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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 07/29/2015, 21:14   #571
 
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Originally Posted by Buzzcopter View Post
these could be used to make drift events no?

id 327 - ??? (???) - no track, free roam with time
id 328 - ??? (???) - no track, free roam with time
id 329 - ??? (???) - no track, free roam with time
id 330 - ??? (???) - no track, free roam with time
id 331 - ??? (???) - no track, free roam with time
id 332 - ??? (???) - no track, free roam with time
id 333 - ??? (???) - no track, free roam with time
id 334 - ??? (???) - no track, free roam with time

EDIT:City Perimeter "may not have been ported... *** dammit!!!!!!!!!!!! >.<
If there's a working drift system somewhere in the files, we haven't seen it yet.
But no, these seem to be based on sprint template.
A programmer should know if we will be able to tamper with the track files...
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Old 07/29/2015, 21:23   #572
 
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Help please. I downloaded some files that unlocked all tracks but it isn't working on latest update. So is there a link for new files? Let me know or add it to first page. Thanks.
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Old 07/29/2015, 22:47   #573
 
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.gfx files is HUD files, not vinyls.
I think, empty race sprints is races in unaccessible areas of world now (Drift course, canyons, san juan)
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Old 07/30/2015, 00:42   #574
 
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Originally Posted by slayer0008 View Post
hi guys
I have a question, what is the format of all vinyls in game? i think that most of them can be edited, but I don't know what format, and where are they exactly.

I want to add all Eastsiderz vinyls from Underground 1, but i need more info on how to.
To correct him, the vinyls are stored in <string hash>.vyl and vinyl.bin files in <data>/cars/Vinyls.

It may be structured like the GUI/HUD files, but I never bothered checking if it can be opened. (Hypercycle, did you try opening the .vyl files before?).

As of this post though.... the vinyls cannot be edited. (But likely it'll be stripping vinyl restrictions first, then custom vinyls afterwards)

With the vinyl's number hash though you can add the vinyl to the vinyl shop catalogue.
(You can get the vinyl hash added to carslots.xml by having it in your garage before, or the car changer trick.


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Originally Posted by MasterDomino View Post

they are .gfx files and you need decompiler to open them. :P
Have you looked through the folders in the game files yet?
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Old 07/30/2015, 01:06   #575
 
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how to add this to version 1.6?? I cannot use power-ups in 1.7.
'' Pressing "L" in-game will activate the cop light function while using any car.
Cop lights will activate only if the car has them. [eg: megablocks mustang, silvia s15]
Otherwise there will only be blinking lights.''
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Old 07/30/2015, 06:26   #576
 
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Originally Posted by VilleroyBoch View Post
If there's a working drift system somewhere in the files, we haven't seen it yet.
But no, these seem to be based on sprint template.
A programmer should know if we will be able to tamper with the track files...
should be easy enough might even be-able to do it with a shader all we need is somesort of code like: <if>angle=left <increase>0,000<increase><by>1.1<by><persec>0.5 display text add to total? or something i dunno i'm no programmer... yet... lol...

all i mean btw is a points system...

the timer is good coz if you did it in freeroam normal the event would never end and score would be redundant... trick would be telling the shader to only work in events :/

lol could i use scratch to make a drift app i wonder lol... o wait lol i totally can if i can get it to read input keys in both nfsw and a points app thing then yea i can do that i think :P dam well gunna try thats for sure...
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Old 07/30/2015, 08:04   #577
 
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Will these cars "Porsche RSR 918 Concept", "Dodge Charger 2012" and the "Pagani Huayra" added into the game in sometime?
Not Possible add any new\old cars in game NOW ...


Atrocious conditions has ensured that I had eaten my game repacked modified file GlobalC. Now the game sees and takes off with 2013SRT and 918, physics of the old attributes work perfectly. Main problem is that the model does not appear - because it is in supply as a model and geometry has a unique hash and any change has no effect
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Old 07/30/2015, 08:43   #578
 
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indeed we need to wait till someone makes or finds a program that can export and re-import meshes etc... I would make it myself but i don't know how to code really, well not a .bat file anyway... just edit game code i cant write it myself well i've never tried... but i just downloaded scratch to see what thats like to try n make a drift scoring system, seems though i cant adjust the size if the background which is annoying... I would rather try and use C++ in notepad++ but i dont know the commands and apparently making bat files can stuff your pc so i dont wana start writing them without knowing the commands properly lol... i know there's a coding forum here but yea seems most ppl their speak German n i just want a link to the commands i can never seem to find them on google... if anyone has that and wants to share lol? still kinda scary knowing i could screw my pc doing it :/ better buy a solid state usb hardrive lol...
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Old 07/30/2015, 09:31   #579
 
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Just wanted to let you know I re imported my profile again into V 1.7 SLOWLY. Then just bought 12 cars and went out of game. Then I proceeded to add all the extra files not in game already. And YES everything worked. Must have been doing something in the wrong order. However 1 thing won't work in this new version. Adding that extra 6th slot for skills. I already had made the 6th skill in the first version with my initial 84 cars. Then I bought 12 new ones in Version 1.7 but the trick of creating the 6th slot won't work. Even though I see it in the note pad that it's there it won't take. Anyways I'm happy. Thanks Guys.
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Old 07/30/2015, 11:35   #580
 
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Useless basket data for powerups:

And for card packs:

Others:

Card pack basket data:

Card at end of race (I used it in pursuit escape):
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Old 07/30/2015, 12:29   #581
 
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Quote:
Originally Posted by Luqgreg View Post
Useless basket data for powerups:

And for card packs:

Others:

Card pack basket data:

Card at end of race (I used it in pursuit escape):
Hello, what I must do with this ? copy or ?and when copy, where ? thanks
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Old 07/30/2015, 12:41   #582
 
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For basket data (ex. NFSW-XXXXXXXXXX.xml) you must edit the source code (NfswBasket.java -> processBasket).

For card back basket data you must edit source code too

For card at end of race I used it in arbitration.xml (Sent to client when you escape pursuit, you can put in it for example: heat after pursuit (max: 10))
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Old 07/30/2015, 12:57   #583
 
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Originally Posted by Luqgreg View Post
For basket data (ex. NFSW-XXXXXXXXXX.xml) you must edit the source code (NfswBasket.java -> processBasket).

For card back basket data you must edit source code too

For card at end of race I used it in arbitration.xml (Sent to client when you escape pursuit, you can put in it for example: heat after pursuit (max: 10))
Thanks, im do this...im bought CPP and my game crashed...Why ? know you ?
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Old 07/30/2015, 13:09   #584
 
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Originally Posted by dso2015svk2015 View Post
Thanks, im do this...im bought CPP and my game crashed...Why ? know you ?
Don't add it into file. We need some code for server.
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Old 07/30/2015, 20:45   #585
 
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Originally Posted by adriandiaz_ View Post
Hi all, I am not experienced in this, but I have a good sense of logic .

in short, I think I just discovered what many people are looking ( to install more than 5 skills per car ) here leave you the file, replace it and tell me if it works .


The file is ( Mustang RTR- X) To replace ( www > basket)


All cars with 6 skill mod slots

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