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NFS World Offline Developement Thread

Discussion on NFS World Offline Developement Thread within the Need for Speed World forum part of the Other Online Games category.

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Old 01/17/2016, 17:48   #1456
 
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Use VLTEd 2.0., I am not sure which nodes are housed in which file as the editor loads all of them at once.

Good news is that backups of all files are made when you first make any changes ever - then if you mess up, you can just rename *.bak to *.bin.

Also that probably explains why it doesn't throw the "cannot save" error that first time - I bet nfsu360 forgot to check for the *.bak already existing and it's trying to make a copy that already exists or some such silliness causing the error - as all files are modified fine and the exporting works for 300+ changed fields patches.
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Old 01/18/2016, 02:29   #1457
 
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Quote:
Originally Posted by Amaratha View Post
Use VLTEd 2.0., I am not sure which nodes are housed in which file as the editor loads all of them at once.

Good news is that backups of all files are made when you first make any changes ever - then if you mess up, you can just rename *.bak to *.bin.

Also that probably explains why it doesn't throw the "cannot save" error that first time - I bet nfsu360 forgot to check for the *.bak already existing and it's trying to make a copy that already exists or some such silliness causing the error - as all files are modified fine and the exporting works for 300+ changed fields patches.
Wish I understood but I have no idea where the "bak" is nor how to find VLTEd 2.0 as google gives no results and I have the VltEd1.1 which does not support that file to load in.

Thanks for your help anyway, some of us are noob and try to figure it out, wish I understood and can find the needed VLTEd 2.0.
No clue why ppl refuse to assist in truly helping all the way on here.


Edit
Not even sure if you switch out the attributes.bin then load in the realtraffic.nfscfg or what the heck to do.

Hope the next release by Berkay has all these amazing Mods as some of us are not smart enough to figure out the hard stuff.
I have helped all I could and wish I could help more.
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Old 01/18/2016, 09:17   #1458
 
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Quote:
Originally Posted by gamermca View Post
Wish I understood but I have no idea where the "bak" is nor how to find VLTEd 2.0 as google gives no results and I have the VltEd1.1 which does not support that file to load in.

Thanks for your help anyway, some of us are noob and try to figure it out, wish I understood and can find the needed VLTEd 2.0.
No clue why ppl refuse to assist in truly helping all the way on here.


Edit
Not even sure if you switch out the attributes.bin then load in the realtraffic.nfscfg or what the heck to do.

Hope the next release by Berkay has all these amazing Mods as some of us are not smart enough to figure out the hard stuff.
I have helped all I could and wish I could help more.

Link to VLTEd 2.0. -

As for how to use nfscfg, see my answer to Benno4 on previous page.

The *.bak files are created under Data/GLOBAL, i.e. in the same place where NFS World keeps the original *.bin files.

If you switch out the attributes.bin for the version that's already patched, you don't need the patch The patch is so that you can combine various mods
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Old 01/18/2016, 19:42   #1459
 
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Quote:
Originally Posted by Amaratha View Post
Link to VLTEd 2.0. -

As for how to use nfscfg, see my answer to Benno4 on previous page.

The *.bak files are created under Data/GLOBAL, i.e. in the same place where NFS World keeps the original *.bin files.

If you switch out the attributes.bin for the version that's already patched, you don't need the patch The patch is so that you can combine various mods
thanks, makes perfect sense now
Thanks so much for the link


Edit.
Mod works great, thanks again for the info and link.
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Old 01/19/2016, 11:35   #1460
 
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berkay Could you find out an algorithm or formula/pattern through which nfsWorld counts peformance tuning?
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Old 01/19/2016, 13:56   #1461
 
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Originally Posted by marek17 View Post
berkay Could you find out an algorithm or formula/pattern through which nfsWorld counts peformance tuning?
Look through this thread . Ask me if something isn't clear, but I can't guarantee I'll know answers offhand.
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Old 01/20/2016, 00:08   #1462
 
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Just a quick question.

Now that VltEd supports commerce.bin, would it be possible to add those unreleased/removed cars?

Just asking because I don't remember what files must be modified in order to add cars.
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Old 01/20/2016, 14:13   #1463
 
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Vitaleks has canceled next developing of his "online"-server, and he will upload source code soon.

kek
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Old 01/20/2016, 17:02   #1464
 
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hi guys. any news of the server?
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Old 01/20/2016, 18:50   #1465
 
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Quote:
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Vitaleks has canceled next developing of his "online"-server, and he will upload source code soon.

kek
lol. like he would EVER be able to do it
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Old 01/21/2016, 01:37   #1466
 
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I Done partial table of performance shop.
It is a list of numbers as performance tuning are kept at a certain value in Pvehicle.


Find a formula or algorithm will be difficult(for me)
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Old 01/21/2016, 05:22   #1467
 
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I Done partial table of performance shop.
It is a list of numbers as performance tuning are kept at a certain value in Pvehicle.


Find a formula or algorithm will be difficult(for me)
It says "Permission required"
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Old 01/21/2016, 11:32   #1468
 
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This file I uploaded to the server.

This file I uploaded to the server.

In the near future I will make even the adjustments to it, will supplement existing data and checked.
Attached Files
File Type: rar PERFORMANCE PARTS.rar (154.5 KB, 29 views)
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Old 01/21/2016, 12:30   #1469
 
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So for what exactly are these performance parts? Are they special?

I don't think an "Microsoft Excel file" is suitable for the game...
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Old 01/21/2016, 12:45   #1470
 
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The file contains a table of values of performance parts (component performancepart) and performance cars (component pvehicle).
Total includes over 645 performance parts, divided into groups (like gearhead, pistonhead, rails, smokeshow and custom)
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