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Messages - Zpectre

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1
General NFS / Re: How to install NFS HS with Modern Patches
« on: Nov 24, 2017, 1:49 PM »
Well, i tinkered a bit with HxD...
So to sum up my conclusions:

Reset car class (like Knockout truck)
- car has no class (B, A, AA or AAA) ingame
- NFS-Wizard shows empty class field
- in pursuit mode opponent will be chosen by random classes

Set adresses 00000382, 00000383, 00000384 and 00000385  to values "FF"

Engine position
- set engine position at front (like La Nina) or at rear (like McLaren F1)
- influences smoke position of damaged engine and amount of damage taken by collision type (Frontal- or Rear-impact crash)

Set adress 000003BB to
 "00" - Engine position at front
 "01" - Engine position at rear (other values unequal to 00 work as well)

I'm surprised this is in the FEDATA and not in the CARP...

There's a lot of stuff in the CARP that doesn't seem to do anything... :(

2
General NFS / Re: How to install NFS HS with Modern Patches
« on: Nov 22, 2017, 10:46 AM »
Thanks, DrSpeed! Nice find. :)

So there was an option to remove the Skyline from pursuits, interesting stuff.

3
General NFS / Re: How to install NFS HS with Modern Patches
« on: Nov 21, 2017, 10:52 PM »
Was it here that I spoke about the addon cars? No? Well, then I'll report my findings here as well.

The FEDATA files of the addon cars have some hidden data which makes them accessible only when installed into the SaveData folder. This was obviously done to preserve the integrity of the vanilla game. I do not know what this data is, because NFS Wizard can't read it, but I do know it's there.

I can't pinpoint which of the fields has it but, if you open a FEDATA file of an addon car in NFS Wizard, delete the ID and serial number content and write it again, NFS Wizard will overwrite the data with the values you input, so the problem should be fixed. This will also work for any addon car by third-parties which behaves similarly to the official ones, such as Thomas Egelkraut and jason g trusty's cars.

Addon cars also have specific AI behavior, which NFS Wizard cannot read, but it's there in the Pursuit field of the FEDATA file. NFS Wizard returns a blank field IIRC. Again, you can just switch it from the blank field to "No" and the cars will behave as normal.

I was in the middle of making a barebones expansion pack as a companion to the Modern Patch containing those fixes as well as others (missing colors in the Aston Martin, for instance), but it was necessary to make showcase slides as well as proper vidwalls and I got lazy since Photoshop is not my thing. :D I cannot provide audio either since I can't even open the files and I don't sound much like the announcer.

4
@Zpectre:
Never heard of such a mod you described and im very interested. Do you remember the name of this mod or sites where it was available?
Do you have this mod backuped or is it still available somewhere?

I don't have it as a backup.

It was available at one of the old German websites.

5
General NFS / Re: Need For Speed 4 Modern Patch - Donations?
« on: Nov 12, 2017, 4:54 PM »
TBH all I want from now on is widescreen and 1024x1024 texture support. :D

And this mostly because there are many addon cars with 512x512 textures (most of Butch's newer cars, dingsign's BMW M6, Jason Trusty's Pontiacs), which would greatly benefit from an upped limit. It would also greatly help the community that still makes police cars for the game.

Multi-core support would be helpful, too, as the game would run a little better with detailed addons.

The rest of the stuff people often request is not feasible IMO. The car limit might be too difficult to crack due to all the strict things in the game regarding serial numbers. It seems EA left it all in the EXE and we were lucky to even have the possibility to add cars because of how the addons were handled. Notice how there aren't any official addon tracks for the game and the track list is one of the strictest things in the file structure, to such an extent that track features are linked to the slot rather than the files themselves!

6
I don't remember where it was available anymore but there was a mod for NFS5 which added back many beta things such as certain gearbox upgrades which added gears, as well as some bug fixes in car performance and a full set of dedicated upgrades to the official addon cars with their own names in them.

It was my favorite mod ever made for this game and I can't imagine myself playing through PU again without it, but it was not popular with the people who were later dedicated to preserving the game (mostly online players who cringed at the mere mention of a possible bugfix that changed car performance).

7
General NFS / Re: Looking for Ryuji Kainoh's cars!
« on: Jun 15, 2017, 6:45 PM »
There are quite a few surprises among Andrew's files. That's all I'll say for now. :D

8
General NFS / Re: Looking for Ryuji Kainoh's cars!
« on: Jun 15, 2017, 10:23 AM »
No problem! I am glad I can help and hope this closes the gap on missing cars or maybe even completing the lost cars.  I always liked his work since he made his cars look like they belonged in the game and those vid walls that matched perfectly.  I will zip the whole file and upload to one of those websites like zippyshare or what ever and PM it to you.

PS I did start uploading some of them to nfscars a long time ago like the Mercury Cougar has my name on it as uploader but I stopped because at the time I couldn't find out if I was duplicating cars or what was needed and couldn't get a list.  But either way glad I can help!

No problem! I believe you did that more than a decade ago, and at that time it was time consuming to do it because internet speeds were much lower and to my knowledge fiber wasn't well implemented yet. So it's understandable.

There were people there at NFSCars who claimed they had all of the cars but they left long ago.

9
General NFS / Re: Looking for Ryuji Kainoh's cars!
« on: Jun 15, 2017, 6:36 AM »
Hey Andrew, thanks for coming here. I want, well... All of them. :D

If you don't want to/have the time to upload them here, I can do it myself. The few I've uploaded were pretty much intact and I didn't take any credit for it, as Remko is just adding them to the backlog instead of having them on the front page since they're not new releases. I kinda want to upload them to NFSAddons since download links become deprecated after a while.

Of course, there are plenty in your list that NFSAddons and NFSCars already have, but most of what you have is unique.

10
Editing Projects / Re: Yeehaw! - A Dukes of Hazzard project
« on: May 28, 2017, 10:18 AM »
I see. Yeah, the cars have a lot of little bugs... Lots of MW and Carbon cars aren't even symmetric, if you look closely. It's hard to spot once the car is ready, but looking at the wireframe you can see it, and other bad stuff like the gap in the Charger.

11
Editing Projects / Re: Yeehaw! - A Dukes of Hazzard project
« on: May 28, 2017, 8:29 AM »
Elaborating on Cooya!'s words, the gap looks like a normals issue. The biggest problem with these cars from MW, Carbon, etc. is that EA had a way of doing things that isn't in our best interest. In NFS4 you have to use the lower LOD and I think they did those lower detail meshes by computer instead of hand, cleaning up afterwards. So the lower detail is often less smooth than it could've been, as it's supposed to be seen only from distance.

There are plenty of community meshes with better polygon placement than an EA car, though usermade cars usually have their own problems (overuse of polygons in other areas, bad textures, bad normals and wrong proportions). Can't blame them, though, because resources were scarce in the early 2000s. The cars of Team RSR, Martin Leps and others took long to make because these things take long to do right.

I also don't know how Reggaeton converted the car as I've never used it nor tinkered with it.

But yeah, aside from that, the car looks pretty much perfect. I like your work a lot, MADMAN! Badge should be easy to fix and rear plastic part is easy to change as well. We're long due a General Lee in NFS. :D

12
Hey! Thanks a lot. I'm going to try renaming the file and doing some tests tomorrow. So I'll let you know.

Just so you know, what I'm trying to do is my own version of NFSHS. I want for it to have the cars that where on NFSIII that where not included on NFSHS (Scighera, Countach, Ferrari F355 Spider, Spectre R42, to name a few) that way I can have the best of both worlds.

I was actually trying to do the same a while ago, but some of the cars are a bit difficult to find.

13
Yeah Frank it was the 1977, haha. :D

14
Frank, you might want to do the Dodge Monaco too as it's the same car and also used as police on TV. :D

15
General NFS / Re: Need For Speed 4 Modern Patch - Donations?
« on: Apr 22, 2017, 8:55 AM »
Increasing cars limit is on my todo list, but it is not in the mandatory list. So, I'm planning to try to do it some day. But it is really a little bit tricky code in the game. I've tried to find the code which blocks Ferrari and Mercedes cars in the NFS4, I've spend several hours without proper result. I know that it is possible just to change attributes in the car files. I just thought to remove this limitation like it had been done in the NFS3. In the NFS3 I've fixed this problem in a minute, just because this code in the NFS3 was much simpler and there were two hardcoded strings "Ferrari" and "Mercedes", so it was easy to find it =)
I'm just trying to say that the code which works with cars is tricky and increasing the limit can't be done easily. I don't know how much time it will require, but I will try when other planned things will be done =)

Yeah I agree.

The amount of tracks I think it's a lost cause, because there are some things that are highly dependant on the slot. Some tracks are more sensitive to crash with detailed cars for example, but if you take a problem track and put it in a different slot, the problem disappears... This is an example of something which isn't obvious at first sight, unlike the cars that the police uses.

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