NFSAddons Forums

Main Menu

NFS 4 Detroit Muscle Mod

Started by nfsfan83, Feb 27, 2017, 3:46 AM

Dark One

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. ;)

MADMAN_nfs

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.

Zpectre

#17
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

MADMAN_nfs

#18
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
- Key To The Highway 1.9 (Stiff'n'Roll 2k9) compiled by Geminiyo

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

Zpectre

Thanks mate, that's pure gold!

Paul Spain

I'll grab them once I get home, Paranoid security blocks those sites you used amoung the many they block.
NFS HighStakes is the best

Remko

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)

Zpectre

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.

WiLL

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. 
Let's have a better day...?

Dark One

That's too bad. Even if bit gloomy, urban Atlantica sure did look interesting.

FranknFurter

#25
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

Paul Spain

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.
NFS HighStakes is the best

FranknFurter

#27
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

Paul Spain

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.
NFS HighStakes is the best

FranknFurter

#29
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 .. ;)