Discussion for Driver 2: Back on the Streets [EU] / Driver 2: The Wheelman is Back [US] (2000)
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By drift719
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#44408
Hello, as we know, the Driver 2 BETA has lots of differences from the final.

Has anyone noticed something weird about the cars? If you watched some Driver 2 BETA/DEMO videos, you shall notice. They tend to be even more slidy in the beta versions. I wonder why. And the buses, firetrucks, trucks, flatbed, they seem to have the same handling as normal cars. And it is simple to drive and better speeds.
Oh and. If anyone can ever hack into Chicago for the BETA version. "Maybe Gamersin because he have a beta copy" Can you try to drive the 18 wheeler?
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By 0takumetalhead
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#44418
Mmh, if interested, I have a full list of diffirences in the playable demo. Handling is something I need to check out though.
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By 0takumetalhead
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#44450
Frames Per Second (without Fraps) are 22-28 FPS (retail has an average of 17 FPS)
Traffic was less diverse (Obvious since it's a beta)
Diffirent buildings, some not solid
Vehicle textures where unfinished
Cop car, slightly diffirent model (not yet confirmed) and diffirent (but finished texture).
Music is used in Las Vegas in retial.
Secret car didnt exist yet, instead you see a rocket in the garage (possibly due to a beta mission about the Cuban missile crisis)
Game crash in garage/compound if entered (NTSC only)
Some engine and collision sounds may be diffirent.
Water is not rendered, can be driven on without sinking (may crash in NTSC version)(Hall OF Mirrors effect occurs)
Ferry has no texture.
Draw distance was longer opposed to retail.
Unfinished skybox.
Collision detection in tunnels is unfinished, touching the wall will warp you on top of the tunnel or back to mainland.
Some road textures may be missing.
Texture's may random corrupt and turn back to normal sometimes.
Texture/models may warp on the edge of your field of view (also happens in full version to a degree).
Unfinished pathfinding for cops
All roads (except the Church area) are actually driven on, including the road to the compound.
Cops tend to spawn in groups of 3 or 4 (in pursuit) instead of 2. 1 or 2 may simaltaniously spawn when inactive.
No skybox when in a tunnel (the Hall Of Mirrors effect occurs)
Cops use a constant nitro boost so it seems...
Some hidden tunnels may exist
Game tends to crash with a delay when coming close to the compound (about 1 to 2 minutes, heavy lag may announce it) (only tested in NTSC)

And I have tested the handling on the only truck avaible in the demo, handling is almost similar to normal vehicles, wih the exception of the tuning speed.

Would love to have a older built set in Chicago (which came with way diffirent vehicles).
There was a way to drive the 18 wheeler in chicago, but i don't know how. I only know that the textures were corrupted though.
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By Runo
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#44632
0takumetalheadgamer wrote: All roads (except the Church area) are actually driven on, including the road to the compound.
Some hidden tunnels may exist
Hmmm hidden tunnels! Juicy <3

And yeah, I saw the church road in a Beta Video (now gone from YouTube, sadly.) and there were cars driving there!! So ALL roads used to be driven on, The place called Urcha in Rio, totally empty was also driven around in the Beta, I'm pretty sure.

The ghost street was too, the church place was too and Urcha was also most likely full of life. And Ghost Town too, the cars stop there too.

It would have been cool to see cars actually drive to the compound, now it's so empty and lonely.
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By 0takumetalhead
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#44634
Runo wrote:
It would have been cool to see cars actually drive to the compound, now it's so empty and lonely.
This, dispite the buggy state of the build (when free-roam is enabled) I actually prefer this over the final version of Havana.
Mmh I have checked if the link to this build I have was still availble, unfortunally not :/
For those who want the demo, i can upload it to 4shared.
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