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Messages - DrSpeed

#1
Strange, it's working perfectly fine on my end.
#2
000C248F - AI drivers to shuffle through in arcade mode. Set it to 48 and it'll use all drivers from Career mode as well as the police ones. (Default: 07)

000C24BF - AI police drivers to shuffle through. The game sets their names with the generic UnitNumber, so you won't see the names of them. Maybe their driving style is different but it's too hard to tell. (Default: 08)

000C3B3E - Number of Laps in Arcade Knockout (Default: 02)
000C40F6 - Number of Laps in Arcade Tournament (Default: 04)

000C5028 - Number of... Player 1?
Setting this to 2 will create a "duplicate" player in splitscreen Hot Pursuit that's controlled by AI. It will also loads AI cops or racers, depends on who's cop, racer or both.

000C5097 - Number of Player 1 clones?
Setting this to 2 will force player 2 to have the same car, name and color as player 1 in Hot Pursuit. If player 2 chooses a cop car, it will still act as a cop.
#3
000C3901 - Number of Vehicles in total in a single race. By default you have 8 racers, this will fill the rest of the slots with traffic cars. Traffic needs to be on before you select full grid as it will be greyed out. (default:08, max:10)

More continuation on Hot Pursuit:
000C4FFA - Number of Traffic in Getaway mode (default:03)
000C50E7 - Number of AI Cops in 2 Player mode (default:05)
000C50EC - Number of Traffic in 2 Player mode (HP) (default:01)

Found stuff related to Career mode.
Opponents in Tournament of Champions:
00076390 - Bonus Porsche (default:2A)
000763A5 - Mercedes CLK-GTR (default:12)
000763AC - McLaren F1 GTR (default:02)

Pro Cup bonus car:
001AEDD8 - Chevrolet Pro Cup reward car (default:29)
001AEDDC - Porsche Pro Cup reward car (default:2A)

High Stakes opponents:
001AEDE8 - High Stakes Tour - Duel car (B Class restriction) (default:04)
001AEDEC - World Tour - Duel car (A Class restriction) (default:23)
001AEDF0 - Memory Lane - Duel car (AA Class restriction) (default:1F)
001AEDF4 - Tour du Jour - Duel car (AA Class restriction) (default:10)
001AEDF8 - Need For Speed Tour - Duel car (AAA Class restriction) (default:12)
001AEDFC - North American Tour - Duel car (AAA Class restriction) (default:02)
#4
I can confirm, 000C4FC4 tells the number of AI and human racers. Setting it to 2 loads a second AI opponent and a traffic car, driving whatever the first car on your carlist is. Indeed strange.

Continuing on with Hot Pursuit stuff:
000C4F8B - Number of AI cops to load when player is cop (default:4, max:7)
000C4F96 - Number of AI Racers and Traffic when player is cop (default:2)

Here's what police car to load for the tracks, any serial number can be used. For the North American tracks, it's using the traffic ID number instead.
Interceptor Model:
000C2BCE - Celtic Ruins and Landstrasse
000C2BF0 - Route Adonf
000C2C12 - Durham Road
000C2C34 - Dolphin Cove
000C2C5E - Kindiak Park
000C2C88 - Snowy Ridge
000C2CB2 - Hometown and Country Woods
000C2CDC - Redrock Ridge and Lost Canyons
000C2D06 - Atlantica and Aquatica
000C2D2A - Rocky Pass and Summit
000C2D4E - Empire City

Regular Police cars loaded from the Cars folder:
000C2BD5 - Celtic Ruins and Landstrasse
000C2BF7 - Route Adonf
000C2C19 - Durham Road

0C = Pursuit Porsche
14 = Pursuit Camaro
16 = Pursuit BMW M5
20 = Pursuit Corvette
24 = Pursuit Diablo SV
31 = Pursuit La Niña

Police cars loaded from the Traffic\Pursuit Folder:
000C2C4E - Dolphin Cove
000C2C78 - Kindiak Park
000C2CA2 - Snowy Ridge
000C2CCC - Hometown and Country Woods
000C2CF6 - Redrock Ridge and Lost Canyons
000C2D1D - Atlantica and Aquatica
000C2D41 - Rocky Pass and Summit
000C2D65 - Empire City

F4 01 = Police Sedan
F5 01 = Police SUV
F6 01 = Police Hatchback
F7 01 = Police Caprice

I haven't found a way the make it load from the cars folder instead, or if it's even possible, no progress so far. Although it is possible to load any vehicle in the game, you just have to count where in the list your desired car is located. If you're switching around modded cars a lot, it's not recommended to change it.
#5
Quote from: pete9516 on Jun 12, 2024,  1:30 PM
NICE so technically these could be used for ghost files to have additional variety of different traffic cars?
Yes, it's possible to do that.

Found some arcade Knockout and Tournament stuff:
000C3E31 - Number of Racers in Arcade Knockout. Recommend to keep this at 8, as the game will load a second AI with the same name. Last race will also have more opponents instead of just 1.
000C42B3 - Number of Racers in Arcade Tournament. Recommend to keep this at 8 as well. (Default:8, 9-10 is functional*)

001B6DF8 - Tournament Points 1st Place
001B6DFA - Tournament Points 2nd Place
001B6DFC - Tournament Points 3rd Place
001B6DFE - Tournament Points 4th Place
001B6E00 - Tournament Points 5th Place
001B6E02 - Tournament Points 6th Place
001B6E04 - Tournament Points 7th Place
001B6E06 - Tournament Points 8th Place (Default:0)
001B6E08 - "Tournament Points 9th Place" (Default:A)
001B6E0A - "Tournament Points 10th Place" (Default:0)

*You can increase the points for 1-8th place so the last 2 points makes sense. Unless we know what address 001B6E08 and 001B6E0A does, I don't recommend changing these at all.

I also found the tracklist and conditions for each difficulty. But I'm gonna leave it as a text file in this post instead, because there's just too many addresses.
#6
Glad to see this thread up and running.
Found the addresses where the game stores the traffic vehicles for each track. The following values is the ID number of the traffic cars.

001B8310 - Total number of unique traffic vehicles to load on Hometown (default: 6, max: 7)
001B8311 - Hometown traffic vehicle 1
001B8312 - Hometown traffic vehicle 2
001B8313 - Hometown traffic vehicle 3
001B8314 - Hometown traffic vehicle 4
001B8315 - Hometown traffic vehicle 5
001B8316 - Hometown traffic vehicle 6
001B8317 - Hometown traffic vehicle 7 (default: 0)

001B8318 - Total number of unique traffic vehicles to load on Country Woods
001B8319 - List of Country Woods traffic vehicles

001B8320 - Total number of unique traffic vehicles to load on Redrock Ridge and Lost Canyons
001B8321 - List of Redrock Ridge and Lost Canyons traffic vehicles

001B8328 - Total number of unique traffic vehicles to load on Empire City
001B8329 - List of Empire City traffic vehicles

001B8330 - Total number of unique traffic vehicles to load on Atlantica and Aquatica
001B8331 - List of Atlantica and Aquatica traffic vehicles

001B8338 - Total number of unique traffic vehicles to load on Rocky Pass
001B8339 - List of Rocky Pass traffic vehicles

001B8340 - Total number of unique traffic vehicles to load on Summit
001B8341 - List of Summit traffic vehicles

001B8348 - Total number of unique traffic vehicles to load on Landstrasse
001B8349 - List of Landstrasse traffic vehicles

001B8350 - Total number of unique traffic vehicles to load on Route Adonf
001B8351 - List of Route Adonf traffic vehicles

001B8358 - Total number of unique traffic vehicles to load on Durham Road
001B8359 - List of Durham Road traffic vehicles

001B8360 - Total number of unique traffic vehicles to load on Celtic Ruins
001B8361 - List of Celtic Ruins traffic vehicles

001B8368 - Total number of unique traffic vehicles to load on Kindiak Park
001B8369 - List of Kindiak Park traffic vehicles

001B8370 - Total number of unique traffic vehicles to load on Dolphin Cove
001B8371 - List of Dolphin Cove traffic vehicles

001B8378 - Total number of unique traffic vehicles to load on Snowy Ridge
001B8379 - List of Snowy Ridge traffic vehicles

Traffic ID number:
32 = Minivan
33 = Pickup
34 = Sedan 2
35 = Stationwagon
36 = Sedan 4
37 = Hatchback
38 = Bus
39 = 50's Truck
3A = SUV
3B = Euro Sedan
3C = Euro Bus
3D = Euro Semi
3E = Semi Truck
3F = Snowplow
40 = Water Truck

Also possible to add additional vehicles:
41 = Data\Cars\Traffic\Sedan\car.viv
44 = Data\Cars\Traffic\Caprice\car.viv
#7
Quote from: Zalcus20 on May 21, 2024,  3:23 PM
This is not directly related to editing a ghost file, but I found an interesting edit for the nfs4.exe file.

There is a way to get all cars to turn on their headlights during a day race (without weather).

Maybe starting a thread related to NFS4 exe stuff? Because I also have a bunch of addresses to share and I don't want to go too off topic from this thread.
Also nice find, I'll use it in my game.  ;)
#8
Oh wow, yes that is very complex indeed. I guess using Cheat Engine is the easier choice for now.
#9
What's everyone's experience with lanes (grey polygons)? For me it seems to be very glitchy to work with. Like not being able to move or even select them, sometimes disappearing when zoomed out. On some occasions, moving with Polygon mode only moves half of it... what?   ???
#10
Thanks, this works like a charm!
Out of curiosity, would it be possible to change the pointer for the Empire City cop car, without affecting the Hometown one?
#11
Got it working now, I found a workaround by using dgVoodooCpl. Now it's rendering perfectly fine.

Quote from: pete9516 on Oct 31, 2023,  3:08 PM
When i view NFS2 tracks for example, the textures are from a different planet lol.
I've noticed that too, it's like the textures are shuffled around, maybe the texture names are read in a different order. It also happened to me when I was making mirrored textures, but I eventually got it right so it fixed itself.
But if they're not even from the same tr0 file, then I've no idea.
#12
Unfortunately, it seems like the track preview is not working again for me on Windows 7 64-bit Ultimate E. I've tried TrackPreviewFix.exe, earlier T3ED releases, compatibility mode, different dlls and debug mode.

Am I the only one with this problem?
#13
Quote from: Zalcus20 on Jul 25, 2023, 11:48 AM
1. If you set the polygon flag to "Not passable outer", try using the polygon flag "Not passable (Inner)" instead. This option is more forgiving and it may fix the problem immediately.

That seems to be it, I swear I checked this before multiple times before but didn't work. And in further inspection, the working pillars all had the flag 0 (Not passable (Inner)). How did I miss that...?  ???
Anyway, the important is that it works now! Thanks!
#14
No right neighbour on this polygon. The collision there is correct.

Quote from: pete9516 on Jul 25, 2023,  5:19 AM
That's very strange, maybe you have to dew it for the non-passable track polygon, too? Maybe the selected polygon was rotated? Just some suggestions.. But i wish you much luck in solving this
No luck so far, but I'll keep experimenting.
#15
I have a question. On my track, there's pillars on the road. For whatever reason, some of them doesn't have the right collision, while other pillars does have the correct collision set, even if the flags are identical.
Is there a additional setting that I'm missing here?