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Post by AAAAAAAAAAAA on Nov 29, 2015 5:32:55 GMT
It's called "eegg", it's from MMNU.QFS and it's placed among tracks' vidwalls. I guess it was supposed to be used as the vidwall of hidden tracks like in PSX version, but PC version didn't have hidden tracks, so this picture is left unused. MOUSE.QFS also contains a hilarious secret: Apparently, one of the cursors is... an offensive gesture. I have no idea what triggers it, so it probably is a leftover of some kind of devs' insider joke of some sorts. Apparently COMPARE.FSH contains pictures of all the game's official playable cars, including Australian version's cars, WalMart special version's Corvette pace car and even DLC cars.
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Post by Hypercycle on Nov 29, 2015 8:34:04 GMT
Goddamn, EA ripped a cars from main game to DLC, when the DLC do not exist! Also, EA planned to include EA Racing Online in NFS3, but abandoned it for NFS4.
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Post by AAAAAAAAAAAA on Nov 29, 2015 9:06:43 GMT
PSX version's finds: Yes, ZHUD.PSH contains a texture named "shit". It's a pretty much useless 3x3 black image with dark blue T-shaped area. Below are the loading screens of hidden tracks in correct order: (T5A) (T5B) (T6A) (T7A) (T8A) ...and an early version of Redrock Ridge's loading screen: The route's starting point is completely black and moved a bit forth. The background picture is different, however the road's layout matches that of a final version perfectly. Also, this loading screen has relation to Empire City track, I'll get back to that in my next post, which will be entirely dedicated to Empire City track.
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Post by LACooper on Nov 29, 2015 9:36:41 GMT
EA Racing Online was still a Beta Test stage when High Stakes came out, however, this was the online service (NPS servers/network play system)for upcoming NFS's such as Motor City Online and Porsche Unleashed - it handled the multilayer thing.
I guess it wasn't ready when Hot Pursuit came out?
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Post by AAAAAAAAAAAA on Nov 29, 2015 15:11:52 GMT
Now let's get back to that leftover loading screen picture. (WARNING: EVERYTHING BELOW IS ONLY VALID FOR THE PSX VERSION OF THE GAME) As you may've noticed, I've given hidden tracks' loading screens some weird names. In fact, all of the game's tracks are named like that: Hometown: TR00A Redrock Ridge: TR01A Atlantica: TR03A Rocky Pass: TR04A Country Woods: TR00B Lost Canyons: TR01B Aquatica: TR03B The Summit: TR04B Empire City: TR02A The Room: TR05A Caverns: TR06A AutoCross: TR07A Space Race: TR08A Scorpio-7: TR05B (loading screen pictures miss the "R0" part in their names) Above is how these tracks are positioned in the game and in language files. And below I've placed them in order of their filenames: Hometown: TR00A Country Woods: TR00B Redrock Ridge: TR01A Lost Canyons: TR01B Empire City: TR02A Atlantica: TR03A Aquatica: TR03B Rocky Pass: TR04A The Summit: TR04B The Room: TR05A Scorpio-7: TR05B Caverns: TR06A AutoCross: TR07A Space Race: TR08A You can definately see some sort of pattern - all of the main tracks, excluding Empire City, have their variations named with the same number but different letters. According to that pattern, Scorpio-7 is technically a variation of The Room, but we're not gonna talk about these tracks, there's not much proof about that connection anyway. Let's get back to Empire City. According to this order, it's placed between Redrock Ridge-Lost Canyons pair and Atlantica-Aquatica pair (in other words, among the tracks you can normally access). And it's the only non-hidden track that lacks its variation. ...well, it was supposed to have its variation. "BUT WAIT, IT DOESN'T HAVE THE CLOSED ROADS THAT COULD LEAD TO THE ALTERNATIVE ROUTE!", you may say. Well, yes... ...if you only played a PC version of the game. (one of those roads (on the 2nd screenshot) doesn't lead anywhere, but that doesn't really matter) Just like tracks themselves, their loading screens are named in the same way, though they're missing a "R0" part in their names. However, there's a loading screen with the number 2B. And that loading screen is the beta Redrock Ridge's loading screeen. More than that, there are files of TR02B track, though you can't normally access them through the game itself because those are leftovers, like that beta loading screen. But if you replace some track's files with files of TR02B track (fuckery with contains of ZTR02BA.VIV will be needed), you'll be able to drive on a unfinished variation of Empire City track with alternative route: sta.sh/22dohsy2ssfz
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Post by Hypercycle on Nov 29, 2015 16:14:39 GMT
OOOOH SHIIIIII~ Great find!
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Post by AAAAAAAAAAAA on Nov 29, 2015 18:01:47 GMT
Thanks. I always thought that Empire City was intended to have its variation as well, but I've only found the track today.
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Post by AAAAAAAAAAAA on Nov 30, 2015 11:54:45 GMT
The gameplay at TR02B track:
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Post by AAAAAAAAAAAA on Nov 30, 2015 18:27:56 GMT
Here's the recreation of TR02B's map: I'll update this thing with a better background picture later.
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Post by AAAAAAAAAAAA on Dec 2, 2015 4:07:17 GMT
Looks like Eagle Talon was supposed to be an interceptor just like police versions of Corvette and Diablo SV in final version are. It also looks like there were no car manufacturer restrictions for Hot Pursuit mode, as we can see Ferrari 550 Maranello escaping from police here.
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Post by AAAAAAAAAAAA on Dec 3, 2015 15:22:31 GMT
NFS3 just doesn't stop to surprise me. Found this in the PC version: FeData\art\slides\34_00.fsh For comparison: This one is actually used ingame (31_00.fsh). And this is the 550 Maranello's loading screen I've extracted from PSX version of the game (in native resolution): Conclusion: PC version of NFS3 was supposed to be more similar to its PSX counterpart.
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Post by LACooper on Dec 4, 2015 17:43:34 GMT
I don't understand your conclusion, the PSX version of HP is worse than the PC release, worse as it lacks content and features.
But what confuses me is, they are both the same game in a way (aside the content/feature difference), shouldn't it be usual that the loading screens are the same or similar.
Or am I missing your point?
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Post by Hypercycle on Dec 27, 2015 7:06:56 GMT
As Veg (Creator of NFS3 Modern Patch) said, EA develop NFS 1-4 from first early version of EAGL, which used in first NFS and improved to newer NFS. Even NFSHP2 have a useless initialization code from TNFS! A big changes in code started only from NFS5.
So... A NFS Undercover is a game, based on heavily-improved TNFS engine, LOL
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Post by AAAAAAAAAAAA on Jan 7, 2016 5:26:01 GMT
Investigating language files... PC: Remains of PSX version's hidden tracks and... Drag Strip? Oval? PSX: Either 20 laps were planned to be implemented or that may be a placeholder for a track name. Tracks' time and weather settings, some are unused. Full list of cars' colors. Pink, black and gray are unused. Original AI names. Only Tad made it to the final list; Blazin' Brooke and Iceman made it too, though their names were shortened to Blazin and Ice respectively. all of my kilowat The game was planned to support up to 11 AI opponents in a race, the leftover AI names are a proof of that (if "Cop" counts as an AI name). PC version also has these placements.
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Post by AAAAAAAAAAAA on Jan 7, 2016 6:07:03 GMT
Some leftover fedata slides from european PC release: sta.sh/2x11kt9pn9m - Leftover loading screens sta.sh/2xg9dsr4rqm - Leftover 355 F1 Berlinetta's showcase - only some slides are left, as it was almost completely replaced by 355 F1 Spider sta.sh/21tdoiklhwfo - Leftover Nazca C2's showcase - it's almost complete, only interior's panorama and voice files are left
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Post by AAAAAAAAAAAA on Jan 10, 2016 15:26:59 GMT
Apparently, each track of PSX version of the game has its own set of colors for cars. TR02B turned out to have an older set - it's not much different from the final set, it just has a different order of colors. However - guess what - I managed to find the leftover stuff even there: Countach and 355 F1 were supposed to have yellow color: Diablo didn't have the yellow color in that color set, but instead it had a gray/charcoal color with white/silver lettering: Gotta say that I've seen some kind of color list when I looked in the game's files before, gotta check it out again... *a hour later* Haha, found them.
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Post by nazcac2 on Jul 19, 2016 16:11:39 GMT
Well, the PSX version has many hidden goodies, the billboard on Hometown (Not sure if this is in the PC version) mentions Rusty Springs (From TNFS). Also, the PC version had hidden audio easter eggs, so on the summit track you can hear a guy taking a dump. The PS1 police cars reuse engine sounds from playable cars (Eagle Talon uses Ferrari 550's engine).
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Post by nazcac2 on Nov 20, 2016 3:19:13 GMT
After some long research on the PS1 version, I have concluded that MOST of the tracks can be combined with their alt variants geographically. Hometown and Country Woods have a slight issue where the school overlaps the main road of hometown. If you slide the school away from the road, that map works completely. No issue with redrock/lost canyons, as the temple thing is what crossed under redrock ridge. I'm not too sure it atlantica/Aquatica will work... Aquatica goes over atlantica at the start, and there's no logical explanation for that yet... (Unless the closed tunnel and the nearby road (That canyon) are in fact inside the building that crosses over the track at the start of the canals. Rocky pass and summit are easy, as summit is inside rocky pass (They never cross). Empire city is alone. (I can't tell where TR02B would intersect.) Long story short, all the maps should work together though.
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Post by AAAAAAAAAAAA on Nov 20, 2016 8:47:17 GMT
Old news.
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Post by nazcac2 on Nov 20, 2016 14:36:14 GMT
It's just that on the PC track images, it looks like there's no way that they could go together.
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