Viper Racing Patch Changelog

What's new in Viper Racing Patch 1.1

Nov 23, 2011
  • 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.