Guys help me find this mod for NFS4 :)
https://www.youtube.com/watch?v=ReZf-94Mhqo
Hello Slawek ^-^
some well known cars and tracks among there .. heard of that, a short search found this so far:
on a Polish forum: ;)
http://forum.programosy.pl/nfs-detroit-muscle-vt14982s9540.html (http://forum.programosy.pl/nfs-detroit-muscle-vt14982s9540.html)
Dutch forum thread with also a listing of cars:
https://gathering.tweakers.net/forum/list_messages/28740 (https://gathering.tweakers.net/forum/list_messages/28740)
on our own forum also a short discussion:
http://www.nfsaddons.com/forums//index.php?topic=64.5 (http://www.nfsaddons.com/forums//index.php?topic=64.5)
for example the 'Michigan license plate' tool as a part of 'Detroit Muscle Mod':
http://www.nfsaddons.com/nfshs/tools/758/ (http://www.nfsaddons.com/nfshs/tools/758/)
Cheers
Frank
Cars I have, this is for friend. But I know that was a mod that make menu and adding cars from MC to NFS4??? Anybody have this mod in rar file?
it looks indeed like Detroit Muscle Mod after some googling
It seems to be mostly a (well made) menu mod with some slightly modified tracks. The cars can easily be found here and in other places.
I'd love to get my hands on that menu, though.
This also was discussed on iplounge.net forums in 2010 (http://w.iplounge.net/forum/viewtopic.php?p=4050&sid=8f2439950dbe94c6b31c599840b4af3a). At that time Remko uploaded the mod. So i think if we ask him nicely, he can host it somewhere again :)
This was the original site of the mod: http://web.archive.org/web/20010401053814/http://www.nfsmods.com/cars.html
For some time it was hosted on nfs2000.de i think, but well... that site is also history.
Quote from: MADMAN_nfs on Feb 27, 2017, 11:10 AM
This also was discussed on iplounge.net forums in 2010 (http://w.iplounge.net/forum/viewtopic.php?p=4050&sid=8f2439950dbe94c6b31c599840b4af3a). At that time Remko uploaded the mod. So i think if we ask him nicely, he can host it somewhere again :)
This was the original site of the mod: http://web.archive.org/web/20010401053814/http://www.nfsmods.com/cars.html
For some time it was hosted on nfs2000.de i think, but well... that site is also history.
Well if Remko still gots it or anyone else has it they could just put it up on here, NFS Cars,or our site ofcourse :). If I can find it I'll do that.
Quote from: nfsfan83 on Feb 27, 2017, 3:46 AM
Guys help me find this mod for NFS4 :)
https://www.youtube.com/watch?v=ReZf-94Mhqo
That is an interesting variation on the Detroit Muscle mod, and by 'variation', I mean that it has several cars and tracks included, which were never in the original release back in 2001.
In fact, there were no new tracks in DM to begin with. And that 'Highway of Fortune' track in the beginning of the video is something I've never seen before. ??? Doesn't look half bad, actually. What a pity that the uploader of that video is giving no info on where he got it, and also disabled the comments on his YT page.
Detroit Muscle *ufo* edition, it says on the loading screen... honestly never heard of it.
Quote from: FranknFurter on Feb 27, 2017, 4:29 AM
Dutch forum thread with also a listing of cars:
https://gathering.tweakers.net/forum/list_messages/28740 (https://gathering.tweakers.net/forum/list_messages/28740)
on our own forum also a short discussion:
http://www.nfsaddons.com/forums//index.php?topic=64.5 (http://www.nfsaddons.com/forums//index.php?topic=64.5)
Funny to see that last thread brought up, including that short argument I had with a poster I'd completely forgotten. :D
Also that Dutch thread, with Sander Prinsen (founder of NFSCars) peeking in as well. ;)
I could give a bit of history about this mod, but I think I already did in the past, so I'll save that for another post, for now I'll give you the files you're looking for.
It seems people are interested in the Menus, etc. more than the cars. Unfortunately, the mod was created so that you had to install the car packs first and then run the separate DM Installer file. This last installer is the one with the loading screen, new slides, menus, white smoke patch and Michigan license plate in it.
I don't know if there's a way to get those from the Installer.exe alone, maybe someone with more programming knowledge than myself would be able to find a way.
Here's a pack with all the necessary files included:
https://www.dropbox.com/s/ztfh3la3n4ti4j9/Detroit%20Muscle%20Pack.zip?dl=0 (45 mb)
Inside are all 6 carpacks 1a-1f, as well as the latest official installer 1.10 and a DOS version of the same.
Two more things are included: a folder with two 'fixed' versions of two menus that are bugged in the original installer, you will have to add those manually.
Also there's a fixed dash.tga of one of the generic dashboards that were included in the mod. (IH8COPS made replacement dashboards for the cars that didn't have one initially) That last one isn't 100% necessary, it just looks less distorted.
As for the installation instructions, please see https://web.archive.org/web/20030410085318/http://detroitmuscle.racerplanet.com/downloads.php (complete with 'please read the instructions' popup) as the DM team tried to do everything as fool-proof crash-free as possible.
Now, to be honest, I haven't installed the full DM mod myself in years, so I don't know if after all these years, the installation will work flawlessly (especially on modern Windows OS). :-\
If all goes well, it creates a second install next to your original High Stakes one, complete with separate desktop shortcut.
If all works right, it should also be possible to delete DM without it affecting your original HS game.
But as you can hopefully understand, I cannot 100% guarantee all this. For that reason it is probably a better idea to back your original NFS:HS up, or try it out on a second installation of the game, to reduce the risk of having your game messed up and having to re-install, or worse, losing files.
One more tip: once you've installed the mod, there's a chance the game will hang at the new, red "Loading" screen... as stated in https://web.archive.org/web/20030621172340/http://detroitmuscle.racerplanet.com/help.php just hold down any key down for a few seconds until it resumes.
Sorry there is no easier way to look at the mod itself, as I don't have the menu files etc. separately. Good luck and if you've any questions, let me know.
edit: corrected the dropbox link
Actually, Remko, there are quite a few interesting cars in the zip file you provided. I said that because it looked like most of the cars in the video were available as separate downloads. The mod was effectively a collection of the top American muscle releases in the early 2000s wrapped up in a nice package. Those cars, to my knowledge, could be found as separate downloads even back then.
Installation is not necessary, as 7-zip can unpack the executables.
To see which cars are included see here (click the 1A, 1B, etc. links for more details and images:
https://web.archive.org/web/20030808172354/http://detroitmuscle.racerplanet.com/cars.php
To be honest many of those cars are from late '99 - early 2001, so may not all be up to today's standards. Lots of other good muscle cars were made later that year, and planned for a second release, but that never happened. They all were available separately anyway (like Bigblock's '62 Impala, Smokey's Charger Daytona, etc.)
To see some ingame and menu screenshots, see here (surprisingly, almost all images survived on the archive):
https://web.archive.org/web/20030808180322/http://detroitmuscle.racerplanet.com/screenshots.php
Most of these were made by yours truly ;) I was somewhat involved in this mod, but really only as a PR guy/beta tester.
The loading screen was created by Silver, the design for the in-game manus by SVT_Man, and the programming by RunR.
Quote from: Zpectre on Feb 27, 2017, 4:05 PM
Actually, Remko, there are quite a few interesting cars in the zip file you provided. I said that because it looked like most of the cars in the video were available as separate downloads. The mod was effectively a collection of the top American muscle releases in the early 2000s wrapped up in a nice package. Those cars, to my knowledge, could be found as separate downloads even back then.
Installation is not necessary, as 7-zip can unpack the executables.
True, if it's only the cars that you want, then any zip/rar program will let you open the exe's as an archive. Full install is only when you want to see the Loading screen, menus, slides, etc.
And yeah, this early release has mostly cars that were already available at the time from Authors like Badfish, Cougar, Cvette, Profesorn. Some of the pursuit vehicles are probably unique for this mod, though.
Quote from: Remko on Feb 27, 2017, 4:19 PMTrue, if it's only the cars that you want, then any zip/rar program will let you open the exe's as an archive. Full install is only when you want to see the Loading screen, menus, slides, etc.
And yeah, this early release has mostly cars that were already available at the time from Authors like Badfish, Cougar, Cvette, Profesorn. Some of the pursuit vehicles are probably unique for this mod, though.
This mod actually has some gems, worth a separate install along with further cars like Smokey's Challenger R/T. ProChevelle's cars would feel quite at home here as well. :D Quality is inconsistent, because lots of people contributed to it, but some of them stand out and aged quite well, such as Shaundaddy's '57 Bel Air, Smokey's '68 Charger which to my knowledge cannot be found anywhere, RunR's Thunderbird, Justin Martin's '57 Olds, Cougar's Mercury Cougar Eliminator, Ryan T's Mustang and Road Runner, Profesorn's '63 Corvette and, my favorite, Jason Trusty's Pontiac Firebird Formula.
This mod was intended as a replacement of the original game, so the cars' identification is the same as EA's own cars. I'll try to change it for my personal use, but if anybody wants it I can share the untouched unpacked contents of the installers I was quickly able to compile. There was some stuff like EXE patchers which aren't needed anymore, so I didn't include them in the folder.
Thanks, Remko, an Others, for that D.M. mod, History talks :D of course the site links,.was real cool reading all about this. But, I need go library to ever download, all the Gems : } was good readings...yup
Oh my. I remember this one. :D And I think that people were trying to bring it back ever since (like that MCO total conversion based off of it, that was already mentioned elsewhere), so it's great to see it again after all this time. ^-^
Thanks for sharing it with us, Remko. =D
Thanks a lot guys for help 8)
Also, I looked bit further into it, and just as I thought, the 'Highway of Fortune' track was available at nfs2000.de back when the site was still around. ;)
The "Highway of Fortune" track was also part of the Stiff'n'Roll 2009 mod and replaced Aquatica there. It is based on Durham Road tho. The author is Arisis from NFS-Track Design.
The "Key to the Highway 1.9" file, that contained all tracks of the mod, was available at Geminiyo's old site http://fino.w6.ru/nfs4.htm
(http://thumbs.picr.de/28453392ad.jpg) (http://http://show.picr.de/28453392ad.jpg.html)
On request i can upload the track here on the site or externally; or the whole Key to the Highway package.
Quote from: MADMAN_nfs on Feb 28, 2017, 7:36 AM
The "Highway of Fortune" track was also part of the Stiff'n'Roll 2009 mod and replaced Aquatica there. It is based on Durham Road tho. The author is Arisis from NFS-Track Design.
The "Key to the Highway 1.9" file, that contained all tracks of the mod, was available at Geminiyo's old site http://fino.w6.ru/nfs4.htm
On request i can upload the track here on the site or externally; or the whole Key to the Highway package.
Might be a good idea, probably better to do it externally though, this way it gives you the flexibility to upload the whole package.
Worth mentioning that member "MCO" at NFSCars has uploaded quite a few nice retextures of the vanilla tracks with MCO textures. Those would suit this mod very nicely as well. We actually have plenty of stuff now that goes well with muscle cars, such as nfsfan83's American tracks. :D
Okay, i uploaded the Highway Of Fortune and Geminiyo's mod pack at MEGA. I have no full list of the Stiff'n'Roll tracks, but the folders include original readmes from what i saw so far.
- Highway of Fortune by Arisis (https://mega.nz/#!7lgUhIBC!H1ek0-Gv16eIOWx10Oj_Bo_ucsgzSIfyKSWD02bAfnA)
- Key To The Highway 1.9 (Stiff'n'Roll 2k9) compiled by Geminiyo (https://mega.nz/#!OooV1YpI!fQSIaVIBQARlGZ2y2zAEKzUU3hV5UOvS9kLHOYuDLQ0)
Thanks for pointing out these tracks Zpectre, they are surely a good match. Also in theory, with Vegs patch, everyone can now have a completely separate "Muscle Mod" installation running. Great :)
edit: new file-hoster
Thanks mate, that's pure gold!
I'll grab them once I get home, Paranoid security blocks those sites you used amoung the many they block.
Thank you guys in return, for clearing that up about that Highway of Fortune track. :)
I didn't realize it was in the Key to the Highway addon pack , I have to admit I downloaded it back in the day, (or at least a certain version, possibly not this one, so I grabbed it to be sure) but I never got around to installing it.
It looks like the creator of that Youtube movie just did his own mix 'n match from various mods, then.
I agree that the tracks sporting Motorcity Online Textures, made by MCO, certainly fit these cars well: http://www.nfscars.net/need-for-speed-high-stakes/2/downloads/list/tracks/2/author/mco/1907/
(a pity the track pictures at NFSCars are currently all botched. :( )
At one point people were planning to make tracks specifically for Detroit Muscle, but the only one that got an actual release was Daytona Speedway by IH8COPS (I could upload it, but you can also grab it at http://www.geocities.ws/nfstracks/ ) being a Beta, it still feels a bit unfinished, no offense to the author.
Author Evil Stallion worked on a version from Lost Canyons as well as an attempt to turn Atlantica into a dark and moody city, but neither were finished (and unfortunately I no longer have the half-finished versions I downloaded back then, only some screenshots)
I've gone through all of the tracks in the "Key to the Highway" pack and, apart from the aforementioned "Highway of Fortune", none of them are hidden gems. The vast majority can even be found in this very website! The only ones I didn't know about were the first one (which is a horrible, bleached version of Route Adonf), the Country Woods replacement (which is basically a reshaped Hometown with a dirt road instead of asphalt) and the Empire City replacement (a reskinned Summit in a tropical theme with unchanged offroad snow flags).
Highway of Fortune might be worth doing something with since I feel there's still too much of Durham Road in it. The rest are either available here or not worth looking into.
Yes,.I agree with you.. there Bro an that's,.why I rather get my Track :D but they did there Efforts, back then... I was able look in there finally tonight, an see he used my old' 05' Caly Coastal,.so I was Honored, by it =D they never gave me a Word at all about,back then. :-So I felt left out. But it's all in the past now. great old Mustang cars, I wished I could fix them up myself. Nice Old 88' an all T-bird. 8) Traffic usage.
That's too bad. Even if bit gloomy, urban Atlantica sure did look interesting.
sure looks interesting concerning certain tracks .. and I agree with Dark One, 'Urban Atlantica' looks worth for an update rework by our on-site experts ;) judged from pics? although I never heard of that btw .. :-\
'Highway of Fortune' for example is not necessarily a favoured track of mine, often considered as 'dull' with which I agree, I have that on my HDD too though ..
Most cars appearing in this mod certainly are up in better version nowadays, tell me one and I'll look it up in my car folder or it is at least buried in my backups somewhere ... :o
Quote from: FranknFurter on Mar 02, 2017, 2:59 AM
sure looks interesting concerning certain tracks .. and I agree with Dark One, 'Urban Atlantica' looks worth for an update rework by our on-site experts ;) judged from pics? although I never heard of that btw .. :-\
'Highway of Fortune' for example is not necessarily a favoured track of mine, often considered as 'dull' with which I agree, I have that on my HDD too though ..
Most cars appearing in this mod certainly are up in better version nowadays, tell me one and I'll look it up in my car folder or it is at least buried in my backups somewhere ... :o
With the Veg Patch it's possible to get even more Detroit Muscle, Literally, As it allows high poly limits you could convert vehicles from Mafia 2 (which has alot of 1950's cars) and there are some floating around on free 3D model sites as well. I only wish someone made a way to allow for tracks to be dumped just anywhere (like the Durham City modded to replace some U.S. tracks) but currently putting European tracks into the U.S. folders leads to the dreaded EXCEPTION CAUGHT message.
not a great problem Paul, just look for matching speedfiles then will work ... what particular track do you mean?
Other thing of course is if the AI cops will still properly work on an exchanged track ... I always test that previously before I manifest a track as matching replacement, if the cops immediately turn around and/or try to cut in ur way all is fine, if not and they would let you pass by then, well ... :P
A prominent example you might have experienced as well is BenV's 'Bergstrasse v1.0/SE beta' as 'Germany' replacement (your 'DDR' base track remember? ;)) which is originally a 'UK' replacement track, have that too, though it works w/o error even without exchanged speedfiles the AI cops wouldn't properly work on it then .. ???
I have always tried to figure out why this happens, I concluded that the number of blocks must somehow match the original track but this is not the case for all tracks, some would work fine while some simply don't so is more or less 'try and error' ... :o
A counterexample is Fangio's Rockypas replacement track 'Alpenpaß v1.4', this works fine as Germany replacement track for me after having replaced the speedfiles from 'Germany' track, it didn't work too well before VEG patch because of the sounds being loaded but now it's my perfect working Germany night track (remember the pics of your Lada 2101 I sent? -it was exactly there ..) .. =D
Quote from: FranknFurter on Mar 03, 2017, 6:15 AM
not a great problem Paul, just look for matching speedfiles then will work ... what particular track do you mean?
Other thing of course is if the AI cops will still properly work on an exchanged track ... I always test that previously before I manifest a track as matching replacement, if the cops immediately turn around and/or try to cut in ur way all is fine, if not and they would let you pass by then, well ... :P
A prominent example you might have experienced as well is BenV's 'Bergstrasse v1.0/SE beta' as 'Germany' replacement (your 'DDR' base track remember? ;)) which is originally a 'UK' replacement track, have that too, though it works w/o error even without exchanged speedfiles the AI cops wouldn't properly work on it then .. ???
I have always tried to figure out why this happens, I concluded that the number of blocks must somehow match the original track but this is not the case for all tracks, some would work fine while some simply don't so is more or less 'try and error' ... :o
A counterexample is Fangio's Rockypas replacement track 'Alpenpaß v1.4', this works fine as Germany replacement track for me after having replaced the speedfiles from 'Germany' track, it didn't work too well before VEG patch because of the sounds being loaded but now it's my perfect working Germany night track (remember the pics of your Lada 2101 I sent? -it was exactly there ..) .. =D
I thought Bergstraße was a Germany replacement as it's originally set in rural Germany, My DDR mod keeps it rural as well with only DDR things (like the flag, VoPo station,and roadside propaganda signs) though I have thought of doing a big city area for DDR to match my Soviet City me and MadMan done, Now that one was a Uk track and for it when I tried to move it to France I got issues and it crashed, If I could fix it then the traffic and cops would drive on the right side of the road instead of like UK.
Try these UK speedfiles I also use for Bergstrasse SE instead as Germany replacement track, the game wouldn't crash but the AI cops don't behave properly as said (passby) .. :-\
On France slot should even be worse, the only replacement track that hadn't been written for that and though works fine for me (even AI cops :)) is Slawek's 'Viva Italia - Viva Rome' ... (which is an 'Empire' replacement originally :o)
Thing is that most UK based tracks like also Bergstrasse work on other track slots since has least (105) blocks (except for GT1 which has only 104 blocks) even if you don't exchange speedfiles ..
Always wondered if that might be a solution to import all blocks from a desired track into a destination track and replace the existing blocks with it ... ???
There should also be a system behind it but I haven't figured out completely. That 'passby' error of the cops doesn't occur everywhere on the track, it depends on what block you currently are, so it seems that the difference between block numbers is not sole reason for that. The cops have a certain scanning range of blocks upon which they assume where you are, if you are on block 80 from only let's say 150 and original block amount is 200 they assume you are somewhere else of course, but I think the actual position is being counted down from last block rather than starting from first, so the 'fault number' blocks difference becomes less towards the last blocks .. :o
Would be nice if there was a way to display that also in-game, like showing your own position on block 'xx' (wether is true or not) and the police scanner displaying that you should be on block 'yy' ...
Btw .. have you noticed the different scanner ranges from 'Beginner' up to 'Champion' difficulty level?
Takes longer from first scanner 'beep' to where the cops actually appear in beginner level so more time for you to react .. ;)
Quote from: FranknFurter on Mar 03, 2017, 6:15 AM
Other thing of course is if the AI cops will still properly work on an exchanged track ... I always test that previously before I manifest a track as matching replacement, if the cops immediately turn around and/or try to cut in ur way all is fine, if not and they would let you pass by then, well ... :P
A prominent example you might have experienced as well is BenV's 'Bergstrasse v1.0/SE beta' as 'Germany' replacement (your 'DDR' base track remember? ;)) which is originally a 'UK' replacement track, have that too, though it works w/o error even without exchanged speedfiles the AI cops wouldn't properly work on it then .. ???
I have always tried to figure out why this happens, I concluded that the number of blocks must somehow match the original track but this is not the case for all tracks, some would work fine while some simply don't so is more or less 'try and error' ... :o
A counterexample is Fangio's Rockypas replacement track 'Alpenpaß v1.4', this works fine as Germany replacement track for me after having replaced the speedfiles from 'Germany' track, it didn't work too well before VEG patch because of the sounds being loaded but now it's my perfect working Germany night track (remember the pics of your Lada 2101 I sent? -it was exactly there ..) .. =D
Have you found out yet why the cops don't work on specific track slots?