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Read-Me Gp4 Patch v9.6 English
Read-Me Gp4 Patch v9.6 English
Read-Me Gp4 Patch v9.6 English
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Readme File (English)
Patch V9.6
November, 2002
If you've obtained the Patch V9.6 from a website, unzip the file named "GP4_patch
v9.6.zip"
and run "setup.exe". "Setup.exe" will install the patch over the game.
If you've got the Patch V9.6 on a CD. Insert the CD into your CD-ROM drive. If
autorun is enabled,
follow all on-screen instructions. If autorun has not been enabled, you'll have to
double-click on
the 'My Computer' icon on the Windows Desktop, then on the CD-ROM icon, and then
click on
"Set-up.exe". Follow all on-screen instructions.
2.0.2 Controller
****************
For Wheels controller information, please refer to the "read-me Wheels controller
GP4" and the latest FAQ
2. In the Drivers' select screen, Panis and Villeneuve's names are swapped: Panis's
photograph is displayed with Villeneuve's name and vice-versa.
3. Season 2001 cars and drivers: Alex Yoong has the wrong helmet in the game. He
has been given Tarso Marques' helmet.
4. The BAR cars have swapped numbers. In the game Jacques Villeneuve car has number
9 and Olivier Panis 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.
5. After a user plays the game for a while and then returns to the main menu he
will find the mouse cursor is unusable, flickering and jumping uncontrollably
across the screen. This prevents the user from entering and typing in filenames and
selecting any other options.
6. Pits drop down monitor: In hotseat mode, while qualifying, when you change
player, while viewing the drop down monitor in the pits, it displays the wrong
laptimes/drivers.
7. Best lap time in qualifications: Sometimes the game will post wrong lap/qual
times in the skybox messages. Skybox 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 or set by an AI.
8. Car's mirrors when changing player: 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 in helmet camera view. The car changes, and it is placed in the
correct garage, yet the mirrors will display the previous pit crew men and garage.
9. MPH displayed in KPH: 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 Kilometres Per Hour (KPH).
10. Used tyres displayed in hexa-decimal on the LCD screen: When player selects
used tyres from the steering wheel, the tyre menu displays the amount of laps the
tyre has been used for in hexa-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.
11. Car set up display: Car set up of two drivers are not displayed correctly: for
Pedro de la Rosa the car set up available in driver screen is Alex Young's for Alex
Young the car set up available in driver screen is Thomas Enge's.
12. When the player has activated the dynamic light at the maximum resolution, then
when the game loads the race (for example Monte Carlo race on non race championship
mode during the qualifying or the race), the player has a back to windows. GE FORCE
3 Ti500.
13.1. When cars went into the garages some driver names would subsequently
sometimes be displayed as a series of blanks(squares) and no timing information.
13.2. The intermediate and finish line displays were intermittent.
13.3. If the pole holder went into the garages then other cars times would be
compared to their own times instead of the pole time, with the driver name on both
sides of the screen (implying that there is not yet a pole lap)
13.4. There was no split time difference display for the intermediate 1 and 2
positions.
13.5. The pole holder name and data appeared on the right side of the screen (left
in real life) and so the "viewed car" data was displayed on the left when the
intermediate 1 and 2 screens were displayed. However when the car crossed the line
the FINISH LINE display had the "viewed car" data on the right of the screen (as in
real life). So the "viewed car" data would be on the left for intermediates and on
the right when it crossed the line.
13.6. The times stayed on the screen too long (for 16 seconds) and became too far
away from the actual track positions. Real life durations of 8 seconds have been
put in.
13.7. This patch fixed a crash to desktop caused by missing pit-props (objects that
the pitcrew use). If the pitcrew was just out of sight then it could cause a crash.
List of Bugs that have not been reproduced after installation of the patch V9.6
(should be fixed):
1. The game will install fully. When the player launches for the first time the
Safe disk splash screen appears, then the program will drop to the windows desktop.
Sometimes the program will show a full black screen before dropping out.
2. Sometimes the pit crew will not let player/AI car leave the pit stop. Happens
only in race mode. As a result the car is stuck forever. When the team-mate pulls
in for a pit stop later in the race, he will park behind you 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 only way to continue is to leave by pressing "Esc" and clicking on "Accelerated
time", but in this case, you've been obliged to abandon the race. The bug can
happen on any track, and on any lap.
3. Sometimes on the track (any motor circuit), when the heat haze is activated,
then the car who precedes (or who follows) the player's car disappears. This bug is
visible with the camera behind the player's car and when there is some distance
between the two cars.
4. Green rev counter leds: 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 four green leds, and in any game mode. Seems to
happen more often, but is not limited to, when traction control is activated. Has
not been observed in AI controlled cars.
5. Marshalls staying on track's side: 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.
6. Damaged car graphics not updated: 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.
7. Disappearing skid marks: When racing with race distance set to 100 %, suddenly
all the trackmarks (the burned rubber from wheelspin and skid marks etc.)
disappear; The track is clean again and no new marks are added.
8. Wheel disappearing: Sometimes, while driving or after loosing a wheel and going
for a pitstop, one of your wheels disappears. You can still drive as if it was
there, but it is not displayed anymore.
The following bugs have been fixed by Simergy in their latest core technology:
1. AI Cars could leap in the air if they moved off a slip road. The size of the
effect would depend on the track.
2. AI cars could veer off the slip road when entering the pits behind a player car.
3. The effect of wing breakage was too small. The effect of understeer or oversteer
is now greater and also depends on how badly the wing is damaged and takes into
account combinations of simultaneous front and rear damage i.e.
if the front and rear wings are both completely removed then the balance of the car
is still relatively neutral (but there is still some aerodynamic down force due to
under car ground effect).
4. The performance of the front running AI cars when in 2001 season distribution
mode had a slight degradation when compared with the lap times when in "all the
same" mode and the spread of lap times across the grid was too big.
Since the "all the same" mode was correct when compared with real lap times, the
2001 season mode has been lifted slightly to remove the degradation and the spread
has been corrected.
This affects all levels (rookie to ace). "All the same" mode has NOT been affected!
5. The performance of the player's car is unchanged except that the slipstreaming
effect when behind another car has been modified to make it less beneficial.
3. Web Site
************
http://www.grandprixgames.com
4. Credits
***********
For MicroProse
Producer
Phil Gilbert
Art Director
Andy Cook
Lead Programmer
Gareth Jones
Programming
Neil Alford
Jason Barstow
Jalea Clements
Simon Michael
Matt Patterson
Duncan Rooth
Jeremy Sallis
Nick Thompson
Jason Turner
Additional Programming
Neil Duffield
Julian Foxall
Steve Haggerty
Tim Round
Lead Artist
Andy Cook
Artists
Pete Austin
Carl Edwards
Maff Evans
Eddie Garnier
Lisa Godwin
Jeffrey Miranda
Greg Shill
David Smith
Additional Artwork
Halli Bjornsson
Noel Uche
Audio Producer
John Broomhall
Original Music
James Hannigan
Dave Hingley
Andrew Lee
Rob Millington
Mick Sheehan
Featuring
Mark Hemsworth
Script
Mark Hemsworth
Ossi Oikarinen
Andy Cook
Camera
Matthew Grant
Editing
Matthew Grant
Andy Grierson
Directed by
John Broomhall
Andy Cook
Produced by
Phil Gilbert
THANK YOU...
John Cook
Laura McNamara
Andy Rogers of Jemlar (www.jemlar.com)
Nvidia
Logitech
Steinberg Software for audio production systems
SPECIAL THANKS GO TO
the Orange Arrows Formula One Team for all their help during the development of
this product
Office Manager
Christine Upham
Administration Assistant
Pat Edwards