In Viper Racing, the player could take control of a Dodge Viper, or of one of the few bonus vehicles, including a super car and a small airplane. The game featured several tracks, several pre-generated color/striping layouts, and a carpainter. This carpainter generated a template of the entire car, which could then be painted and decorated with decals and race numbers.
With this update you'll be able make sure you play the game without bugs and benefit from the latest features.
Requirements:
· Viper Racing
What's New in This Release: [ read full changelog ]
· Replay Controls Inaccessible in Higher Resolution Modes
· In higher-resolution modes, the mouse bounds would incorrectly
· remain at 640x480, preventing the mouse cursor from touching
· crucial replay controls.
· The mouse bounds are now set appropriately for each video mode.
· Force Feedback is Imperceptible on Some Controllers
· On the Logitech FF wheel, in particular, the force feedback was
· very weak.
· Force-feedback forces have been boosted.
· Feature: Mirror Sized Appropriately for Video Mode
· The mirror had a fixed size, regardless of video mode. This
· caused the mirror to become extremely tiny in high-resolution modes
· such as 1024x768.
· The mirror is now scaled to be appropriately sized for the video mode.
· Feature: Use "-nointro" Flag to Disable Intro Movie
· The introductory movie causes all sorts of problems. It may even
· have lingering effects on gameplay, causing hangs and lockups.
· Trying to escape from the intro movie often causes the game to crash.
· Disable the intro movie by using the "-nointro" flag.
· Replay: Causes Crash on Exit From Program
· After viewing a replay of a multiplayer race, the game will crash
· on exit, reporting a memory leak.
· This memory leak has been fixed.
· Replay: Some Cars Have no Engine Sound
· When viewing the replay immediately after the race, some cars may
· have no engine sound.
· This bug, caused when cars were still "teleporting" when the race
· ended, has been fixed.
· Garage: Locks up or hangs the system
· Going to the garage causes a system crash or hang on some
· systems.
· This bug has been fixed.
· Multiplayer: Pressing button does nothing
· Pressing the Multiplayer button from the main menu has no
· apparent effect.
· The TAPI subsystem was too sensitive to non-compatible devices;
· this has been fixed.
· Multiplayer: Modem Play Cannot Establish "Good" Connection
· After connecting via modem, the "line checking" stage never
· completes succesfully, even though the two players can connect well
· in other multiplayer games.
· The modem initialization code was too forceful when setting
· modem parameters. That's the last time I take advice from
· microsoft.public.win32.programmer.tapi. Now, Viper Racing relies on
· the user to set their modem parameters appropriately via the
· Microsoft Windows Modem Control Panel.
· Multiplayer: Hangs or Crashes at Synchronization Screen
· Particularly frequent in multiplayer environments with high
· packet-loss, but quite possible elsewhere.
· Numerous bugs in synchronization led to these problems; they have
· been fixed.
· Multiplayer: Teleporting Remote Cars Are Opaque
· Remote cars that "reset" themselves back onto the track (by
· hitting SPACE, for example) are not transparent. Such cars disrupt
· network play by appearing unexpectedly and causing collisions, etc.
· Teleporting remote cars are now transparent, and should exhibit
· the typical fadein behavior expected of teleporting cars; most
· importantly, they can't be hit by other players.
· Multiplayer: Remote Cars "Teleport" Around Track
· In high packet-loss situations, the remote cars may begin
· "teleporting" themselves instead of smoothly driving around the
· track. This completely destroys the illusion of network play.
· Remote cars no longer teleport themselves in high-loss situations.
· Multiplayer: Remote Cars Twitch and Jump
· Soon after the race starts, possibly getting progressively worse
· as the race continues, the remote cars begin to twitch, jump, etc.
· This may eventually degenerate to "perpetually teleporting car"
· syndrome.
· This has been fixed, though there is always the chance of a "bad
· synchronization" causing bizarre remote car behavior.
· Multiplayer: Lost Connections Prevail
· On the way in or out of a race, or even during a race, the
· message "Lost Connection" appears. Particularly likely over the
· internet or modem play.
· The multiplayer subsystems were very sensitive to packet loss;
· specifically, the resend limits and timeouts were too small. This
· has been corrected; 400 msec rt with 20% loss is now maintainable, if
· not very much fun.