Car B comes into the pit lane and sees Car A blocking some of the road, waiting to be pushed back in. Car B stops and waits. As soon as the crew starts to push car A, car B drives on with the ability to drive through any car. The ability to do so is lost soon afterwards. Possible reason: The code makes the AI car stop some distance away from the stationary car, and then as soon as the stationary car has begun to be pushed the AI declares it a null object and doesn't act around it anymore - ergo, you have cars driving through other cars. This is possibly caused by the same bug as F.3. No workaround. Medium to reproduce.

F.11. - Sometimes the marshalls forget to leave the track after they have cleaned up an accident. The yellow flag zone does go away but the marshalls continue to stand by the track side for the remaining duration of the race. No workaround. Medium to reproduce.

F.12. - This one is not quite a bug, it more like a poorly thought out feature. In the last part of the final lap of any race, the marshalls run out and wave blue/green and white flags. This is a problem since players have no way of knowing if cars behind them are about to lap them if they are in any other view than helmet cam. In helmet cam the blue flag can be checked in the steering wheel. Thus players racing in other views than helmet cam can be tricked by the marshalls to give up positions that are rightfully theirs. In real F1 races the flags are waved on the victory parade lap. Maybe it would be better to restrict the marshalls victory flag waving to beyond the start/finish line. The effect of this bug is compounded by N.4. No workaround. Very easy to reproduce.

F.13. - Entire pit crews have been reported to be able to disappear/become ghostlike, even though the other pit crews are not. It was observed that four wheels, two jacks, a lollypop sign and a fuel hose levitated out of a Minardi garage to service the car at the pit stop. Clearly the pit crew was invisible. Furthermore, a variant reportedly also lets the jacks, tyres, fuel hose and lollypop be invisible. Another variant lets the pit crew disappear the moment the car is jacked off the tarmac. The moment the car returned to the tarmac, the pit crew became visible again. The tools of the pit crew remained visible though. This has been observed at Spa-francorchamps, Magny Cours and Silverstone. So it is very certain that this bug is not related to any specific track. Furthermore, it can happen in conjunction with F.6. although there is no reason to believe that these two bugs are linked. No workaround. medium to reproduce.

F.14. - Negative consequences of "Geoff's Heavy Pit Hand". In race mode the game makes sure that the player does not drift off into the working area of the pit crews. If the player spins and recovers facing the wrong direction, there is no way to turn around, since the player is prevented from using all of the available track in the pits. It is easiest to reproduce by flooring the throttle in 1st gear without traction control, while being set free from a pit stop, to set into a spin. This scenario can also happen if the player gets involved in a pit-lane collision. Further notes: The increased computer control over the players' car while in pit lane (Geoff's Heavy Pit Hand) has spawned widespread dissatisfaction. Compared to GP3, the increased control feels like a big setback in realism. Hopefully it is a test-utility that was forgotten to be switched off, and it would be very nice if this was limited or possibly removed as soon as possible. Workaround: Set the car in reverse gear and drive backwards until you exit the pits. The turn on the track to face the right direction. Watch out for traffic! Easy to reproduce.

F.15. - More like a feature request: There is a popular demand to be able to monitor the lap times of the AI car during practice and warm-up sessions, like it can be done in qualifying. Also it is annoying that accelerated time cannot be accessed from the steering while during practice and warm-up sessions.

F.16. - It is not possible to exit the garage at Imola without hitting the pit wall with steering and throttle assist turned on. Workaround: Turn off steering and throttle assist and switch it back on later. Easy to reproduce.



G. Car Setup Menu
-----------------------------------------------------

G.1. - The slider buttons on the 2 pit stop slider in the setup screen do not work properly. Workaround: Use the slider to decrease, and the decrease button to increase selection. Very easy to reproduce.

G.2. - The spring setting sliders are broken, and give access to unintended values. The physics model uses these unintended values. While keeping the mouse button depressed when using the sliders, the spring settings are adjusted in 10 lbs increments. Thus it is possible to select a settings like 830 or 1120 lbs. Using the buttons after the setting has be adjusted this way increases/decreases the spring setting by 100 lbs. but the values are still not divisible by 100 as they should be. Furthermore it is possible to extend this bug to crash the setup level 1 and 2 menu, which gives access to "hidden values". Hidden values lets the game to operate with settings for ride heights, packers and dampers, which are different from the values selected by the player and shown in the setup menu. The bug is extended by using the spring slider as described above. Then symmetrical editing is deselected, and a ride height, packer and damper or damper setting is adjusted using their respective sliders. The game now operates with values which are not displayed nor selected. Attempts to cure this by using the sliders and/or slider buttons on any setup option fail to cure this bug or its extension. Reselecting symmetrical editing also fails to repair/cure. HOW TO CONFIRM the bug has been extended: Use the slider to increase or decrease ride height, packer or damper values. Hold left mouse button depressed while doing so. To reveal the hidden value, either return to pit options menu, and go back to setup level 1 and 2. The hidden value is revealed - for instance packers where set to 2mm but are now 21mm. Or just decrease values with the slider buttons. Start with right rear or right front for any ride height, packer or damper option. If you started with right rear then decrease left rear setting with buttons next, and the hidden value is revealed. Same procedure can be applied to with frontal settings, as long as both values are always decreased/increased and you stick to either front or rear for both values, working from right to left. This is a very serious bug since it totally undermines the flow of actions of which the gameplay revolves for the user that creates his own setups, since the player can never be quite sure what setup his car is using. Workaround/fix: Exit and restart game. Alternate workaround: Make sure that symmetrical editing is deselected, then adjust all spring settings to their maximum values so they are in displayed 100 lbs increments. Then select symmetrical editing and adjust spring settings with the slider BUTTONS to any value. If the synchronized springs adjust in 100 lbs. increments the bug and its extension is deactivated/cured. The game will no longer use Hidden values nor will it allow unintended values, and symmetrical editing can be selected/deselected at leisure once again. WARNING: Never use the slider to set spring settings as this will activate the bug with 100% certainty. It is the only trigger. Use the slider buttons instead if spring rates have to be adjusted. Also, don't switch back and forth from setup level 1 and 2 if the bug is activated, as this can lead to the level 2 options getting greyed over, and hence they are unadjustable. If this happens use exit the game and reenter, and the greyed over setup menu should be reactivated and the bug deactivated. Very easy to reproduce.

G.3. - Sometimes the game ignores when the player changes tyres in the "Last minute changes" menu. This can happen both in Championship and Non-championship mode. It is required that the player has participated in qualifying. The problem is that when the weather changes between qualifying and race, the player gets the same tyres that he used in qualifying, despite selecting another set of tyres in the "Last minute changes" menu. Thus, the player starts with wet tyres in dry races and dry tyres in wet races. It is most likely to happen when "use qualify setup for race" is selected, and it is currently unknown if it can happen when this option is not selected. Possible workaround: Don't use the "use qualify setup for race" option. If the problem happens anyway there is no fix. Medium to reproduce.



H. Telemetry menu and traces
-----------------------------------------------------

H.1. - When returning from the track and entering the telemetry screen for the first time, the telemetry window resets to zoom level 1 on both the X and the Y axis in the telemetry window, even though it remembers if the sliders have previous been set to another zoom level. Partial workaround: Exit and reenter screen. This workaround/fix last as long as you do not return to the track. The next time you enter this menu after spending time on the track, the bug will reappear, but the workaround/fix can be applied again. Very easy to reproduce.

H.2. - Increasing the zoom selection on either X and/or the Y axis produces a large grey box on the left side of the screen. The upper right corner of the grey box is placed on the lower left corner of the telemetry window. The size of the box can be increased/decreased using the X and Y zoom settings. Increasing selection on the X axis enlarges the grey box to the left, and increasing selection on the Y axis enlarges the grey box downwards. The box will only appear in the zoom selection is increased beyond the value it was set to when entering the screen. Workaround: Adjust the zoom setting to their maximum settings, and exit and reenter the telemetry viewing menu. Very easy to reproduce.

H.3. - In the telemetry view screen, track distance is displayed in feet despite selecting Metric system in the menu setup. Perhaps this is not a bug, but it was included anyway, just in case. No workaround. Very easy to reproduce.

H.4. - All the ride height and available suspension travel traces are broken. They display the wrong values. A very serious bug since it totally undermines the flow of actions of which the gameplay revolves for the gamer that creates his own setups. Also, it becomes impossible to use the advice given and procedures suggested in the GPaedia, and thus central aspects of the gameplay cannot be experienced. Easiest way to observe: 1) Set the car up in the following way (be careful not to activate of G.2!!!). Wings: Front 4/Rear 3. Brakes: Front: 57,5/Rear: 42,5. Gears: 25/32/42/48/54/62/no 7th. Anti-Roll bars: Front 3000/ Rear 300. Springs: Front 1400/Rear 1000. Ride height: Front 38/ Rear 58. Packers: Front 28/ rear 48. All dampers: 0 Differential all 5. 2) Drive a lap at Hockenheim with 4 laps of fuel, using no aids and then extract telemetry. Makes sure that the car is driven using full power at all points, except the straight between the Ayrton Senna Schikane and the Agipkurve. Here the car will be in Neutral gear and 1st gear, brakes and throttle will only be used to keep the cars speed within 0-10 KPH. 3) In theory, the part of the lap that uses full power will place the ride height on the packers at top speed. The available suspension travel traces should show 0mm both at the front and the rear, and the ride height traces should show 28mm in front and 48mm at the rear. Where the car is driven with no throttle at crawling speed, the suspension should be as close as possible to the static ride height and the traces should reflect that: 38mm front and 58mm to the rear. Also the available suspension travel traces should show the ride height minus packers: 10mm in front and 10 mm in the rear. 4) RESULTS: At full power the ride height traces show just over 20mm in the front and 20mm at the rear. This is 18mm to low at the front and 28mm to low at the rear. Furthermore, the available suspension travel traces drop below 0mm and disappear out of the telemetry window! They should show a flat line at 0mm, or if the car does not drop 10mm, be above 0mm and visible in the telemetry window. Car at 0 throttle/brake/steer: The ride height traces are very close to what they should be, 38mm in the front and 58mm at the rear. But the available suspension travel shows approx. 7mm at the front and 24mm at the rear. This is clearly wrong, since it should show 10mm front and rear! Additional information: It is also possible at other tracks in high speed corners (like RTL-kurve at Nürburgring)to achieve front ride heights of zero. This would effectively mean that the entire structure of the car in front of the repective front wheel is below the tarmac. To add to the confusion, it is possible to have a remaining suspension travel 15mm, so according to the telemetry traces the car should be able to go further below the tarmac. The same telemetry traces were broken in GP3 2K, although they behaved in a different way than they do in GP4. If this bug also affects physics, like the bug in the GP3 2K telemetry did, it can be linked to E.5. No workaround. Very easy to reproduce.



I. Steering wheel and LCD display
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I.1. - If a car has a mechanical failure, it will be displayed on the steering wheel as normal. For example "Loose Wheel". If another driver has a failure later in the race, and both messages were observed by the player (by switching view from one car to another), it will display BOTH failures on his wheel. It will have, for example, "loose Wheel" (from the car before) and "engine problem" (the real failure). The two failures texts will be written over each other, which makes the text very hard to read. No workaround. Easy to reproduce.

I.2. - The player starts in his own car if he has selected a driver. Otherwise he starts in the lead AI car if it is race mode, or a random AI car if it is Practice/Qual/Warm up. Sometimes the left yellow led is activated on the steering wheel is activated on all cars. Theory: If the car, that players point of view starts in, when he enters the track, is going to have a mechanical failure, then the left yellow led on the steering wheel is activated on all cars. Hence the player always knows if he will have a failure. Sometimes this does not hold true in Quickraces, but that could be because the failure is set to happen after the last lap. Link to failures is possibly not correct though - see next bug. No workaround. Hard to reproduce. No workaround. Hard to reproduce.

I.3. - Sometimes right yellow led is lit from the start of the track session. Reason unknown. No workaround. Very hard to reproduce.

I.4. - Sometimes the green rev counter leds on the steering wheel go out when they should not. It is single leds that go out, not the whole string. It can happen to any of the 2x4 green leds, and in any game mode. Seems to happen more often, but is not limited to, when traction control is activated. This has not been observed in AI controlled cars. No workaround. Medium to reproduce.



J. In game overlays
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J.1. - When a car enters the pits in a race, and the point of view is set to any other car in TV-trackside camera view, the TV overlays displays wrong names. At first the correct name is displayed in the skybox, while the TV-overlay displays the teammate as entering the pits. The TV overlay will then proceed to display a string of cars as entering the pits, all of them incorrect. It is possible that other selected views can produce similar results. No workaround. Easy to reproduce.

J.2. - Overlays/skybox messages at intermediate timing spots sometimes display garbled text. Also there seems to be no way to switch them off. Garbled text usually appears as squares/boxes, like the box that can be observed in C.12. This has been recreated on several systems, and does therefore not seem connected to hardware/drivers issues. No known workaround. Medium/Hard to reproduce.

J.3. - Sometimes the game will post wrong lap/qual times in the skybox messages. The time can both be way off the time set and impossible to do, like 1786.33.326. No workaround. Hard to reproduce.

J.4. - Sometimes the game will post wrong lap/qual times in the skybox messages - specific variant! Skybox messages show a new fastest lap/pole time set by player A, but it displays the wrong lap time - the one just beaten. The displaying of the beaten pole time, seems only to happen when the player beats a pole time he himself has set previously. No workaround. Easy to reproduce.

J.5. - It would be useful to be able to switch off the skybox messages at intermediate and full lap time spots, since the player can see the relevant information on the LCD display of the steering wheel while in helmet cam. Also some people that race in T-cam view find that the popping up of the skybox messages breaks their concentration during qualifying laps, and would rather live without the information presented. See also A.10. Easy to reproduce.

J.6. - If Imperial units are selected in the "menu setup", then speed is shown in Miles Per Hour (MPH). If the player then watches a replay with TV overlays on, then the speed measured in the speed traps is displayed in the TV overlays in Kilometers Per Hour (KPH), regardless of previous selections. No workaround. Very easy to reproduce.

J.7. - When racing in rainy conditions, the red rear light of cars in front shows through the overlays. No workaround. Easy to reproduce.



K. Graphical glitches
-----------------------------------------------------

K.1. - Brake discs glow dark red on several cars at long distances, even while not braking. The bug is observable in the TV-trackside camera view when the car is seen from the front. It is the upper and frontmost part of the brake disc that glows. It happens on Williams, Sauber, Prost and Arrows cars. It can also be observed to happen on the inside of the supporting structure of the rear wing on the Williams cars. The other cars display no such problems. No workaround. Very easy to reproduce.

K.2. - Wheels do not connecting properly to the ground. Sometimes the wheel of cars, viewed in external modes, look like the go below the tarmac. Sometimes they also seem to float in mid air. All in all, when this bug is most appearant, the cars look more like hovercrafts than F1 cars. The reason is that the graphics engine does not let the car change angle/pitch properly when it traverses camber and gradients, and/or a combination of both. It is easiest to observe at these tracks: Sepang: Uphill hairpin. Brazil: Very bad, especially Senna S, Curva do Sol but also visible at, Pinheirinho, Cotovêlo, Mergulho. Imola: Acque Minerale. A1-Ring: Remus, Jochen Rindt. Nurburgring: Valvoline Kurve, Ford Kurve, Dunlop Kehre, RTL-Kurve. France: first quarter of Estoril, Hairpin. Hockenheim: exit of the Ostkurve, Sachskurve. Spa: middle of La Source. Furthermore, this is also suspected to be the cause of odd results, where cars hover or seem to defy gravity, in collisions. Best observed in TV trackside view. No workaround. Very easy to reproduce.

K.3. - At Spa-Francorchamps/Belgium you can see straight into the Prost garage from the trackside shot when a car either in the pitlane or a garage is selected. Either the wall isn't there, or it mistakenly goes translucent. No workaround. Very easy to reproduce.

K.4. - Heat haze makes distant cars and objects go transparent and hence disappear and reappear. It does not seem to be related to any specific graphics card. Workaround: Disable heat haze. Very easy to reproduce.

K.5. - When racing with race distance set to 100%, suddenly all of the trackmarks (the burned rubber from wheelspin, locked wheels and skidmarks) disappears. The track is clean again and no new marks are added. Theory: the game can only handle a limited amount rubber marks on the track, and this bug happens when that number is exceeded? No workaround. Easy/Medium to reproduce.

K.6. - It has been observed once, that under wet conditions in Monaco Mika Häkkinen's McLaren had a long streak coming out of the back of his car. A possible reason could be a texture bleed or a texture that was misplaced by the graphics engine. The bug stayed for the duration of the race. It has not been possible for the test team to recreate this, but it was included in the list anyway, because the bug was reported to be present for so long a period of time. No workaround. Very hard to reproduce.

K.7. - When the pit crew pushes cars back into the pit, they sometimes disappear and later reappear from the helmet cam view, when they should be in clear view. Possibly linked to the pit crew's ability to walk through cars (F.8). No workaround. Medium to reproduce.

K.8. - Sometimes marshalls vanish from the back of damaged/destroyed cars they are pushing, only to re-appear at the side of the track and run after the car. The car is still being pushed, but now by an invisible force and not by the marshall. Even though the marshalls catch up with the car, they give up completely when they get there. Observred at Imola in particular, but also at Magny Cours. There is therefore reason to believe that this is not caused by the tracks themselves. No workaround. Hard to reproduce.

K.9. - Rain drops show up on the visor, when the car is indoors, for instance in the garage. Rain drops stop hitting the visor while driving in the tunnel at Monaco, like they should. No workaround. Very easy to reproduce.

K.10. - When the auto-director is activated with the "Keypad 0/Ins" key it is possible to produce strange results. Wait for the director to go to TV trackside viewing mode, and then switch to T-cam with the "Keypad 6/right arrow" key, and not only is the visor visible from the T-cam (if it is enabled), the car is visibly embedded - running 20cm below the tarmac/ground surface (Note: Also some users get mirrored images of their tyres, so it looks like the tyres are driving on another set of tyres. Also some have been able to get the car to embed itself in external views. Both have been documented with screenshots. It is currently unknown how to reproduce this, or if it is at all related to the bug described above). Workaround: change camera view. Very easy to reproduce.

K.11. - Bump mapping snow bug. Many people feel that the glare from the tarmac, that comes with turning Bump mapping on, is very overmodelled. It is popularly referred to as the "snow effect", as tarmac can turn completely white. Even the white lines on the same parts of the tarmac (edge of the tarmac) have darker shades of grey than the glare. Adding lighting effects makes this even worse. Good places to observe: Imola at turn 1 and 2, and Monaco just before the tunnel. Remember to set weather to 0% chance of rain. Very easy to recreate.

K.12. - The T-cam has a clipping problem with the car rendering. When in T-cam view, other cars disappear the very moment that nothing else but their front wing is visible. Thus cars seemingly teleport in and out of view at the edge of the screen. This increases the risk of collisions for players that race in T-cam view. Does not happen in an entirely regular fashion. easiest to observed at race starts. No workaround. Medium to reproduce.

K.13. - Car shadows remain unaltered when the car is visible very damaged. The shadows should change shape when the car does. No workaround. Very easy to reproduce.

K.14. - If the player puts intermediate tyres on and change to a different car (using the up & down arrow keys) when the player returns the cars the tyre textures have changed to a grooved tyre. This can happen on any track and in any mode of play. Testing shows that it does not have an effect performance at all, it is most likely a texture changing problem. The problem doesn't seem to appear very total consistency when one attempts to reproduce it. But it has been reproduced on several different systems. This has also been reproduced with Michelin monsoon tyres. But they only looked like grooved tyres while at high speed. It is worth noting that Michelin monsoon tyres had 5 grooves instead of 4 while spinning, so it is possible that this bug does not apply to Michelin monsoon tyres. It is unknown if this affects other types of wet tyres. No workaround. Medium to reproduce.

K.15 - Sometimes when the a car is craned off the track, a mirrored image appears below it. This has been produced twice by the test team, once at Canada and once at Monaco. We suspect that it can happen on any track. Our we suspect that this only happens when the track is wet and when it going over the fence/barrier/walls. It happens both to the players car an to AI cars. Perhaps a wrongly rendered reflection effect? No workaround. Hard to reproduce.

K.16 - The track can get more and more wet, when no rain is visible. This happenend at Australia. The track started out slightly wet and no rain was predicted. The track begins to develop a dry line for the first 5 laps, but suddenly the track gets wetter without any visible rain. The tester continued the race, and no rain became visible and the track continued to get wetter. Furthermore, the visor was enabled, so any rain should also have show up as streaks there, but it didn't. This bug was accompanied by glitches on the track, that the tester had not seen before or has seen since. Possible trigger: It was the first time the tester had enabled bump mapping. Subsequent attempts to recreate this by disabling and enabling bump mapping failed. This bug report has not been recreated. It was included anyway, because it was reported by a trusted member of the test team. No workaround. Very hard to reproduce.



L. Hotseat mode
-----------------------------------------------------

L.1. - If it is the second players turn, and the first was in the pits when play was handed over, the mirrors on the car are not updated properly. The car changes and it is placed in the correct garage, yet the mirrors will display the previous pit crew men and garage. Workaround: Press "esc" key to go to menu system, then re-enter to the track. Easy/Medium to reproduce.

L.2. - In Qualifying, when you change player, while viewing the drop down monitor in the pits, it displays the wrong laptimes/drivers. Workaround: Press "esc" key to go to menu system, then re-enter to the track. Medium to reproduce.

L.3. - The car of the second player does not start with a new plank, but keeps the one of the first player. Thus if the previous player wore his plank into the red, the new player will start with a worn out plank. No workaround. Easy to reproduce.

L.4. - When drivers change turns sometimes the wheel violently pulls to one side and only resets as the other driver takes over. This bug was also present in GP3 and GP3 2K. This has been reproduced with an Act-Labs force RS wheel.



M. Tracks
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PLEASE NOTE: The following section maps properties of objects on the track that possible have been done incorrectly. The term "slip roads" is used for any tarmac that links from the track proper to the barriers and this includes old parts of tracks too. Monaco is as yet untested! Although the properties of gravel traps are mentioned, they have only been tested at Spa-francorchamps. NO WORKAROUNDS!! REPRODUCTION METHOD FOR ALL: Just drive over the selected spot.


M.1. - Brazil/Interlagos - paved areas with red and white stripes acted like grass, possibly intentional. All other slip roads OK.

M.2. - Austria/A1-ring - There is a dispute about grasscrete on the A1-Ring, especially corner 1. First of all when where they installed? And secondly some grasscrete acted like grass while other's didn't. What should they be like in season 2001? All other slip roads OK

M.3. - Canada/Montréal - The pole position is on the wrong side of the starting grid. It should be on the left side of the track like in GP3 (It is unknown if any other tracks have the same mistake). - ALL concrete slip roads behaved like grass, which cannot be correct. - The second last chicane at Canada, before the hairpin, lacks a run off kerb. There should be one. - There is another runoff kerb missing on the left side of the track, right after the Senna hairpin. - At the last chicane at Canada, the green tarmac produces a rumble effect like it was a kerb. It should not do so. Furthermore it is the wrong shape. All other slip roads seem okay.

M.4. - Germany/Hockenheim - Spinning at the exit of the first corner, the marshals come running out, and one of them is standing right in the middle of the pitlane exit. - Nordkurve: Asphalt following rumble strip, and road leading off on right after Nordkurve behaves like grass. - Jim Clark Schikane: Both alternative roads behave like grass. Also at the Jim Clark Schikane on the right hand side at the end of the chicane, there is supposed to be a kerb. When players' car drives over this spot, it sounds like there is a kerb and the physics respond to it. It is possibly that the kerb is there but just lacks a texture. - Bremskurve 1 Old line of track behaves like grass. - Stadium section: road leading off on right just before Agipkurve, the drag strip and road leading off to right just before Opelkurve behaves like grass. All other slip roads seem okay.

M.5. - Hungary/Hungaroring - Wide road with double white lines down the middle, somewhere near (after) corner 10 behaves like grass. All other slip roads okay.

M.6. - Spa-francorchamps/Belgium. - Accidents in the Bus Stop chicane, makes marshalls appear standing in the pitlane/pit-lane entry. It was observed that an AI car heading into the pits could drive around the marshalls without any further problems. - All gravel traps behave like grass. - There is an invisible kerb at Blanchimont, like the one at Hockenheim's Jim Clark Curve.

M.7. - Monza/Italy - The player gets penalised for running wide at the first left hand part of Ascari. This is very odd and annoying since the player can only get slower around the track by doing so. Thus, the black flag/10 sec. penalty just adds insult to injury, and is misplaced.

M.8. - USA/Indianapolis - All slip roads seem okay, BUT a MAGNETI MARELLI patch on the inside of the slowest hairpin to be seems placed too high, since the car can get partially submerged in it. Possibly intentional.

M.9. - Japan/Suzuka - Wide slip road on right just before the first corner behaves like grass. - Degner Curve has two slip roads just before it on the right, that behave like grass. - Under Bridge - slip road on the right side ONLY, behaves like grass. The slip road on left side is okay. - Back straight (over bridge) superbike "pitlanes", behave like grass. - At the Casio Triangle (last chicane) - two slip roads on left side just before the corner, behave like grass. - Concrete under pit boxes alongside starting grid, behaves like grass. - All other slip roads seem okay.



N. Sounds and replays
-----------------------------------------------------

N.1. - Shifting to TV trackside view while watching an opponent with the pit monitor creates unwanted sound effects for that car only. Select a car to view that is on the track using the pit monitor. Switch to TV trackside view, and as the car comes by the players position, either in the pits or on the start/finish you can hear the sound is very muted. The bug only affects the car viewed in the monitor. No Workaround. Very easy to reproduce.

N.2. - W
Re: Buglist for the public
Date: September 12, 2002 05:18AM
Posted by: Morbid
***continued***


N.2. - When viewing replays, the replay sometimes shows something that didn't happen. For instance, a stunning hotlap can be transformed into a crash or a car that is stuck on a barrier but is still speeding up/braking and turning, like it was driving on the track as normal. If replay mode is exited, then the player is dropped into the action that was displayed wrongly in the replay. In effect this bug changes the past and thereby changes the present. Once this bug has taken effect it is not possible to restore the real flow of action. This bug was also present in the GP3 and GP3 2000 replay system. It can happen in any game mode. No workaround. Hard to reproduce.

N.3. - Sometimes the replay system creates collisions with invisible cars and debris! In the real race the collisions actually happen with perfectly visible cars/debris. But when viewed on the replay, not only have the blocking cars and the debris disappeared, the car that hits it doesn't try to avoid anything. It looks like the cars are in speed, are driving into invisible objects! It is most likely to happen when the bloking car/its debris has been at a standstill for quite a while. It is most likely the replay system that mixes two laps into one when activated. Furthermore, this bug was also present in GP3 and GP3 2K. This has been proven NOT to be caused by K.4! It might be one of several possible triggers for B.10. It might also be a variant of N.2. Hard to reproduce.

N.4. - Marshalls display the wrong flag colours during replays. Thus, it is possible to observe marshalls signalling the start of a yellow flag zone with white flags, and they wave it off with blue flags. It is currently unknown if this affects blue and green flags. No workaround. Easy/Medium to reproduce.

N.5. - The replay time slider is divided with markers that can be jumped to using the F1 and F2 keys. If the replay passes through a marker point when using rewind (F5 and F6 keys) fast forward (F7 and F8 keys), it jumps to the next marker point. Thus the replay systems rewind and fast forward functionality is limited and produces frustrating results when used. Imagine to have to fast forward through 1 hour of replay to see action that happened 30 seconds before the first marker point. This only affects replays from loaded savegames. This was also present in GP3 2K. Furthermore the markers indicated on the time slider are often shown on the wrong position on the time slider for saved as well as for not saved and reloaded games. No workaround. Very easy to reproduce.

N.6. - Sometimes the menu music cycle stops after finishing a song. Workaround: Sometimes clicking "drive" in the main menu gets the menu music cycle going again. Medium to reproduce.

N.7. - All of the in game sounds seem to be of very low volume, both compared to the menu music, windows desktop sounds and other games/apps. This is so even, if the sounds volume sliders are adjusted to 100%. There is a very strong popular demand for making it possible to adjust the volume of in game sounds to much higher levels. Workaround: Turn volume levels up by approx 50% on your speakers. Remember to turn the volume down to the original level when you exit Grand Prix 4. Very easy to reproduce.

N.8. - Some Soundblaster PCI 128/SBLive! 5.1/Audigy card users have reported that the sound in cockpit/T-cam randomly goes very muted and almost inaudible. This has not been reported to happen with other soundcards or other Soundblaster cards. Reason unknown. Workaround: Change view to any external mode and change back, and the sound returns to normal. Medium to reproduce.



O. Multiplayer
-----------------------------------------------------

O.1. - The manual states that multiplayer via Internet and serial cable is present in the game. However the readme states that multiplayer is only supported for LAN games via Ethernet network cards. On top of that there was a leaflet in the box that specifically states: "Contrary to what was explained in the manual, 2 player mode (Serial cable and Modem) is not available in GP4 PC.". As such, the lack of internet and serial cable multiplayer, cannot be construed as a bug, even though a lot of users think that it can. However, neither the readme nor the leaflet in the box dismisses that Quick races, Non-championship races and Championship mode in multiplayer is promised in the manual. This can be found printed on page 24 of the English manual. Repeat: this is NOT dismissed in the official supplemental game documentation. However the next paragraph on the same page of the manual presents a contradiction, in that it explains that multiplayer drops the players directly into a race for the selected track. This IS what actually happens when players engage in multiplayer gaming. It is very likely that this is an editorial error in the manual, and that the promise of Quick races, Non-championship races and Championship in multiplayer should have been deleted before printing commenced. Both of the issues mentioned above has resulted considerable confusion and frustration and quite a number of bug reports to the Bug List project. This has been compounded by the fact that many users have received manuals printed in the wrong language, and that many gameboxes did not contain the addendum leaflet. If this is not altered in the future, it would be very wise to try and explain again, exactly what features the user is supposed expect from multiplayer mode. Other than this, we have received no bug reports on the multiplayer aspect of Grand Prix 4.



T. Inconclusive tests
-----------------------------------------------------

T.1. - It has been reported that 3D Hardware sound on some, but not all, systems with SBLive! 5.1/Audigy cards stutters and produces jerky gameplay. The stuttering and jerkiness is produced with "3D hardware on", and are not due to PO going above 100%. The problem is erratic but persistent. One set of outdated Audigy card drivers triggers a sound calibration failure, while the newest set introduces the jerks and stutters. It is most likely a poor EAX 2.0 (not regular EAX, since SBLive! Value cards do not do this!) implementation either in the drivers or in the game code. Reducing hardware acceleration in the control panel does not change this. It is also possible that this is related to N.8., although we have been unable to determine this.

T.2. - Some users have reported serious stutters/freezes at several tracks. The problem is a bit rare but quite serious. These freezes can last up to a second, and can easily cause the player to crash his car. It is accompanied by one PO spike of up to three or four times the normal levels of PO. The problem appears the same place on every lap, regardless of what is going on elsewhere on the track. It is also present in every mode of play. If the player drives through the track in the opposite direction the problem does not appear. However, if the car is turned around again, the problem returns.

Preliminary list of approximate locations (see in game track maps for turn numbering):

Melbourne - turn 7 (the real turn 7, not the one displayed on the GP4 trackmap)
Sepang - after turn 8
Interlagos - turn 7
Imola - down to turn 6 (very slight freeze)
Barcelona - turn 8
A1-Ring - turn 4 (very slight freeze)
Monte Carlo - no freezes
Montreal - after turn 8 (very slight freeze)
Nurburgring - turn 7
Magny-Cours - before turn 5
Silverstone - before turn 8
Hockenheim - after turn 6 (very slight freeze) - there's a graphic bug on the track afterwards.
Hungaroring - before turn 6
Spa - after turn 7 (very slight freeze)
Monza - turn 7 (slight freeze)
Indianapolis - before turn 8
Suzuka - turn 8

This is certainly related to how the game and the users hardware/drivers communicate. However there seems to be no clear pattern in which hardware and/or drivers that produce this problem. Seemingly identical systems do not neccessarily both have this problem. Reducing all graphics and sound detail in game does not cure the problem. Removing USB and other peripherial devices do not affect it either. This problem is not related to small RAM levels as it has been reproduced on a system with 768MB of RAM. Neither does the OS seem to have anything to do with it, since it has been recreated on Win98se, WinME and WinXP. It has also been reproduced with several cards of the Geforce familiy, Kyro II and Matrox G450 cards. Changing virtual memory settings and defragging hard drives does not affect the problem. We have only one report that a change of drivers fixed this problem, and that was for a Geforce 256 card. All attempts to recreate this fix on other systems have failed. It has also been shown to be present on systems with Pentium III, Celeron 1+Ghz and AMD processors, and CPU speed seems to be irrelevant too. So does sound cards. Changing the AGP aperture size in the BIOS doesn't affect the problem. It has been recreated on systems with VIA and Intels i815EP chipsets, although it is not neccesarily present on systems with these chipsets. THEORY: It is almost certain that it is a routine that has to do with graphics, that produces the 1 second stutter, since it has been shown that if you spin around and drive the wrong way, the stutter does NOT happen. So it is something that is shown on the screen when you drive the right way on the track! Furthermore some users, but not all, have reported to see a fine lateral white line across the screen when the stutter/freeze happens. We have been unable produce more information on this issue.



-----------------------------------------------------
End of List!
-----------------------------------------------------





It's only after we've lost everything, that we are free to do anything.
Re: Buglist for the public
Date: September 12, 2002 05:22AM
Posted by: Boomy
Exited to see our leader back!!!!!!!!!!!!!!!!!!!!!!!!!!!

Don't let us alone! please could you post it somewhere or send it directly to brundleflynet@hotmail.com? Thanks man

Please let's chat with us,I don't have finished my/our battle.

I understood your gorgeous list will be never followed at 100%,but I'm not totally defeated from that weenies of GP team.

Boomer
Re: Buglist for the public
Date: September 12, 2002 05:27AM
Posted by: -qwerty-
I'd forgotten what a mammoth task it was....once again, thanks Morbid.



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

She says brief things, her love’s a pony
My love’s subliminal
Re: Buglist for the public
Date: September 12, 2002 05:33AM
Posted by: TrevorWitt
It is, indeed, a very impressive piece of work.
Re: Buglist for the public
Date: September 12, 2002 05:36AM
Posted by: Boomy
Morbid, How are you?

Did you have some chat with Nick or someone of GP team recently?

Official news?

Thanks

Boomer

P.S. Patch 4.0.....no comment
Re: Buglist for the public
Date: September 12, 2002 08:58AM
Posted by: tux
its a joint effort from every one :) (but morbid did the hard work of writing it out)





Re: Buglist for the public
Date: September 13, 2002 02:15AM
Posted by: Ellis
"Don't let us alone! please could you post it somewhere or send it directly to brundleflynet@hotmail.com? Thanks man"

or you could just copy and paste it?




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: Buglist for the public
Date: September 13, 2002 02:33AM
Posted by: Glyn
its a joint effort from every one :) (but morbid did the hard work of writing it out

Which you have to admit is a hell of a lot of typing!!!

Well done Morbid!



Re: Buglist for the public
Date: September 13, 2002 12:52PM
Posted by: GLDSW
That is a big F*****g list, Ig should take notice, it's big enough to kill them all!!!!!!!!!!!!! Murhahahahahahahahaha
Re: Buglist for the public
Date: September 13, 2002 12:53PM
Posted by: genesis
It was sent 3 months ago now. They took no notice.



Visit my website [www.mrears.com]
Re: Buglist for the public
Date: September 13, 2002 01:02PM
Posted by: tux
"It was sent 3 months ago now. They took no notice."

and released the crapest patch in the world





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