NFS World Offline Developement Thread

05/06/2016 08:42 mkdk#1846
Quote:
Originally Posted by Alomniux View Post
And what about borrow the sound from the UC GTO then? becuase I use that one and sounds
What do you mean? UC Pontiac? The undercover police variant? Or the '65 GTO from NFS UC? Care to explain a bit?

If you mean the undercover police one, it doesn't have sound. Seriously, explain a bit. :)
05/06/2016 18:27 Alomniux#1847
Quote:
Originally Posted by mkdk View Post
What do you mean? UC Pontiac? The undercover police variant? Or the '65 GTO from NFS UC? Care to explain a bit?

If you mean the undercover police one, it doesn't have sound. Seriously, explain a bit. :)
Yeah I meant that one (the cop variant), but in that case I'll found a way to add it a sound
05/06/2016 19:53 nfs_fan#1848
Interesting. So there are some cars, who haven't a sound yet? But it nice to hear that you can add a soudn for them too. :)

So amazing what the community found out so far. A very big thanks for that. :)
05/07/2016 06:07 Gangsta256#1849
AI cars have different behaviors which can be found in the entry that they are linked. Ex: pvehicle>default>cars>cops/racers/tractors/traffic

So the AI doesn't have sound because their BEHAVIOR_MECHANIC_AUDIO are set to "SoundCop" (in case of the AI cop cars) and "SoundTraffic" (in case of the AI traffic cars). However, changing this to the "SoundRacer" (which of course, is the behavior for the player's cars), the cop cars will no longer have siren sound and traffic cars will no longer have their sounds effects such as horns.
05/07/2016 08:19 mkdk#1850
Quote:
Originally Posted by Gangsta256 View Post
AI cars have different behaviors which can be found in the entry that they are linked. Ex: pvehicle>default>cars>cops/racers/tractors/traffic

So the AI doesn't have sound because their BEHAVIOR_MECHANIC_AUDIO are set to "SoundCop" (in case of the AI cop cars) and "SoundTraffic" (in case of the AI traffic cars). However, changing this to the "SoundRacer" (which of course, is the behavior for the player's cars), the cop cars will no longer have siren sound and traffic cars will no longer have their sounds effects such as horns.
I knew I was missing something obvious! Thx man . I'll test when I get the chance.
05/09/2016 14:16 berkay2578#1851
Do any of you have 3 screens or some display as big as 6000x6000? Or, just have time to install Windows as Virtual Machine and simulate 6k display in it?

If so, I have some things for you to do.
  1. Kindly download the attachment and extract its content to {NFSW_Folder}/Data/GFX (overwrite if asked, take a backup beforehand).
  2. Launch nfsw, get in to freeroam.
  3. In chat, type in(without quotations):
    "console.enable" (press enter)
    "mode.toggle" (press enter)
  4. See if any extra screen shows up in-game, something that can be dragged from the left-hand side of the screen maybe.
  5. Press they key Tilde("~") and see if anything shows up.
  6. Report here.

Thanks (:
05/09/2016 18:51 Hypercycle#1852
КOk...

[Only registered and activated users can see links. Click Here To Register...]

When i try to extend game window to 6000px, game crashed. I will update this post

console.enable don't show any effect, ~ button too :(

6000x6000 resolution gives BSOD

3000x3000 doesn't show any additional info
console.disable gives strange transparent chat-like texture in chat, console.enable removes it

/legal - game credits
/MyPosition - current car position
(commands works without mod!)

you can replace console.gfx with chatgadget.gfx and get console, but Turn ON button don't give a effect (but button code says "startConsole"), maybe NFSW have developer mode?
05/10/2016 04:51 Alomniux#1853
Without it (the screen mod), we got an Fatal_error_13

and is called Debug Mode Hypercylce
05/10/2016 11:42 Keule306 ✌#1854
This happened by replacing "Console.gfx" with "ChatGadget.gfx"

[Only registered and activated users can see links. Click Here To Register...]

Chat End - closes the Debug Console
commonHUD Start/End - Topbar on / off
NewsGadget Test - Opened the News-Window

Hmm but still interesting :D
05/10/2016 13:31 nfs_fan#1855
He he, looks really like something from a "science-fiction movie". :D

But I have one question: Are there even displays with 6000x6000 out there? I think it's a joke, cause there are max. 2160px at the moment on TV - also known as "4K UHD". :confused:

But nice try to bring the game up higher... :)
05/10/2016 14:15 Hypercycle#1856
Maybe we need to have console AND chat at same time? (enter commands, and try to manipulate into console window)?
05/11/2016 11:50 aeroaqua#1857
Better replace news.gfx, can be moved,hide with ~ and can be used in any resolution
05/12/2016 01:01 berkay2578#1858
Thanks for the input fellas!

Hypercycle, Console needs to be initialized only once. When you replace ChatGadget with Console, it gets redrawn every time game loads ChatGadget, which is pretty much always. I'm going to try to change BuildConfiguration in nfsw.exe from Milestone to Debug and see if that makes it load Console separately.

Aeroaqua, news are parsed within the game, I think game might crash if you do that.

BTW, soapbox-race has now reached OfflineServer capabilities while being online and supporting multiple users. ( see: [Only registered and activated users can see links. Click Here To Register...] ) All that's missing right now are economy, proper baskets and inventory system... not that far away. Although, I have finals the next two weeks so I won't be able to touch the server much during those.
05/12/2016 13:09 Hypercycle#1859
You can replace console with news gadget without any problem, it works.
Also, it can be hidden with ~ button sometimes.
05/12/2016 14:21 berkay2578#1860
Quote:
Originally Posted by Hypercycle View Post
You can replace console with news gadget without any problem, it works.
Also, it can be hidden with ~ button sometimes.
Interesting... still doesn't make Console act as a stand-alone though. Thanks for the input.