NFS Rivals Modding - Most Wanted (Cop)

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  • Опубликовано: 17 окт 2024
  • Edit: github.com/ale... - Pre-Release Test, Requires .NET 4.0
    A series of pursuits using AI that have been edited to be harder and more numerous. Eventually, this will be released as a "difficulty selector" tool that will allow you to select AI difficulty, density and a few other parameters between cops and racers.
    I may put together a video showing pursuits of this intensity from the racer's perspective - they're pretty crazy! Or maybe I'll just get the tool finished. ;)
    All cars shown (other than my own) are driven by AI; there are no other players in this footage. These edits should work with multiplayer, but are untested - in theory, they should only affect AI spawned by your client. If it's determined that this tool may give a player an unfair advantage, it may be locked to operate on friends/private/solo games only to avoid disrupting public games.
    Also, for the record, I only caught one racer across all of this footage (which was shown). All others got away, even with the ridiculous weapon usage being thrown at them - hard AI are really hard! :)
    Note: Re-uploaded to correct encoding errors.
    11/29/2015 Postscript more than a year later:
    These edits were done using Cheat Engine with extracted data files for reference - I basically followed the tutorials at • Video and • Video which, while for Battlefield 4, still apply to Rivals (same engine). Those are a lot to take in if you've never worked with any sort of memory editor before (I had not), but they're actually pretty comprehensive. I hesitated to mention Cheat Engine originally as it's a bit of an (understandably) taboo program, but it's actually an impressively useful tool for doing this sort of work.
    Unfortunately, what was shown in this video (and the others) were just raw memory edits, which had to be redone manually and from scratch (including finding the objects in memory) every time you rebooted the game. Fortunately, I have finally gotten around to writing that tool (yes, really! Over a year later! Oops) that automates all of this work - it's almost complete, I just plan to add some simple options (e.g. difficulty selection) before releasing it. It's open source and you can check out the progress at bitbucket.org/...
    Looking back on this video itself, I'm not really a fan of my editing - though I do remember that most of the footage was an unacceptably low framerate, so I had to pick and choose. Still, I wish I'd put it together better. The final few segments are supposed to be bloopers with all the AI honking.
    I'll update this when I release that tool! In less than a year, I promise. ;)
    12/05/2016 Edit:
    Curses! I missed the year mark. But I added a link to a pre-release test version of the tool to the top. Documentation and other proper release-y things forthcoming.

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