NFSAddons Forums

Main Menu

Using ghost files to customize a race [NFS4]

Started by DrSpeed, Oct 01, 2016, 8:10 AM

Zalcus20

I made some adjustments to your file. Try it out when you get a chance.

Adjustments made:

-Removed the ghost car data at the end of the ghost file (this can cause the game to crash)

-gave the AI Cop a name "Shield" and re-positioned its data before the ai traffic data in the AI Opponents list (Opponent #8). It was previously at the bottom of the list (Opponent #15) which can also result in a crash.

-Adjusted the tickets quota to "24". There are a total of 8 racers (includes the player) and each can get 3 tickets.  Previous value was "6".  This doesn't result in a crash but I changed it just to be safe.  ;)

Note: You are using all 16 slots which is the max the game can handle and you are also using modded cars.  This requires the Veg Patch (which I'm sure you have installed already).

Hope this helps.

Zalcus20

There seems to be a strange bug when the number of laps is set to "14" or more. It causes the number of tickets to display unbelievable numbers in the pursuit summary window during the replay. See the attached screen.

When setting the laps to "16" the game crashes before getting to the replay.  Pete9516, If you still get crashes with my adjusted ghost file, try lowering the number of laps to "13".

pete9516

Ok thank you very much for those extra infos, i will try your file and will experiment when i have some time and give a report

pete9516

Quote from: Zalcus20 on Dec 04, 2021, 11:13 AM
There seems to be a strange bug when the number of laps is set to "14" or more. It causes the number of tickets to display unbelievable numbers in the pursuit summary window during the replay. See the attached screen.

When setting the laps to "16" the game crashes before getting to the replay.  Pete9516, If you still get crashes with my adjusted ghost file, try lowering the number of laps to "13".
By the way i got a 16 laps round running perfectly fine by not taking any pursuit nor traffic vehicles into the race. Just for information, but i will experiment further

pete9516

Your ghost file worked perfectly fine! I got the same strange bug in the results screen, but for me it's ok, better than a crash :S Thank you so much

Zalcus20

#140
Great! I'm glad the problem is resolved.  :D

Since you still get the strange "race results" bug, the crashes you experienced before most likely occurred because the AI Cop data was entered after the AI Traffic data in the Opponent Cars tab of GST Editor.  General rule of thumb is: enter all AI Racer data first, all AI Cop data next, and all AI Traffic data last.  Doing this ensures the game will load correctly and AI are spawned properly.

QuotePete9516: By the way i got a 16 laps round running perfectly fine by not taking any pursuit nor traffic vehicles into the race. Just for information, but i will experiment further

Thanks for sharing this info. IIRC, the most I ever tested with was 14 laps. It's good to know that 16 laps works well in Single Race mode.  ^-^

Have fun with the ghost editing. I know it's a bit finnicky. But there are so many possible combinations, I don't think you will ever be bored, lol.

pete9516

Hello, today i raced a 16 laps race on Redrock Ridge with 4 cops, 4 traffic cars and 8 racers, including me :D So i guess the number of laps can be unlimited, but ofcourse you need to put many time into the setup. I wish, Cheat Engine would have a random function in each tab, so that you don't always drive the same race.. But this Ghost Editor is very interesting though. Thanks!! for creating this, Zalcus20

Neoguto

Hey guys!
I still couldn't understand how to use the GST editor correctly, because every time I save a .gst file, when I try to load this Ghost file into the game, it says that it is defective or corrupted.
Could someone show me how to do this correctly?

Sorry for the stupidity, but it's been a long time since I've played with files for this game.

Zalcus20

Hello Neoguto,

Nice to see some more interest in the Ghost editor. The ghost file can become corrupted for a number of reasons.

Is it possible you can attach the problematic ghost file here? I can analyze it and hopefully figure out what's  the cause. (It's ok if you are using a custom car list).

Neoguto

Quote from: Zalcus20 on Mar 25, 2022,  7:19 PM
Hello Neoguto,

Nice to see some more interest in the Ghost editor. The ghost file can become corrupted for a number of reasons.

Is it possible you can attach the problematic ghost file here? I can analyze it and hopefully figure out what's  the cause. (It's ok if you are using a custom car list).

Of course, that it is!

Zalcus20

I believe I see the problem...

The info from the ghost file tells me you are trying to run a single race with 13 AI racers.  However, under the "Opponent Cars.." tab, there are many opponents whose serial number is assigned a "0" (Zero).  This must be set to a number between 1 and 49 or else the game will see your file as corrupted. 

You can use the Serial Number Editor to determine a car's serial number.

Also, since you are running a race with more AI opponents than usual, make sure you set the "Starting Grid position" for each AI racer correctly.  For example,  "Player Car" is usually set to "Last Place"; "Opponent #1 or Player 2"  is "Last Place +2"; "Opponent #3" is Last Place +3"; etc.  If this isn't set correctly, the AI racers will spawn on top of one another and will be forced to do an extra lap.

Everything else in the file is good!  :)

Neoguto

Quote from: Zalcus20 on Mar 26, 2022, 11:38 AM
I believe I see the problem...

The info from the ghost file tells me you are trying to run a single race with 13 AI racers.  However, under the "Opponent Cars.." tab, there are many opponents whose serial number is assigned a "0" (Zero).  This must be set to a number between 1 and 49 or else the game will see your file as corrupted. 

You can use the Serial Number Editor to determine a car's serial number.

Also, since you are running a race with more AI opponents than usual, make sure you set the "Starting Grid position" for each AI racer correctly.  For example,  "Player Car" is usually set to "Last Place"; "Opponent #1 or Player 2"  is "Last Place +2"; "Opponent #3" is Last Place +3"; etc.  If this isn't set correctly, the AI racers will spawn on top of one another and will be forced to do an extra lap.

Everything else in the file is good!  :)
So, I think i understood how to use correctly now.

Everytime I wanna run with more than 8 opponents, I need to change his serial numbers and put the correct grid position to them.

Wel, thanks a lot and I'm gonna try to change that and test now.

pete9516

Hello guys, i'm having a problem with tickets per speeder. I hope somebody can help me, because i don't know anymore what to do. When i play Getaway with some other racers and additional traffic (16 slots), i can get about a billion maximum tickets. But i want it to be like original Getaway and have only 1 ticket. But my settings are okay, aren't they?

DrSpeed

Try setting "Tickets Per Speeder" to 1.

mikawagnerbr


Could someone provide a ready table (to be copied) for a Single Race race with 15 AI opponents?
So far I can't get it to work at all...Only Single Race racing interests me