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Messages - zokni

#1
I noticed that the non playable traffic cops (Caprice, Hatchback,Sedan,Suv) tend to enter a disabled or sleep state. It means that the cop won't participate in the race anymore, but slowly reverse bouncing off every wall/object it encounters. This is extremly irritating in a 8 lap race when playing with B or A class, there won't be any supercop who (due to being non traffic) never gets disabled and the "hot pursuit" turns into a regular race thanks to traffic cops being inactive.  >:(

I've tried to find the reason why it happens and I guess it has something to do with sustained damage. On tracks with cliffs like Atlantica, it's more likely to happen. The cops regularly crash and enter the disabled state before reaching the 5th lap. The same goes for tracks with not straightforward jumps like Kindiak Park. There is no problem with EU tracks since they only have playable cop cars. Even with a very high damage they still try to catch you / move around etc.

I was wondering if anyone else noticed it too or if anyone knows why it's happening. Maybe just an attribute which can be edited? My goal would be eliminating this effect so that damaged cop cars still join pursuits and don't kill the race :D
#2
Hi Zalcus,

(Bumping my old topic... but I think it still adds here)

While the above patch fixed the cop behavior in Classic and Time Attack mode, Getaway mode is still useless :D

The cops always try to keep distance from me. I tried all track options (forward, backwards, night, mirrored, weater in every possible version), but seems like a general issue. Now it's no challenge to get away. Literally with 10 mph also works since the police is never really going to use force, catch up on you etc.

Do you have any ideas how this could be fixed?
#3
Hi Zalcus,

Thx for the reply. I was hoping for a more proper way I might have missed, but seems like this roadblock loop is another "feature" we have to live with.  ::)
#4
Good day everyone,

This might be a dumb question, but I can't seem to be getting around releasing the AI wingman from the roadblock after the speeder has been arrested.

When I play as the driver and a roadblock is requested against me, the cop who set it up will return to patrol duty after I've been given a ticket. So the flares go off and noone remains guarding it.

My problem is that when I play as the cop and request a roadblock from a wingman, he never goes back automatically to patrol duty after apprehending the target. The wingman still goes back to guard that roadblock I requested earlier becoming occupied forever and thus getting -1 "freely moving" patrol car in the game. How can I make the wingman leave the block with the flares off just as the AI does after catching me?

NFS:HS
#5
General NFS / NFSHS: Editing menus
Apr 27, 2021, 9:10 AM
I'd like to know how to edit menus. My plan is to add the ability to change opponent numbers, difficulty and class in Hot Pursuit mode.

Since the Opponents menu is greyed out in HP mode (and I believe it's hardcoded, not something we can change in .mnu files) I think the extra options should fit under the location menu.

Is there anyone here with experience in menu editing?
#6
Yeah, the tunnel bug is very annoying indeed  ::) It also happens when there is an obstacle in the middle like the divided section on Durham Road.

I think old NFS games aged well. I still enjoy HS as much as 15 years ago  :D

The topic you linked is very interesting. Too bad that VEG is not into coding NFS anymore. I don't know much about programming, but I guess with his help we could be able to implement some of those findings into the game. Maybe as an additional menu switch or linking it to difficulty. Eg: On champion level there are 8 cops and they drive better cars then your current class. This would make the game even more enjoyable for everyone. Probably add longer spike strips too as it was in III.  8)

I'm still thinking of how we could increase the number of utilized jersey barriers. Instead of the default 5/2 use 5/5, cause by default only the first 2 roadblocks have them and the other 3 use slightly lighter flares and acts as a dummy roadblock. And then the 6th starts over and replaces the first set somewhere else. And be honest, w/o barriers it's as uneffective as in NFS3.  >:(
Interesting that I had a bug once when cops utilized 3 set of barriers on a track at a the same time. No idea how that happened. Checked it many times and it's for real, three sets. It proves that using unlimited sets is possible.  ;)


A default difficulty increase pack would be nice too. We could start with Fox's patches and on top of that edit how the AI controls race cars too. So it would offer a much much more difficult challenge than the default champion level does. Of course it takes time to experiment with carp features, tho I firmly believe that the effort would be well received in the community that still plays/mods HS. This game has lots of potential if we can ever find out how and what to do.  =D
#7
Hi Zalcus20,

Thank you for your reply  ;) It was indeed what I was looking for.

I haven't noticed that cops driving slow is connected to night mode and headlights. It also happened when the track direction is set to backwards. So them driving slow uncommited I don't mind as long as they go after me with full speed  >:D

There are a few other things I'd like to change too, but they are probably hardcoded as you said or would take too much effort to uncover. One of those is cops utilizing help more frequently like in NFSIII  ::)

In HS the chatter goes inactive after the ~3rd cop joins the pursuit. So no more roadblocks or spike strips get requested. In NFSIII they always requested both no matter how many car were after you. The other is when you play as a cop and request a roadblock, your AI wingman won't abandon it even after the target vehicle is caught. When you play as a racer and get a ticket the roadblock called against you will be abandoned (the flares go dark slowly). This doesn't happen if you request the roadblock and one cop always remains busy guarding it  :P

All in all the above listed minor problems are not as important as the difficulty thingy was, but I hope they will be fixed in the future somewhen.

Thank you for solving the problem!
#8
I've been playing NFSHS since it came out in. First, Hot Pursuit mode was really "Hot" until I got better at the game. Currently it barely offers any challenge sadly  :(

One of the biggest reason is a strange bug with AI police cars which I haven't really proved until yesterday. Let me explain:

Normally when they aren't pursuing someone, they always adopt the speed limit to a specified section. You can see that they won't shift up to the next gear, so they go with eg. steady 50. It feels like they always try to hold some distance from your car and not try to pull you over than during first two laps.

When AI starts pursuing you for the first time, they use full speed depending on their car abilities. After 2-3 laps or after being ticketed for the first time or other events (I don't have enough experience yet) AI police cars seem to get stuck into their idle mode. From that point whenever you encounter them, they start pursuing, but will not shift above gear 3 and will pursue racers with that max allowed speed. This makes them useless, especially in a 8 lap race. (can win easily with B class cars against BMW cops  :P)

I've checked the problem with me playing as the cop and the same happens. If I select the Police La Nina and let the AI control it, it will start pursuing McLarens with 50-80 km/h which is a joke after 1-2 laps passed.

I have the standard US edition and already tried out FR,DE version too and they produce the same AI problem.

Possible solution: In the EP there is a batch file which makes non-european police cars super fast. That's a half-solution, because I have no idea what has been changed, but works so far. The modified cars will always pursue racers with maximum possible speed. The only drawback is that the AI can't handle that fast cars so it often crashes them and after accumulating too much damage, they will go into the disabled state. So for instance on Kindiak Park the super fast cops are basically disabled after 3-4 laps. It's better than default, altough still not perfect.

My goal would be eliminating this nuisance and making pursuit mode challenging. I have very basic modding knowledge, tho I believe this problem is maybe related to how the AI part of the carp.txt is configured  ???

Has anyone else also noticed this or can try it out? Or is there already a solution?