FairLight DOX Division Presents:
Grand Prix 4 Update 9.6
Cracked by: FAiRLiGHT : : Release Date: 11/23/02
Packaged by: Heaven # of Options: N/A
Type: [ ] Manual/Reference Card Type: Patch
CD/Box Covers
Walkthrough
Strategy Guide
Cheat/Trainer
[X] Patch
Number of archives: 2
Instructions
Update your copy of Grand Prix 4 using the included update and then
copy the cracked 'GP4.exe' over.
Patch Changes
1. The game will install and run perfectly well at the first launch. If
the player quits the game and then returns at a later date the game will
not run again.
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
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. TV overlay bugs:
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.
/TEAM FAIRLIGHT
Greetings to our friends in groups such as:
CLASS, BACKLASH, KALISTO, ECHELON, BMI & TITAN
Kindest regards - FairLight DOX 2002