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1
General NFS / My nfs4 car mods archive
« on: Jan 01, 2023, 6:27 AM »
I've finally managed to upload the cars i have collected for Need for Speed High Stakes to an online file storage. At the moment, this is all i can do for you. I still plan to upload them one by one on the main page. For the ones who can't wait, this might be the right solution. Here you go:
https://mega.nz/folder/AJxUFRBb#P9OH47RPraElZ7Turvek2w
I have also collected many nfs4 tracks. But it might be that the remaining online space is too less to upload all these. But we will see

2
Allright, so in the past few days i made some serious testing about cops not turning after you, or not being able as a cop in getaway mode to arrest the racer. This is my theory which i veryfied several times the past few days when i raced random tracklists with the HS Mixer:
As soon as a replaced track has LESS blocks than the track slot's original track, the AI cops will break on those tracks. For example, cops won't be able to announce their current position, cops coming towards your driving direction will just pass you without trying to stop you by turning into you or even more worse you will not be able as a cop in getaway mode to arrest the racer.
Here's a list i made for testing so you can test this, too, by just checking how the cops work and if they don't work, check the slot where the custom track is placed and check if the custom track has LESS blocks than the original track. Also check where custom tracks actually WORKED!!! Always make double checks. (NOTE: It is not exactly less, but as soon as the custom track has less than 5-10 track blocks, the cops already start getting corrupt, so they might actually work if there's only missing 5 blocks.)
00:   Celtic Ruins:   136 blocks,   Last block:        7 polygons
01:   Landstrasse:   136 blocks,   Last block:   6 polygons
02:   Dolphin Cove:   135 blocks,   Last block:   3 polygons
03:   Kindiak Park:   118 blocks,   Last block:   3 polygons
04:   Route Adonf:   122 blocks,   Last block:   5 polygons
05:   Durham Road:   105 blocks,   Last block:   7 polygons
06:   Snowy Ridge:   129 blocks,   Last block:   5 polygons
07:   Raceway:      104 blocks,   Last block:   8 polygons
08:   Raceway 2:   110 blocks,   Last block:   8 polygons
09:   Raceway 3:   119 blocks,   Last block:   8 polygons
10:   Hometown:   120 blocks,   Last block:        7 polygons
11:   Redrock Ridge:   183 blocks,   Last block:   7 polygons
12:   Atlantica:      166 blocks,   Last block:   5 polygons
13:   Rocky Pass:   186 blocks,   Last block:   3 polygons
14:   Country Woods:   175 blocks,   Last block:   7 polygons
15:   Lost Canyons:   212 blocks,   Last block:   2 polygons
16:   Aquatica:      180 blocks,   Last block:   2 polygons
17:   Summit:      216 blocks,   Last block:   3 polygons
18:   Empire City:   154 blocks,   Last block:   6 polygons

For example, i tested Lost Canyons on every track slot. The cops worked on all track slots. When i tested on Summit i was going to say: Ok, now it must finally not work. Because Summit has 4 more track blocks. But there seems to be a somewhat deadzone of about 5-10 blocks. Couldn't figure out the exact number yet. Anyway, still, Lost Canyons worked on Summit slot eitherway. BUT you can't use Durham Road on most of the other track slots, because it has only 105 blocks. Most tracks have more than 105 blocks, thus corrupting AI cops.

Don't mind about the "Last block's polygons", i just included this to be sure for testing, every track has a last block before block 1 returns, and this last block almost always has less than 8 polygons length, while every normal block has 8 polygons length.
I know this topic has been discussed several times on different threads, but i'm a 100% sure that the problem relies on that issue right here and that's why i made this topic
Cya

3
ello guys,
https://discord.gg/U6gADWBK
This is the Retro Racing Point discord server. There are people overhauling nfs4 entirely. TsTg, the main developer of this project, has made a highpoly fix for the Stock Pack/Expansion Pack nfshsgame.exe. He's also involved in shortening track loading times, altering driving physics (not my personal taste of fix) and he's also bringing back interactive music in nfs4 with many other dudes.
But here's the highpoly patch. Unfortunately, he didn't use Jonath's traffic .exe patch (which lets you have 8 traffic cars when having full racing grid (not in pursuit though). I'll attach that one here, too. But be aware that Jonath's traffic patch unfortunately uses 1 CPU core. You'll have to use something like CPU Priority Saver to use more cores.
PS: Well, unfortunately i can't upload the highpoly patch, because it's too "large" xD (2048KB). Maybe you search yourself through the discord server. The patch should be pinned in #high-stakes-mods

4
Editing Projects / Super epic nfs4 track project video
« on: May 28, 2022, 7:03 AM »
ello guys,
today i found this video of a not finished nfs4 track which would be epic if done, but there is almost no information about it, but the name of it and that it possibly would have been a part of Need for Speed High Stakes 2008.
Check it out: https://www.youtube.com/watch?v=0Esu897-flQ
What do you think? Does somebody know if it's still available somewhere? I'd like to make it drivable :D The track shape must be awesome and the guy has put soo much work into it, looks like it would have become a giant urban city similiar to Urban Germany, but i think it's something completely different which didn't ever get released.

5
ello guys, i want to tell you how you can create an (almost) (because nothing is perfect) opponent acceleration table for a car in NFS4.

Tools you need:
Excel (or a similar table editing program)
Calculator
NFS Wizard
Notepad++

Useful websites:
https://www.automobile-catalog.com/

Step 1: Find out how fast your car gets from 0-100km/h. Let's take the 2005 Bugatti Veyron as an example. It has 1001 horse power and a maximum torque of 1250Nm. It's top speed is about 407km/h. The factory claim from 0-100km/h is 2.5 seconds. I already made an almost realistic car performance for that. Take your car to a track like Redrock Ridge or a similar track where you have an even ground which is long enough to reach a 100km/h. Be sure not to use tracks as Celtic Ruins since the finishing line is located in a sphere (not even road).
The best track for this should probably be JP Racing's Power Park Drag Strip you can find here: https://nfsaddons.com/downloads/nfshs/tracks/5432/jp-racing-power-park.html

Step 2: So i took my Bugatti to the drag strip and in the racing menu there's the "More..." button. Click it until you get to the performance tab. (hs menu performance tab.png) 2.78s from 0-100km/h (It's hard to get a car in HS to accelerate from 0-100km/h in under 2.5 seconds, but i'm happy with 2,78s)

Step 3: 100km/h:3,6=27,777m/s
            Divide 27,777m/s to 2,78s which is 9,99m/sē (unit of acceleration)
            Now take this 9,99 and multiply it by 1,1 which is 10,989 (In order to let the AI have the same acceleration as you, you need to do this) (blame NFS
            High Stakes game engine for this)

Step 4: Open Excel and insert this value (10,989) to the very first table (A1) (excel 1st step.JPG)

Additional Information: Divide 50km/h to 14 (dots in 1 acceleration table) which is 3,571 (each of it's 8 acceleration tables features 14 values)
                                  Why? If you fill the 1st table and leave 0 in all other tables, Sleepy will only drive 50km/h max
                                  Why am i telling you this? To be able to understand what we're doing here: This information comes to the clue that each dot is
                                  representing 3,571km/h
                                  For example:
                                  Dot 14 (Last dot of acceleration table 1): If this value is set to 10 (m/sē), Sleepy would accelerate at 10m/sē between dot 14 and 15
                                  (50km/h - 53,55km/h). That means Sleepy drives 10m/s faster after 1 second (which is not sleepy ;d)

Step 5: Now you need to know what is the actual top speed of your car. The 2005 Bugatti Veyron 16.4 reaches out at 407km/h which is 113,055 m/s. So each second the Bugatti passes a little bit more than a soccer field at top speeds. Divide 10,989m/sē to 113,055 m/s (Forget the units! beyond this point) which is 0,0972.

Step 6: Now you need Excel. Go to A2 (underneath A1) and make a phrase by clicking A2 (excel 2nd step.JPG). Click A2 and then click onto the adress/phrase bar and type the following: =*click on A1*-0,0972*ENTER*
*click on A1*: If you type = and then click on A1 the phrase of A2 will use the value of A1

Step 7: Now you really need Excel. Click on A2 and then move your mouse on the lower right corner of the A2 table. You will see that the icon of your mouse will change to a markable cross. This indicates a very useful function of programs like Excel. It continues the phrase of the upper previous table. Pull it to A114. You should have a value near to zero. This means at about 113 m/s Sleepy won't accelerate that much more because 113 m/s is the top speed of the car Sleepy is driving. Mark all the tables by marking A1 and SHIFTmarking A114 afterwards. Now copy them by rightclicking on one of the tables or if you don't use an Apple OS by typing Ctrl + C (excel 3rd step.JPG)

Step 8: Finally it's Notepad++'s turn. Paste (Ctrl + V) the whole excel table into an empty .txt file with Notepad++. Then type Ctrl + F (search function) and go to the "Replace" tab.
                               "Search for": Fill it with ,
                               "Replace with": Fill it with .
                               (Notepad step 1.JPG)
                               Now click on "Replace all"
You will now notice that every , in the whole file is replaced by a .

Step 9: Now move your text marker to the end of line 1. Press Shift + Right Button (steer right). Now your text marker should be at the BEGINNING of line 2. Press Ctrl + F again. Go to "Replace" tab again and DON'T CLICK on the "Search for" bar!!! Very important! Instead, click on the "Replace with" bar and type ,
Then press "Enter" and you will have 1 long line of long decimal numbers. (notepad step 2.JPG)

Step 10: Take 14 of those decimal numbers for each line. In the end you will have 9 lines of decimal numbers (notepad step 3.JPG).
              Guess what?
              50/14     = 3,5714285714285714285714285714286
              400/112 = 3,5714285714285714285714285714286
              14 dots times 8 is 112
              50km/h times 8 is 400km/h
              Maybe now you will get the clue.. The bugatti drives 407km/h at top speed. But the acceleration tables only go up to 400km/h! Unfortunately there's no
              fix for that. It's like the hardcoded 6 gears limit. If you set a 7th gear the car will act like somebody pulled the handbrakes on. You can manipulate the
              top speed of the AI's cars by raising the "Maximum velocity" option in "General" tab of carp.txt But this will have an imense effect of your car's actual
              performance! So better keep it that way. Just let the 8th table have more than 14 dots.

Step 11: Copy & paste those 8 lines into your opponent acceleration tables and save your car.viv! Done.

I will now try out the new carp.txt on Xtra Tracks. Since you can max out (almost ^^') every single mod car on that track. You can get it here: https://nfsaddons.com/downloads/nfshs/tracks/3159/xtra-tracks.html

I rounded off each number to 3 digits. Usually i take each value out of the calculator with it's like 20 digits after the comma. This is way more precise in the end and leads to a better result. But for this tutorial i kept it easy for the eye and rounded up to 3 digits for everybody this is new to. It is possible that the AI is slower with only 3 digits but in the end it probably doesn't matter.

Why did i do this tutorial? There are programs like Real Tuner 2 which does all the work for you. BUT i like to make my carp.txt's on my own because there are many many cars whose top speed is much lower than the maximum speed of the last gear. And if you make your opponent tables like in this tutorial you will certainly get a realistic acceleration out of your AIs. If you're doing this every day, you should be able to make an acceleration table in less than 5 minutes.

That's it. Now i only need to upload the remaining pictures (since i can only upload 5 each post).

Cheers

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