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Post by DennisStanistan on Jan 3, 2017 20:04:52 GMT
Greetings! This topic is about NFSScript. NFSScript is a project that I've been working on which allows writing mods in C#/VB for Need for Speed games that were built on the EA Graphics Library (EAGL) engine on game's run-time. You can download the latest version from Github. With NFSScript, you can execute function addresses, read & edit the game's memory addresses, it similarly works the same way that Scripthook for GTA V/CLEO for San Andreas work. If you want to contribute to NFSScript, please read the wiki I've put together. I'll be posting code snippets, research & documentation stuff here for the public to see and use. Feel free to do the same. It's currently in beta but it's pretty flexible and very useful at the moment. I'll move on to other projects in the meanwhile, have fun researching, documenting and crashing the games.
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Post by Uncle ♣ Yeedman on Jan 3, 2017 20:44:15 GMT
this is some quality dank shit mate, good job
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Post by DennisStanistan on Jan 5, 2017 8:23:02 GMT
this is some quality dank shit mate, good job Thanks, hopefully this will change the modding community in some way.
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Post by amaratha on Jan 5, 2017 8:57:41 GMT
Does this work with World?
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Post by DennisStanistan on Jan 5, 2017 11:33:35 GMT
Does this work with World? Not yet, I'll start working on World when I'll add all of the basic functionality such as function addresses and classes that MW & Carbon have to Underground 1 & 2, ProStreet and Undercover.
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Post by suv_2000 on Jan 5, 2017 20:19:19 GMT
I hope we can get fully customizable modded cars.
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Post by DennisStanistan on Jan 12, 2017 17:23:00 GMT
1.0.3 is out and allows calling ProStreet functions
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Post by DennisStanistan on Mar 4, 2017 12:17:51 GMT
Beta 1.1 is out and now supports NFS: World
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