While Driver Madness was still down and been on holiday, I've had fun times with DCI cleaning up some cities:
These experiments will be part of a levels mod that will not have barriers at all. Currently working on Los Angeles and San Francisco levels, others are done now
Re: Levels modifying
Posted: Tue Jan 10, 2012 10:33 am
by D3M0NW0LF
Taking level modding to the max, very impressive! Planning on releasing a level package soon?
Re: Modifying and testing
Posted: Mon Jan 23, 2012 12:30 am
by RacingFreak
Since the thread is all about testing, here's what I've came across today
A tutorial on how to do this AWESOME stuff is coming soon by me
Custom camera and speed, hehe.
Re: Modifying and testing
Posted: Mon Jan 23, 2012 3:12 am
by Clutch
RF - this - is - EPIC AWESOME!
I'm so sad, I have a exams on my first year of university.... I haven't time for trying it out!
Re: Modifying and testing
Posted: Mon Jan 23, 2012 3:17 am
by RacingFreak
You should thank Someone972 and Mark for helping me to figure out aswell
Thinking of released modded exe as patch for the Cadillac soon.
Another video! This time showing some neat stuff on the cop car and, civcar positions found:
Re: Modifying and testing
Posted: Mon Jan 23, 2012 10:13 am
by Fireboyd78
Wheel position modifying found by Jeff. Camera positions, headlight positions, brakelight positions, signal light positions, speed modifier, etc. found by me. Custom camera view created by me. Lol.
Re: Modifying and testing
Posted: Wed Jan 25, 2012 2:27 am
by Clutch
I wait for tutorials. Very wait >:]>
Re: Modifying and testing
Posted: Wed Jan 25, 2012 6:15 pm
by Fireboyd78
Clutch wrote:I wait for tutorials. Very wait >:]>
Maybe RF will make a tutorial, maybe he won't. But this is very complicated work, and it's not exactly easy to do. But once you get a simple understanding of the concept, it's a piece of cake from there. But I honestly don't see a need for this, because this requires a custom EXE if you'd ever want to distribute this mod to the public. And I don't think people want to have 20 different EXE's in their directory for a simple car mod, know what I'm saying? It's best if we wait for Jeff to create a program or implement a function in the Driver Car Importer that allows you to modify the positions in real-time and then save them to a COS file that has been separated from the EXE. I can confirm that the files are 100% decoded and the format and structure of the COS files are now completely understood. What's left is separating them and allowing modifications to be made using a program.
Great things take time, and all of the hard work put forth by Jeff is something worth waiting for. If I told you how to do this work right now, it wouldn't be that much fun to do, and it wouldn't be much of a surprise, since you can't save your work anyways and share it with other people. This also causes a problem with people who have EXE's in a different language, because they'll have errors all over their screen while trying to enjoy a mod that you released.
Sorry if I rambled on and on, but I was trying to explain why this kind of stuff doesn't really need to be explained at the moment. This is purely just debugging purposes and I was the one who offered to help find out what they do. RF simply caught us at a good time and was able to get in on this information. Not really a tutorial-worth achievement, unlike recording chase missions.
Take care!
-CarLuver69
Re: Modifying and testing
Posted: Wed Jan 25, 2012 11:01 pm
by RacingFreak
Of course, a tutorial on DM News in the works
Glad I've caught you on time, nearly done with a project that seemed impossible until now
Re: Modifying and testing
Posted: Thu Jan 26, 2012 12:50 am
by Clutch
I was dreaming about modifications like that
Re: Modifying and testing
Posted: Mon Mar 05, 2012 7:18 pm
by benflex
@ RacingFreak. Nice, do cops folow you in the water?
Re: Modifying and testing
Posted: Tue Mar 06, 2012 6:42 am
by someone972
They will generally follow you if they are directly behind you, but I don't think they will find you if they have not yet caught up to you (i.e. are still using the path-finding logic). An interesting thing thats kind of related is that if you replace the road with water tiles, the civilian cars just drive right through it bobbing up and down like it's still a road .
Re: Modifying and testing
Posted: Sat Mar 17, 2012 9:47 pm
by RaceCarDriver
someone972 wrote:They will generally follow you if they are directly behind you, but I don't think they will find you if they have not yet caught up to you (i.e. are still using the path-finding logic). An interesting thing thats kind of related is that if you replace the road with water tiles, the civilian cars just drive right through it bobbing up and down like it's still a road .
The civilian cars also behave the same way if they end up in the water in the normal game.
Re: Modifying and testing
Posted: Thu Mar 22, 2012 1:34 am
by Runo
Hey man! Since you can go out of the borders, I've been wondering for 11 years about that bridge that leads over the highway in miami, where it goes.
Can you check that out?
Re: Modifying and testing
Posted: Thu Mar 22, 2012 5:31 am
by RacingFreak
Soon I will upload the borderless level files in the Downloads section