It does a really awesome job with the shapes. Totally random and fun to play
I have so much to say, I already forgot the most I think. But I try my best to remember all.
hm yes - where to start
I think I start with the carspecs first:
I found this in the nfs spec file:
These files (one per player car) describe the car performance.
Usually, installing these files to the hard disk (by editing PATHS.DAT)
makes Need for Speed inoperable (no acceleration is possible) because the
game modifies SIMDATA\CARSPECS\BY_R&T. However this can be prevented by
making the check file read-only (run ATTRIB +R BY_R&T).
Note that copying one of these files on top of another one will affect the
car performance and handling, but not the engine sound. So if the max rpm's
of the two engines are not the same, the sound can get badly altered because
the correct sound sample is not available.
These files are somehow compressed, because by modifying a single byte in
the file one can reach various results such as : an instant system crash ;
a car that materializes under the road and cannot move, with 11 gears (!) ;
a car without front wheels, that keeps spinning at its initial position...
That would explain why I got nothing via hex editoring every character to a higher value - I got the same issues like in the quote, but never a result.
Compression .. damn.. I fear this destroys any chance of reverse engineering these files at all?
I like it, that it also has a possibility for some high slopes like the one near of end of this track:http://www.share-online.biz/dl/TYLAG1BNBW1
It was very fun. You drive down to a cave (which fits well on the deep area) After the cave you drive a huge slope up.
And Start/finish line has a good straight line for a good speed.
Also some tracks it generated were nice to drive with the rallye mode physics. There was one vertigo ridge which was drivable whole track at full throttle at rallye mode. What a fun
Especially I found also a thing very impressive - especially for a first release:
You even consider traffic signs! It was so impressive to see that there were curve signs on sharper turns placed with correct placement and correct arrow direction. Thats awesome
It was also surprising to see a tunnel at autumn valley with even an never seen wall texture for a tunnel. Thats cool.
Your software has such an awesome quality - like always. Really impressive. Thank you!
Suggestions for the GUI:
Offer a tunnel probability setting
Offer a slope steepness setting (for example a setting on high would have a good probability of extra high slopes.
Slope steepness and some other stuff seem already to be different probabilities per track if I've seen correctly. If so - thats nice then and makes sense. Thank you.
It seems to me that there is no variable track width? Maybe you can randomize the track widths within a track as well.
I think when the curves settings is implemented, there will be with less curves a better possibility for straight parts?
At the moment I have long courses, but all with curves, and not much possibility to gain a good top speed.
Curves setting alone isnt optimal I guess though. Because this would make less curves, but not a track with lots of curves and sharp curves while having a top speed part as well.
I'd like to drive the original tracks backwards: If there is an randomize algorithm possible and newer nfs have backward direction possible without an extra track file for this - I would assume this can be computed like the mirrored versions which already nfs 1 does offer.
So would it be possible for you to upload us all tracks in backward direction? If it is possible via an algorithm I would assume it would be doable?
Here is a config.dat file for you which has all stuff unlocked!http://www.share-online.biz/dl/CB9JH1BNQBP
This will help you with making the code for the vegas track then.
I suspect the speed value was created by a human player playing
each track (rather well) and recording the speed at each segment.
The ai is goddamn accurate at especially Vertigo Ridge.
They drive in perfectly accurate speed the curves. No cheating - they drive the curves at the speeds with which the curves are possible to do. Its actually very accurate!
They even drive the ideal line most of the time. EA did a very good job here.
So far a huge thank you to your work!!
I can offer you later a config.dat file with insane high times and insane low top speed for each track, so that you can actually fill record tables with the generated tracks.