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vfgdfg

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  1. Hi, the timer starts in the middle of the track because it is the only part that goes straight left/right on the map and thus going from different side at the track doesn't distort the lap time. For your purpose it shouldn't make any difference really?? Just think it as the new start position :) You can see your record lap when you finish the lap, but cannot see the earlier ones. It would be possible to save the lap times to a file but uhh.. Can't you just write them down to a paper or notepad?? :D Regards, vfgdfg
  2. Tool I replied to your PM, sorry forgot to do it earlier as my popup blocker blocked the message. And yes, as I said earlier, I intergrated the car changer to tdumod rather than creating a new mod.
  3. Ok should work now. http://personal.inet.fi/koti/vfgdfg/tdumod.htm
  4. Well the car switcher now works. You can download the mod at http://personal.inet.fi/koti/vfgdfg/tdumod.htm See tdumod.txt for instructions.
  5. Just tested for fun, I was able to change a proper name for the car in the game's memory :) -- OLD IMAGE REMOVED (imageshack) -- So if you haven't figured another way to do this, it would be possible to have a file in the custom vehicules directory that lists the new names (and possibly even some other properties) of the custom vehicles. But fully implementing this would be a bit pain, but it's possible.
  6. Don't sound so excited Tool :P Yes I understand that your ultimate goal is to add cars to the game like they always were there, but this atleast circumvents the problem, you would have your original cars available at all times as well. Also I actually kind of doubt that the game would work online anymore when a completely new car is added. I mean the servers do watch what's going on, I've been thrown out a few times when developing the engine damage thingy. Which actually brings me to a question which I didn't think of before, so do these vehicle mods just change the "shell", not the actual handling etc properties? Because I was able to exceed the revlimiter once when doing some testing and got pretty quickly thrown out :D So I think they must have a database of what the different cars can do and compare it to what is happening at the clients. Anyway the actual implementation I was thinking is quite simple: You would have your normal vehicules directory with the default files and then a separate vehicules_custom directory with all the car files too but replaced with the custom ones you want. And when you press F5 it renames the directories (vehicules->vehicules_default, vehicules_custom->vehicules, and so forth). Could do the same thing in the sounds folder, but I think there might be a problem. When I was fiddling with the sound mods sometime ago, I wanted to restore some original sound and tried to do it while the game was running and I think it did not reload it before restarting the game. Have to test this again. Anyway it would be possible to even have many custom directories, like "banks" and you would change them from F5, F6, F7 etc :) F1 and F2 atleast at the moment are reserved for enabling/disabling the damages and the offroad slowdown features, I would integrate this to the tdumod and not do a separate mod, but tdumod is configurable so if you are not intrested in the other features you can just disable them in the ini file. Other ways are ofcourse possible as well and the ini file can be utilised for custom settings, but atleast replacing individual cars with key presses sounds a bit cumbersome, no? I'm not familiar with the bnk1.map file yet but it's possible to modify that ofcourse as well, but as you said, no idea if the game will reload it. I was actually a bit suprised that it reloads the vehicles. Okay anyway, this thing shouldn't be a very hard thing to implement at all, so I will see if I can make it happend in the weekend. Regards, vfgdfg
  7. Ok, some good news. It's a bit cheapish solution to the problem, but it works. Just tried this: 1) Drive around with the Saturn Curve 2) Jump to Windows and go to your vehicules directory and replace the Curve files with the Hummer files 3) Go back to the game and to the garage. And the car will be Hummer. 4) Drive it around and then jump back to Windows, restore the original files 5) Go back to the game and to the garage. Car is Curve again. So. what this means is, I could make a function to my tdumod so that when you press F5 or so, it says "Custom cars activated", and then your garages will be filled with custom cars. When you press F5 again it says "Default cars activated" and your garages will be back full of normal cars. Well, let me know if you're intrested in this.
  8. Alright, hello people. I just tried out the Hummer H2 and it worked nicely, although the interior camera was a bit off:D So anyway the problem at hand as I understand is how to add the vehicle as new instead of replacing an old one. Ok, so the vehicles are nicely in individual files, but there must be another file that lists all the cars/files (and possibly the number of them) for the game to be loaded (or alternatively it could be just scanning the vehicules folder for all files but I kind of doubt it). Have you found this file? Tool mentioned DB_US.bnk and I believe it was mentioned before in this thread, I opened it up with hex editor and it seems to contain a lot of normal readable text, so it doesn't appear to be encrypted to me. But I would assume that this particular file contains just the english translations for the game. Also, have you seen any numeric ID's for the vehicles when you have been fiddling with them? I could try searching such a number in the memory and see what could be done with it. And if you are intrested in the program I use, pm me. I'll have a look to some other files if I can find anything. Regards, vfgdfg
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