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Need For Speed 4 Modern Patch - Donations?

Started by MADMAN_nfs, May 31, 2016, 3:12 AM

Choose the maximum sum you would donate for Veg's "NFS4 Modern Patch" project.

5$
0 (0%)
10$
0 (0%)
20$
0 (0%)
30$
2 (22.2%)
40$
0 (0%)
50$
3 (33.3%)
60$
1 (11.1%)
70$
0 (0%)
80$
0 (0%)
90$
0 (0%)
100$
2 (22.2%)
150$
0 (0%)
200$
0 (0%)
even more
0 (0%)
I will not donate for this project.
1 (11.1%)

Total Members Voted: 9

Voting closed: Jun 20, 2016, 3:12 AM

Zpectre

You can run full grid of 99% of cars released for NFS4 with the patch. Your performance may vary.

Anyway, calling this effort a "patch" is an understatement. VEG is rewriting so much stuff in the code that it goes far beyond a patch.

FranknFurter

#136
Quote from: AJ_Lethal on Nov 04, 2016,  7:39 AM
Quote from: nfsfan83 on Nov 04, 2016,  7:11 AM
Guys I just wondering, is this modern patch can fix disappearing textures and poor visibility on my city tracks??? And question two, can we use high polygon cars without crash??? :)
Your tracks don't have their visibility tables modified IIRC, that's why you have pop-in problems (yoy can export the tables in T3ed, then modify them with JimD's VSEdit before reimporting them)

And yes, the patch allows using high poly cars without crashing

I never had your 'New York Final 2.0' to run on my machine (let alone 10MB of Texture .qfs!!), but now with the Patch it runs fine, also in pursuit mode .. sounds as if you haven't installed and running it yet? Do you? :o

QuoteAnyway, calling this effort a "patch" is an understatement. VEG is rewriting so much stuff in the code that it goes far beyond a patch.
I fully agree with you ZSpectre .. it makes HS a completely new experience ..


FranknFurter

 .. wow, a checker cab running almost 300 kph .. nice .. do you want a REAL CARP perhaps? =D



this one is broken, it is lacking the pakistani ornamentation stuff in the windshield ^-^

nfsfan83

#139
No thanks I prefer my tuning checker cab with carp from F50 :D

Also if you don't check these all tracks (all my best ) I recommend also:

https://www.youtube.com/playlist?list=PL_DN6Ndn3E09FcPAl2A6V1MeSgfVhGsyX

Disappearing textures and poor visibility is very bad here:

https://youtu.be/XUSZZ-l5J0Y?list=PL_DN6Ndn3E09FcPAl2A6V1MeSgfVhGsyX&t=37


VEG

#140
Quote from: Freak-DS on Nov 01, 2016,  2:33 PM
Check your donations ;)
Was a bit late, but promised is promised.
Ready. Thank you for your support.

It seems that I've found the problem which caused invisible movie when DX8 was used. This fix wasn't planned for the nearest release, but I've found out how to fix it during refactoring of the code. Now it have to work when menu is able to run in 16-bit video mode. To make movies visible in all cases it is needed to add 32bpp rendering support for movies. I'm still thinking how to do it in a better way.

Unfortunately, NFS4 has much more complicated movies code (because it also plays several movies simultaneously in the menu itself). So, it needs deeper investigation, but I'll try to do it.

http://veg.by/files/nfs3/nfs3_modern_patch_beta.7z

I need some stats when movies are visible or not now. Please test this beta version on the DX8 renderer and report here if movies are visible. Please mention if 16bit video modes are available in the game settings, and your OS version.

Also this beta of the NFS3 Patch fixes the problem with invisible cockpit on DX8. But it needs testing on GPU's with more than 4Gb of memory. If some of you has such GPU, please check if cockpit is visible when the "In Car" camera is used.

JimDiabolo

#141
Quote from: VEG on Nov 04, 2016,  3:47 PMI need some stats when movies are visible or not now. Please test this beta version on the DX8 renderer and report here if movies are visible. Please mention if 16bit video modes are available in the game settings, and your OS version.
Movies are visible with dx8 renderer now ! I got 16Bit modes available.

Quote from: VEG on Nov 04, 2016,  3:47 PMAlso this beta of the NFS3 Patch fixes the problem with invisible cockpit on DX8. But it needs testing on GPU's with more than 4Gb of memory. If some of you has such GPU, please check if cockpit is visible when the "In Car" camera is used.
The cockpit view is visible on my PC. My GPU has exactly 4 GByte RAM (Radeon R9 380)
I'm still wondering how you this this, great work !.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

VEG

#142
BTW, it seems I have understood how the game renders 16bpp movie frame. I'll try to add 32bpp support. Maybe it will even improve quality of movies a bit.

Also I've found similar code in the NFS4. So, if it will help, I'll try to port it to the NFS4 also.

AJ_Lethal

I get this error when I try to start NFS3 in DX8 mode:

VEG


AJ_Lethal

Quote from: VEG on Nov 06, 2016,  8:40 AM
Do you use any wrappers? Maybe EAX?
I'm not using any wrappers like nGlide or Zechensack's and my audio mode is Stereo

VEG

Previous versions of the patch have the same problem?

AJ_Lethal

Quote from: VEG on Nov 06, 2016,  8:54 AM
Previous versions of the patch have the same problem?
Previous versions could start in DX8 mode, but when I start a race I either get a black window or this error


Strangely enough DX8 mode appears to work only in windowed mode.

FranknFurter

#148
This may not quite fit into here at this point of time, but I wonder if things that are still hardcoded in the .exe could also be changed like non-reflective polygon assignments in certain .fce parts like the OD, OND, Wheels and stuff.

I think that all this was done to let the the game run smoother in those days, but meanwhile it would be nice to finally have shining rims an so on? ::)

Frank

VEG

#149
Quote from: AJ_Lethal on Nov 06, 2016, 10:25 AMPrevious versions could start in DX8 mode, but when I start a race I either get a black window or this error
That's very strange. It would be nice to understand when even menu stopped to work. But now I have a new beta version, please check it.

http://veg.by/files/nfs3/nfs3_modern_patch_beta.7z

It has many small fixes in almost all renderers (according to the 32bpp support), and it fixes some problematic code in the DX8. Maybe it will help. Please try to run DX8 with Prefer32bitModes=1 and Prefer32bitModes=0. It is important to try these both modes. Also please check if 16-bit modes are available in the game settings when Prefer32bitModes=0 is 0.

Quote from: FranknFurter on Nov 08, 2016, 10:10 PMThis may not quite fit into here at this point of time, but I wonder if things that are still hardcoded in the .exe could also be changed like non-reflective polygon assignments in certain .fce parts like the OD, OND, Wheels and stuff.

I think that all this was done to let the the game run smoother in those days, but meanwhile it would be nice to finally have shining rims an so on?
I'm planning to enable all standard effects in cases when they are buggy or locked for some reason, but I'm not planning to add new effects, sorry.