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User Date
Zalcus20December 20, 2022

Need for Speed High Stakes Downloads

Proving Grounds 3 (Pete Fix)

Proving Grounds 3 (Pete Fix)
Authorpete9516
Added On December 15, 2022
Views 701
Downloads 48
Version High Stakes
Original Track
Favorited 1 times
Average Rating
7.7/10 - 6 votes
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Additional Screenshots

Description

Original authors (who put hands on this track:

Ryan T

JimDiabolo

UnBtable

nfsfan83 (SlawekR Elblag) (probably, but i don't know exact)

HS Expansion Pack developers

chrisst27

Nite


ello guys, back in the day when the origial authors converted the nfs2 tracks to nfs4, they quite made some 'mistakes' if you will, when doing so. One of those mistakes was to let Proving Grounds not to have a single left AI lane. But instead it had 3 right lanes. What happens to the traffic then? Traffic is supposed to drive on the opposite lane. But if there is no such lane.. you can think of the rest. So i've drag'n'dropped every single virtual road point from the virtual road data and took it to the middle line of the road. I also fixed some other stuff like visibility, polygon flags, speed files, basically everything to make the AI work properly on the track.


Proving Grounds has 161 track blocks. If you put Proving Grounds on a track slot, where the original track has MORE track blocks, this might brake the AI cops.

So i'd recommend not to use Proving Grounds on the following track slots:

11: Redrock Ridge: 183 blocks

12: Atlantica: 166 blocks (Might be possible, that the cops will work nonetheless, if the difference of blocks is not too high.)

13: Rocky Pass: 186 blocks

14: Country Woods: 175 blocks

15: Lost Canyons: 212 blocks

16: Aquatica: 180 blocks

17: Summit: 216 blocks


BIG Credits for:

JimDiabolo for making T3ED better and better, even though i had some problems with the virtual road points and tunnels

NFSF1McLaren(US) for his great nfs2 video walls and slides

Track Converter written by Vitaly Kootin

Collisions fixed by chrisst27

Light, texture editing and new cameras by Nite


PS: I tried to make the AI racers to also use the pit lanes, but they don't use it. Instead i'm just happy that they don't crash into the walls anymore.

I hope you'll have fun with this version ;D Now the AI is not so easy anymore with this version. Now i'll continue collecting the nd4spd cars from my archive. Cya

Visitor Comments

  • pete9516 - 1 month ago
    User Date
    Liked
    Oh i forgot to fix the visibility.. Guess i will be doing an update.
    Reply
  • EvoX - 1 month ago
    User Date
    Liked
    Cool. Are the racers competitive now or just trying to scratch on the walls?)
    Reply
    edited by EvoX 1 month ago
    • pete9516 - 1 month ago
      User Date
      EvoX1 month ago
      Liked
      Like i mentioned in the description, they might be faster than you now. Depending on what cars you have installed and how their opponent acceleration table data is made.
      Reply
  • pete9516 - 1 month ago
    User Date
    Liked
    I wonder who or why somebody made that bad vote here. It has been really "some" work to do this fix, and i credited anybody who has made something on this mod and i think the results went pretty well.. Some people just seem to be very toxic
    Reply
    • EvoX - 1 month ago
      User Date
      pete95161 month ago
      JimDiabolo1 month ago
      Liked
      Seems like a 10 from me)
      Reply
    • Zalcus20 - 1 month ago
      User Date
      pete95161 month ago
      Liked

      Excellent update on Proving Grounds! 10/10!

      I tried this out with the traffic patch, full-grid (7 opponents) vs max traffic and it was the most challenging race yet. One false move can result in a really bad crash. THIS IS the way I know Need For Speed to be! :cool: Excellent Job!

      Just have a recommendation for you: for the slide and vidwall qfs files, it is best to keep the original file name, in this case T17.qfs and T17_00.qfs. This allows the NFS mixer to "see" the files and install them accordingly. The current names you have set (proving_grounds_slide.qfs and proving_grounds_vidwall.qfs) causes the mixer to overlook the files and you get the summit qfs files instead. O_o  ;)


      Oh and BTW, the AI sometimes use the pit stop route.  You have to be in backward mode to see it. 

      Reply
    • pete9516 - 1 month ago
      User Date
      Zalcus201 month ago
      Liked
      Thank you for your nice comment, Zalcus20, i know the Mixer is able to do that, but i did not want to decide for the player which track it will use as a base because you can use different track slots as a base, but you are right, in my next fixes i should use the original file names. I've tried to make the AI racers use the pit stop lane like players would do :D But unfortunately it doesn't and also the backward going traffic is bugged and always crashes into the pitstop wall. Do you might have time for looking up this error? And yeah i know, sometimes the traffic is using the pitstop lane, but i think the AI racers won't do that unfortunately :/ Even if i think that AI lane selection of 112 should make them decide randomly which lane they will take.. :/
      Reply
  • JimDiabolo - 1 month ago
    User Date
    EvoX1 month ago
    pete95161 month ago
    Liked

    Nice work, 'Proving Grounds' is a lot more fun that way.

    Reply

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