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DiRTy Gossip about DIRT Rally Games
TURBODEVIN19 replied to MastaVonBlasta's topic in DiRT Rally 2.0
Given I only have a poverty spec PC (for now ;) ), could someone make my day and screen grab that please?... As soon as I get home, but I think someone will have posted one already by then. -
Given I only have a poverty spec PC (for now ;) ), could someone make my day and screen grab that please?...
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DiRT Rally Bug Report-Audio (co-pilot) (issue Fixed)
alucard226 replied to N7Group's topic in DiRT Rally 2.0 Support
Same issues no co pilot audio no on screen promps. I dont know how to share my dxdiag file but FX 6300 R9 280 Windows 8.1 pro 8 gigs ram gigabyte motherboard logitech speakers+subwoofer its a 2.1 setup -
Firstly, top start and it seems like a lot of the issues are covered here anyway. My main concern is the FFB (like others). Just the general feel of the car whilst you're driving feels like you're not on a rough gravel surface (for instance). You can see the hands on the steering wheel jiggling around (if that makes any sense), yet you aren't feeling it in the actual wheel so matching the wheel animations on screen with the actual FFB would be awesome. Also over bumps, I want to feel that in the wheel as well. Anyway - early days... keep up the good work! Ps. Great to read such a positive vibe in these forums.
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Well, I repaired my Visual C++ redists, and after the second reboot I'm now getting to the known Error 41 screen. I'll have to wait on further word about that then.
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Really enjoying the game so far, closest thing to RBR when it comes to great rally game. Hope you'll improve Rift support with menus too as that's next on my list. So far been trying with a 360 controller and screen only, and that's worked well. When it comes to cars I'd like to see more of the special cars, like the RX-7 rally cars in the RWD category. I have driven enough Impreza's to last me a lifetime even if I know they are great and there's many versions for a reason.
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mabye it already does ahev ot i dotn know not tried the early acsess yet. but here are soem of my suggestions and i agree with your suggetions. ability to removoe handsmultiple controller support like buttonboxes,shifters,handbrakes, connected at the same timeability to use both sequential shifter and h shifter withotu changing the settings,multiview for triple screen so you the view o nthe sides will no be weird seen a vid on youtube saying it does nto ahve clutch,please add that no sim without it. let us make skisn for the game,give us tempaltes,make it poossible for others to see the skisn in multiplayer.
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DiRT Rally feedback list
maplesyrupghost replied to Azoresst's topic in DiRT Rally Series Suggestions
- I'd like to see a map like Dirt3 has where I can see where the upcoming turns are without a co-driver - Co-driver sounds don't work for me, but I assume that will get fixed - We need perhaps another game mode in championship/career mode to earn credits, it's ruthless enough that you can lose more than you earn on a championship so I would like to see a few more ways to enjoy our rally cars, even a practise track would be nice. It would be cool if we could do a single race or a challenge track of some sort with our career cars. - I did horribly on the first championship race thing and lost money overall, without a way to redo that part of the championship over again I just wanted to reset the whole career and start over. I am glad we have this option to reset progress but it also reset stats. Seeing as how someone might want to reset it a few times, it would be cool if we had a way to reset and still retain some of those stats. Maybe 2 pages of stats instead, and have the other one hidden from view unless you reset your stats and then a page 2 appears with stats including resets? Would be easy to implement. - How about this instead, also super easy to implement, is to have 3 or more career save slots. Because at the moment, I wasn't really presented with a save state to choose or load it just goes into autosave and does the single player experience thing. What if someone had a little brother who wanted to play, if they played on the dudes career mode and lost a race it would negatively affect his game to the point where he might have to reset ALL PROGRESS and ALL STATS to be a fresh game, because of potentially 5 minutes mistake. It would be cool if when we clicked on the championship button, it brought up 3 different save slots, click on the first one, enter your name, etc, and have everything else the same. Then when you screw up after 8 hours of playing through that career, you can start a new career without necessarily deleting the old game with the old progress, you could click on save slot 2 and play. Only reason I see this sort of thing being a necessity is because of how ruthless it is. You can screw up so easily and there's literally no other option, just go to championship and do those sets of races, hoping to not mess up. With Dirt3 and Dirt Showdown, you had a set of races you could do over and over until you did perfect on every one, this game is totally different in that you have 1 giant progression and if you don't win you might need to reset your whole game save. Intense! It was especially hard considering the co-driver sounds dont play, so it's at a great disadvantage with no map and no co-driver trying to do 100% perfect on every race. - Ability to redo the 'race of the day' for the online thing. GREAT feature, love it, will be sure to do that race of the day every morning. I don't see why we can't do it several times through the day, not very fair if a person crashes once they are cut off from trying again. I can understand why, but I would like to play it a couple times even if it cost me in-game credits to keep trying more than once! :) - I'd like stats on my online race-of-the-day challenges at some point, like a calendar I can go to and see all the days of the month, which are all races of the day so it works out perfectly, and when your cursor hovers over an icon you could quickly display the race type, car, world record and user record for that day, and you click on it have it show the top 20 users or something. Just something so that we can look back and remember our accomplishments, 'cuz right now it's like we are just racing for our own enjoyment! I don't see any other areas in the menu to look at what we did on those races. - Splitscreen multiplayer and LAN multiplayer. I care about it more than online multiplayer (which is also a good time). - If we launch our car off a cliff into oblivion, it would be cool to watch it roll to it's doom instead of the screen pausing and saying "unrecoverable car". I'd much prefer to see the harsh reality of my mistake. - Most wanted car suggestion: 1996 Suzuki Escudo Time Trial Car (Pikes Peak) -
Just add stage kms in selection screen please.Weird stage naming here in Greece.Ypsona should be Ypsoma or the much better term Anavassi.I will check back tomorrow with all proper naming.Thanks
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My feedback so far after only a brief play: - my ClubSport v2 pedals didn't work properly initially - even at full depression the car was going way to slowly. I had to alter the accelerator saturation to 50% to get it to work sensibly. Some visual indication of what axis values the game can see would be very helpful in tuning the saturation & deadzone values. - there appears to be no FOV setting (or is it just well hidden?). On my triple screen setup the cockpit view is too wide (like I'm sat in the back seat) and the bonnet view is too close. Everyone's FOV is different (depending on their monitor size and distance), so a FOV adjustment is a must. - force feedback on my CSWv2 is rather underwhelming.
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DiRT Rally Bug Report-Audio (co-pilot) (issue Fixed)
Soli2de replied to N7Group's topic in DiRT Rally 2.0 Support
Having the same audio and HUD problem. CPU: i5 4460 3.2GHz RAM: 8GB Mobo: Asrock Z97 Extreme4 (using RealTek onboard sound) GPU: Sapphire r9 290x 8GB - Ultra Graphics preset HDD: MX550 512GB SSD Logitech G502 Mouse, Wireless keyboard Using Xbox One controller for PC Main Screen - Samsung TV and 2x ACER H213H monitors, using Display Fusion software. Windows 7 64-bit OS. DxDiag Readout: https://docs.google.com/document/d/1QAJw0d1L0Asl1ZR6Cv_aCp3OlxCHQuTaEgmOOuz-vRQ/edit?usp=sharing -
Exactly... I understand that the game isn't polished yet, and CM would prefer this to be at an acceptable level before showing anything. But that said, the game has been showed to a few journalists, why not share some to the users ? if you on screen state "game still in development, not final build" or something you shoul be good to go ;)
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Yeesh. The last people we need Codies to take advice from right now is a guy whose product is so late to market that it had to skip a whole generation of consoles :) Which was, precisely, best decision he could have ever made for the sake of the project. Making the game on those jurassic systems was affecting very seriously the development process on the more powerful platforms, specially on xbox1. Seriously flawed AI (AI cars are just as ret***** as in Driveclub. This means they go full throttle on their invisible rails and never EVER detect the player. It's what some idi*** call "competitively aggressive AI"). There were also some frame rate problems in some certain circuits. To be more precise when you were taking corners, depending on the track, and the number of AI cars racing, frames would drop EGO engine style. They got It fixed on the last PC build though, but I don't think they managed to fix It on the consoles yet, because running at 60FPS with nice graphics, and an INSANE number of cars on screen mustn't be an easy task at all to accomplish, I'd say Did they fix the AI?
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Yeesh. The last people we need Codies to take advice from right now is a guy whose product is so late to market that it had to skip a whole generation of consoles :) Which was, precisely, best decision he could have ever made for the sake of the project. Making the game on those jurassic systems was affecting very seriously the development process on the more powerful platforms, specially on xbox1. Seriously flawed AI (AI cars are just as ret***** as in Driveclub. This means they go full throttle on their invisible rails and never EVER detect the player. It's what some idi*** call "competitively aggressive AI"). There were also some frame rate problems in some certain circuits. To be more precise when you were taking corners, depending on the track, and the number of AI cars racing, frames would drop EGO engine style. They got It fixed on the last PC build though, but I don't think they managed to fix It on the consoles yet, because running at 60FPS with nice graphics, and an INSANE number of cars on screen mustn't be an easy task at all to accomplish, I'd say
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One of the things I don't like from previous games is the on screen start red lights. We should have a way to remove them and keep only the real track signaling lights.
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Explaining why I won't buy the next Overlord game
justbiglee replied to nocoolnamejim's topic in General Discussion
Thanks for the post Jim, really cool of you to take the time to come and post :) Just wanted to clear up your point about the 4 player co-op. You don't have to play the game in co-op. You can have your character and play the whole game on your own, you won't need to share your power with anybody else on screen - just you and your minions. Then if you want to you can take your character online and play with your friends but you don't have to. The AI will scale and adapt as you play regardless of how many others you are playing with. But that is totally optional. Keep an eye on the other videos we release over the next few months I'm hoping we can turn you around, but if not - that's cool. Everything you've said is still important to us and we will keep all of this kind of feedback in mind and again, thank you. :) -
2) Formation laps have already been confirmed as NOT included this time, I'm afraid. 3) 100% cockpit view is already possible the past couple of games, you just have to select it in the options as it's not the default for pit stops. 6) Indeed, I'm a UI designer by trade and some things are a bit annoying. That said, it's tough to design a UI that's optimal for so many different target devices -- Xbox controller, PS4 controller, PC keyboard, and a dozen supported wheels with different button layouts, not to mention a range of physical screen sizes from probably 32" (and I'm sure a lot of people play on smaller), on which a lot of the writing is already too small to read from any distance, to 60"+ where it all looks big, clunky and wasteful of space. 7) Well, we already have time of day change in the races (though not P&Q sessions) where they're significant in real life, though they presumably don't simulate any change in the races that run from 1pm-3pm local time as that's usually negligible. Being able to pick arbitrary times to run races would be a bit odd though I think, for what's meant to be a simulation of the real F1 season. (None of these would be do-able by June though... two months before release is way too late to be adding any remotely significant new features, it should all be about the QA, final asset updates and other minor polishing by now.) Fair enough, on review the SDLC probably isn't favorable toward many of those types of changes perhaps but I'm pretty sure #1 is doable :). Anyway, enough negativity and criticism from me. I thoroughly enjoy their F1 series and honestly can't wait till June for the new release.
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F1 2015 Game Ideas and Suggestions
scottishwildcat replied to Number44's topic in General Discussion
2) Formation laps have already been confirmed as NOT included this time, I'm afraid. 3) 100% cockpit view is already possible the past couple of games, you just have to select it in the options as it's not the default for pit stops. 6) Indeed, I'm a UI designer by trade and some things are a bit annoying. That said, it's tough to design a UI that's optimal for so many different target devices -- Xbox controller, PS4 controller, PC keyboard, and a dozen supported wheels with different button layouts, not to mention a range of physical screen sizes from probably 32" (and I'm sure a lot of people play on smaller), on which a lot of the writing is already too small to read from any distance, to 60"+ where it all looks big, clunky and wasteful of space. 7) Well, we already have time of day change in the races (though not P&Q sessions) where they're significant in real life, though they presumably don't simulate any change in the races that run from 1pm-3pm local time as that's usually negligible. Being able to pick arbitrary times to run races would be a bit odd though I think, for what's meant to be a simulation of the real F1 season. (None of these would be do-able by June though... two months before release is way too late to be adding any remotely significant new features, it should all be about the QA, final asset updates and other minor polishing by now.) -
That game looks amazing! I was never a huge star wars fan but that might have to go on the pre order list. I cant think of any other game company that doesnt give any info or pics this close to release and im sure I seen some cm employee say maybe nothing next week either but might be wrong on that? Thats whats getting me thinking its going to be 14 all over again, Announce the game then few weeks later some press previews which told us very little and now every thing is top secret again. Maybe most would disagree but Id be happy (for now) with just some new screen shots every few days and a mod on here answering some questions on here about them but even thats to much for cm when it comes to advertising the games they spend all year making.
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I haven't read the entire thread but and I'm coming here having only played F1 2013 so far but here's what I'd like to see: 1) A hide/show steering wheel option. Never seen this one requested before, but as someone who's spent over $5k on building a custom carbon fiber F1 steering wheel, I'd rather not stare at a redundant copy on the screen. This feature would further increase immersion for the many who are playing racing games these days with a full-on racing cockpit instead of the standard controller. 2) It's been requested a million times and perhaps it's already been confirmed to be included but the formation lap before the race. 3) 100% cockpit view option during all points of race - even during pitting. Again may be in current games or planned, but would definitely help with immersion. No TV broadcast views unless spectating. 4) Non-automated pitting. For all racing modes - even time trials. I want full control. 5) Simulator mode: full control of starting points on track for sector practice or working on specific turns. It's tiresome perfecting those troublesome penultimate corners by having to do an entire lap to get there. 6) Better UX (user experience). Having working software development for nearly 20 years i'm a stickler for bad UI and poorly designed menus. Resetting a time trial session in F1 2013 (PC), for example, takes too many menu/submenu clicks and confirmations clicks just to start over. And in the heat of the moment this up up down down left right nonsense is infuriating. Curious if the UI guys actually play the game they help design. 7) Time of day change. EA and others have been doing this in several sports/racing games for like two decades. Would be a very nice feature. More ideas coming, but this is a good start for me - many of these doable by June for sure!
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I agree. Ill probably get sick of it without seeing my own name on screen. I guess I'll just play Project Cars
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no disrespect softy94 but 1200 view is good but when you have more dislikes then likes by 50% you need to think about that, and recording your screen with a mobile in 2015 really... only reason you have them 1200 views is from your title of your post in this forum but good luck
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There shouldn't need to be a balance. Just give us a sim, and give the arcade drivers as many assists as they need to make it feel like an arcade game. One day, I'd love to find out how many people on here who expound about "just" having to do X in order to achieve Y have actually written and maintained any sizeable software code base :p Agreed I know it's not as easy as some people claim it to be during my computer courses at college I had to do some programming and it was pretty challenging just to make a working traffic light appear on the screen so I can only imagine how challenging it is to do this with a full game and get everything spot on. I managed it but it was no easy task.
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Green Screen that results in my PC restarting - Only in DIRT 3
Evilsmurf replied to DeanV255's topic in DiRT Rally 2.0 Support
Hi @DeanV255, try this. http://www.downloadatoz.com/howto/how-to-deal-with-black-green-screen-in-dirt-3,12684.html -
Does it only stream at 30fps though? It's not something I'd use anyway but still good that it works, and that startup is crazy fast. There's a reason I don't turn my Ipad off o:) I don't think Microsoft get the credit they deserve, as everyone I know that has one loves it. Think the only downside is app support, but then that wouldn't bother me. I'd love to get the serface Pro 3 but can't afford it, as I'm saving up for an air conditioning unit as already my room gets upto 26-27c while gaming. Hoping it cools down until summer starts so it gives me time to but one :D. I probably wouldn't get the pro version though, as it costs a lot but then is a laptop/tablet. Could get an ok gaming laptop for that price. It would be pointless really for me, as I mostly use my tablet for browsing or watching videos, and the IPad Air has a big enough screen for that.