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Messages - AJ_Lethal

#1
Quote from: JimDiabolo on Oct 25, 2025,  1:02 AMThat's really cool! I'll gladly include the new help for the next version.
When I tried to make major changes, I must have done something wrong. I gave up then. That's why I only adjusted the text in "What's new in this version?" at most.

Would you include suggestions into the help file?
E.g., for Enter move distance command (Edit-Tools menu)
The "Use from last move" button enters the values of the last move made with the mouse.
And "Use last distance" takes the distance of the last measurement. Measurements are made in point mode by selecting two points. This allows objects to be moved exactly to the second point, for example.
I find this very practical and like to use it.

I need to take a closer look at the problems with copying VRoad points. I don't think it works at all at the moment.
I mean, if you see anything that might be inaccurate or missing in the help file, feel free to chime in.
#2
Quote from: pete9516 on Oct 23, 2025,  5:23 PM
Quote from: AJ_Lethal on Oct 22, 2025,  9:35 PMI'm putting forward a contribution towards T3ed in the form of an updated help file, because that was something that was lacking for quite a while. I included the project file  (use FAR HTML or Microsoft HTML Help Workshop to open it) and a .pdf version of the help file in case anyone wants to contribute further. I also included the 0.07 original documentation converted and tweaked to CHM along it's project file.
https://1drv.ms/f/c/fe00b20b7e44f0f3/Eli4BN_2YRVKnMa6Ho_JZLEBqRqxkcEIj3pr_37jgtnPJg
This is insane. I can't imagine how much work has been put into this. I've already used it to find out how to put a sun in the tr.ini. This is now probably the best file to look up information about T3ED. The only missing information is the stuff about the animated objects i think. But i didn't look through the whole file, maybe it's there
Animated objects are covered in the Edit-Tools > Properties topic 
#3
I'm putting forward a contribution towards T3ed in the form of an updated help file, because that was something that was lacking for quite a while. I included the project file  (use FAR HTML or Microsoft HTML Help Workshop to open it) and a .pdf version of the help file in case anyone wants to contribute further. I also included the 0.07 original documentation converted and tweaked to CHM along it's project file.
https://1drv.ms/f/c/fe00b20b7e44f0f3/Eli4BN_2YRVKnMa6Ho_JZLEBqRqxkcEIj3pr_37jgtnPJg
#4
Found an issue with the latest version: copy-pasting VRoad points either doesn't work or crashes the program if you switch from VRoad point mode to Object mode after you attempt to paste a copied VRoad point
#5
General NFS / Re: NFSCars is back!...
Jun 04, 2025, 7:30 AM
Quote from: pete9516 on Jun 04, 2025,  7:14 AM
Quote from: Eevee on Jun 03, 2025,  9:12 PM
Quote from: pete9516 on Jun 03, 2025,  3:58 PMJust because some random virus application flags a non-virus as a virus doesn't mean that the file is not downloadable. When the link is dead, then it's not downloadable anymore WHEN archive.org didn't save it

True, but it's still quite sad that AV software do mess all of this up when it comes to nfscars archiving. My rim pack is still downloadable, but NFSU1 cars I uploaded on NFSCars are no longer downloadable on archived copy of the site due to inclusion of NFSU-CfgInstaller. It's like AV softwares do hate nfsu360 (the person who made NFSU1 ModTools, which would be eventually replaced with NFS-CarToolkit for geometry and textures, and NFS-CfgEd for wheel positions, which would be replaced by Binary), thinking he was making viruses/trojans/whatever despite the fact that this is just a false positive and his tools bring no harm to your computer.
Since NFSU-CfgInstaller is all the same, this affects every NFSU1 mod featuring that file in the downloaded archives. NFSU2 mods that originally used an older version of NFSU2-CfgInstaller, like all of SPYKE's and RuubW's mods, will disappear from the internet and become lost media afterwards if not saved in time due to false positives found in that tool, which, of course, did eventually happen in 2016 when NFSCars showed us the final redesign, and sadly, almost none of most of old modders have returned (except for cobra0281, and even then, their old missing mods were not even reuploaded, not even by themselves), and most of the modders back then didn't bother uploading their mods to anywhere else than NFSCars (remember: if you want to keep your mod online, remember to upload it on anywhere else as well, since uploading only on a site that will eventually shut down will turn the mod into lost media (especially if you eventually go dormant as well), which, of course, did happen with Driving Passion (formerly GTRCars), taking every Porsche4ever/VictorSE's and Normo's mods with it (Porsche4ever/VictorSE's mods would be later reuploaded to his own blog, while Normo didn't even resurface)).
Oh damn i thought you were talking about your own computer's anti-virus software. That Herman Õunapuu is a moron to let virustotal.com handle the files of his own website
you both are being dumb

virustotal didn't remove the files, herman himself did because he wanted to be on the safe side) (and you can still contact him if you want the file or explain to him the cfginstaller yields false positives)
#6
Use CVInjector to fix collisions. You can get in Binary's Discord server (link is in the program's start screen)
#7
VLT files modified with the current version of OGVI (or the Attribulator version it's based on) won't be compatible with VLTEd.
#8
I noticed something when installing a car: if the car has car showcase slides (SL****##.QFS files), these are copied to the data\feart\vidwall folder instead of the data\showcase\art folder
#9
Help/F.A.Q / Re: NFS Binary problem
Apr 01, 2025, 6:39 AM
Just copy another file from the LANGUAGES folder and rename it to spanish.bin
#10
Because Binary is simply better than Ed in every single way: easier installation, greater range of modifications to the game, better file compatibility
#11
Quote from: pete9516 on Feb 07, 2025,  8:20 PMI've made a video on how to use the "fixed heading" replay camera and how to create animated objects. But unfortunately, i've made many mistakes at the animated objects part. Pls forgive me. At the end of the video, i do it correct ^^
https://www.youtube.com/watch?v=Ib8sztUcs5g
that's what video editing is for lmao
#12
General NFS / Readme template
Feb 02, 2025, 9:30 AM
Just dropping here a readme template for mods, in plain text and HTML (for the fancy) flavors
https://gist.github.com/AJLethal/7944d20cfb5e48491e5518d4ff889707
#13
Quote from: baz10_600 on Jan 14, 2025,  2:06 PMNo so if I drive it a track it is replaced by a McLaren GTR... which also crashes immediately.
Serial number issue, change it to any one below 50 that's not being used
#14
Quote from: pete9516 on Jan 14, 2025,  1:50 AMBut that basically means for people who just wanna do quick races which randomly generate a tuned car for you, that, there wouldn't be a limitation? That's awesome. I mean it's good news, it's better than the limit being for both garage AND general limit in overall, thanks for the info
it's an overall limit; save games can only have a certain amount of car slots (around 200 or so), that includes stock cars, bonus cars, my cars and career garage.
#15
Quote from: pete9516 on Jan 13, 2025, 10:36 AMI somehow still don't understand if you can basically have an unlimited number of cars installed to the game but only not being able to have more than 120 vehicles inside the garage? The garage limit wouldn't be a problem for me
Game won't a) show stock cars to add to my cars/career garage  b) allow to add cars to my cars/career garage past a certain amount of add-on cars