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Post by Trypticon8 on Oct 21, 2017 3:54:42 GMT
how to bait an entire forum in 3 easy steps
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Post by Trypticon8 on Oct 21, 2017 3:56:21 GMT
wait fuck she's actually serious what in the everliving fuck
thank god black box died along with these "concepts"
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Post by Blabam11 on Oct 21, 2017 10:32:20 GMT
Catgirls in nfs. Thats a great idea, why didn't we think of this earlier? I really hope they fired the guy who drew these concepts.
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SpeedY
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Post by SpeedY on Oct 21, 2017 10:49:05 GMT
reminder that this was back when the games had a more cartoony feel to them. i see nothing wrong with the characters tbh.
also no characters use muscle cars so they smart
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Post by suv_2000 on Oct 21, 2017 12:10:48 GMT
I dont know but it seems as funky as a disney show in the early 2000s something like Jake Long
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Post by Blabam11 on Oct 21, 2017 13:04:11 GMT
cartoony
theres a difference between cartoony and retarded
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Post by Blackweed on Oct 21, 2017 17:26:32 GMT
reminder that this was back when the games had a more cartoony feel to them. i see nothing wrong with the characters tbh. also no characters use muscle cars so they smart They were cartoony but they weren't high on steroids.
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Post by Trypticon8 on Oct 21, 2017 18:05:59 GMT
These characters look like they were drawn by a shitty artist on tumblr what do you mean
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Post by AAAAAAAAAAAA on Oct 24, 2017 3:34:25 GMT
10/10 So, does anyone remember about this? nfstheories.boards.net/thread/277/beta-canyon-leftoverIf you don't remember or wasn't there in that time, here is a short summary. If I remember correctly, someone in the old NFST noticed that the drift track which takes place in Lofty Heights Downhill had the wrong mini map in Xbox360 and PS2 versions. Original image link: technofranki.net/2006/11/13/review-need-for-speed-carbon-xbox-360/Turns out that in PC version it had the correct mini map. Don't mind the safe house and the event position, I moved them.Looking closer to the wrong mini map in Xbox360 version, you will notice that the event has the same route of the cut speedtrap "race_bin_exotic/extra01" race_bin_exotic/extra01 routeI wonder if the Xbox360 version has more of the extra0x tracks mini maps... For who doesn't know, the "extra0x" tracks can be found only in the V1.0 of NFS Carbon, at least in PC. It can be found in the beta build/proto version of the game (Xbox360). Yeah, I know, necroposting yadda yadda, but Felipe forgot something rather important: race_bin_exotic/extra01 existed at the time when Palmont had a different layout of roads. That means, there is an older version of (real) Palmont's layout nobody has seen before. (in the final game, there's nothing that would indicate that this alternative layout ever existed, so I guess race_bin_exotic/extra01 has been made before any serious work on Fortuna's environment has been done) It doesn't align with the "Mystery City" mockup map from public beta either, which gives me another silly theory: the "Mystery City" mockup map has probably been created around the layout of actual (and rather final) Palmont's map and its sole purpose was to deceive beta's players and give them a wrong idea about what the game's city's layout will look like. p.s.: if XBox 360 version of the game can have more leftover preview routes, PS2 version should have them too. Collector's Edition for PS2 still has the race_bin_exotic/extra01 preview route.
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Post by AAAAAAAAAAAA on Oct 24, 2017 6:00:58 GMT
This is approximately how the game renders race_bin_casino/extra01, race_bin_casino/extra07, race_bin_exotic/extra01 and race_bin_exotic/extra02 in the final game on the minimap: race_bin_casino/extra01(note how the route goes beyond the finish line and ends in the middle of the shortcut not present in the map; cannot be finished as the second checkpoint is supposedly misplaced; finish flares are placed in the air) race_bin_casino/extra07(note gaps in the route - this is where shortcuts are (for some reason these are not rendered, even though the race_bin_casino/extra01 has ts path rendered through the shortcut), though the last shortcut is missed; AI always goes through shortcuts) race_bin_exotic/extra01(gaps at shortcuts again (though one shortcut is missed), AI always goes through shortcuts; note the dead end near the end of the track where the cut part of the road is supposed to be (it doesn't confuse AI as there's a shortcut that goes from the intersection to the dead end, so AI goes through the shortcut first, then it goes from the dead end to the intersection through the main route)) race_bin_exotic/extra02(misplaced starting position (cut road/shortcut?); gaps at shortcuts again, AI always goes through shortcuts) SpeedY can I request you to make a video of more or less thorough analysis of the tracks you didn't cover but Felipe did? In his videos, Felipe neither used PS2 demo's minimap nor tried to point out locations of tracks' checkpoints, jumping to assumptions instead (like assuming that race_bin_muscle/extra01 (and some other cut drift tracks) takes place at the cut raceway, even though you've pointed out that it's not the case (it's to the west of the cut raceway) and that it's quite large for any drift track present on the map), which is, in my opinion, incredibly lame for someone of his caliber. The exact list of tracks that interest me is: race_bin_casino/extra01 (misplaced checkpoint's location would be neat) race_bin_casino/extra04 (needs its location checked on PS2 demo's map; if they don't match any location on it, checkpoints' approximate location and direction would be neat) race_bin_casino/extra05 (needs its location checked on PS2 demo's map; if they don't match any location on it, checkpoints' approximate location and direction would be neat) race_bin_casino/extra06 (needs its location checked on PS2 demo's map; if they don't match any location on it, checkpoints' approximate location and direction would be neat)race_bin_exotic/extra01 race_bin_casino/extra07 (explanation of why the route goes beyond the finish line would be neat) race_bin_collectors/21_1_1circuit (would like a verification that it's a leftover from Most Wanted indeed; if not, checkpoints' approximate location and direction would be neat) race_bin_drift/drag_test (may need its location checked on PS2 demo's map; if they don't match any location on it, checkpoints' approximate location and direction would be neat) race_bin_exotic/extra01 race_bin_exotic/extra02 As far as I recall, none of these were featured in your videos. Explanation of why some tracks' route rendering stops at shortcuts would also be very nice.
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Post by marik on Oct 24, 2017 6:18:49 GMT
Is it possible to activate these races on demo or fin
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Post by AAAAAAAAAAAA on Oct 24, 2017 6:31:48 GMT
Is it possible to activate these races on demo or fin Not sure about demo (most of them would take place in the void there), but for the final game, you need gameplay.bin from Spanish v1.0.
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Post by marik on Oct 24, 2017 8:24:06 GMT
We need torrent of nfs carbon in spanish and get that file.
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Post by 379Felipe on Oct 24, 2017 11:28:57 GMT
Yeah, I know, necroposting yadda yadda, but Felipe forgot something rather important: race_bin_exotic/extra01 existed at the time when Palmont had a different layout of roads. That means, there is an older version of (real) Palmont's layout nobody has seen before. (in the final game, there's nothing that would indicate that this alternative layout ever existed, so I guess race_bin_exotic/extra01 has been made before any serious work on Fortuna's environment has been done) It doesn't align with the "Mystery City" mockup map from public beta either, which gives me another silly theory: the "Mystery City" mockup map has probably been created around the layout of actual (and rather final) Palmont's map and its sole purpose was to deceive beta's players and give them a wrong idea about what the game's city's layout will look like. p.s.: if XBox 360 version of the game can have more leftover preview routes, PS2 version should have them too. Collector's Edition for PS2 still has the race_bin_exotic/extra01 preview route. Now this is interesting. When I was fixing this race, I noticed that one of the checkpoints was pointing to the wrong direction instead to the normal route (rotation was set to -133) I never understood why, but you could explain it. This older (even before PS2 demo) Palmont layout may also explain why there are misplaced checkpoints, startlines and finishline positions. Ah, and the gaps in shortcuts are caused by the lack of the "shortcut" node. Without it, the game see it as a normal route, not as shortcuts.
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Post by AAAAAAAAAAAA on Oct 24, 2017 11:49:59 GMT
Now this is interesting. When I was fixing this race, I noticed that one of the checkpoints was pointing to the wrong direction instead to the normal route (rotation was set to -133) I never understood why, but you could explain it. This older (even before PS2 demo) Palmont layout may also explain why there are misplaced checkpoints, startlines and finishline positions. The misplaced startline in race_bin_exotic/extra02 is most likely a continuation of the cut road, which is probably thrown out due to being redundant, as it was quite close to the remaining intersection. Ah, and the gaps in shortcuts are caused by the lack of the "shortcut" node. Without it, the game see it as a normal route, not as shortcuts. So, as I understand it, gaps are caused by paths laying through shortcuts? Or because normal route and shortcut route without of shortcut node overlap each other, confusing the game?
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Post by 379Felipe on Oct 24, 2017 12:15:43 GMT
So, as I understand it, gaps are caused by paths laying through shortcuts? Or because normal route and shortcut route without of shortcut node overlap each other, confusing the game? Everything is a route until you say its a shortcut. The game takes the shortest route to the finishline according to checkpoints. Blue dots = checkpoints Once you add the shortcuts (orange dots), the layout changes like that:
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Post by AAAAAAAAAAAA on Oct 24, 2017 12:42:55 GMT
So, gaps exist because shortcuts lack shortcut checkpoints? That's quite a confusing system, if you ask me. But then, I can conclude that race_bin_casino/extra07 and race_bin_exotic omit one shortcut each because a checkpoint is placed outside of said shortcuts. (why doesn't the game draw the route through shortcuts like in race_bin_casino/extra01 though?)
(I could've theorized that shortcut checkpoints were absent because at that stage of development shortcuts have been actual roads, but then, the leftover preview map says otherwise, so... these shortcuts didn't exist back then, it seems)
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Post by suv_2000 on Oct 26, 2017 19:46:31 GMT
2:18 -- never saw these chicks in a cutscene. Might be promotional.
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Post by SuperType1 on Oct 26, 2017 20:59:25 GMT
no
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Post by marik on Oct 26, 2017 23:10:41 GMT
2:18 -- never saw these chicks in a cutscene. Might be promotional. Maybe it's deleted crew :/
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