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Post by AAAAAAAAAAAA on Nov 30, 2015 12:14:51 GMT
Let's start with our small track hype. Oh, and yes, PSX version again. One of the map textures from ZHUD.PSH - mp01. Unlike TR02B from NFS3, this track (TR01) was cut from all the versions of the game I looked in (North American, Australian and Japanese). On the other hand, we know its name - Millennia: Unlike NFS3's ZTEXTs, HS's ZTEXTs have tracks' names in the order of their filenames: TR00 - Snowy Ridge TR01 - Millennia TR02 - Dolphin Cove TR03 - Route Adonf TR04 - Kindiak Park TR05 - Celtic Ruins TR06 - Landstrasse TR07 - Durham Road TR08 - Raceway TR09 - Raceway 2 TR10 - Raceway 3 Makes me guess that Millennia was cut on a later stage of development than NFS3's TR02B was on. As far as I recall, PSX version of High Stakes contains more leftovers, I just need to gather them all.
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Post by AAAAAAAAAAAA on Dec 1, 2015 13:47:31 GMT
GameSpot has plenty of early screenshots: www.gamespot.com/need-for-speed-high-stakes/images/Some of them have a slightly different, more blue HUD layout. I don't remember this tunnel at all. Looks like the long tunnel from Snowy Ridge, but this one has different textures. Or maybe it was a fragment from Mil no, no evidence on that. Playable Caprice taxi cab from the commercial video. Despite the video quality, the model is clearly identical to police Caprice's.
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Post by AAAAAAAAAAAA on Dec 3, 2015 16:03:25 GMT
News just in (PSX version again): - There was supposed to be the third bonus car (BNS3, BNS1 is Phantom and BNS2 is Titan; Jailbird 200 helicopter is COPT). The remains of it are the language string for it and this vidwall: Actually, there's nothing unique about it - it uses a mirrored McLaren F1 GTR's vidwall with Titan's logos on it. There's a vidwall of BNS3 for a 2 players mode, but it's just a copy of Titan's 2 players mode vidwall. - Originally the game's race bred cars were supposed to be Porsche 911, Ferrari F50 and McLaren F1. The evidence of it are filenames again. Race bred cars' files have a first letter "X" (let's ignore "Z"s' presence, they don't have much point and their presence's purpose is still a massive question for me), and these are the files with "X375" (Ferrari F50, it's filename is F375 ( I wonder why...)), "X911" (Porsche 911, it's filename is P911, and it's the only car that actually has an ingame race bred version) and "XCF1" (McLaren F1, it's filename is MCF1) in their names. X375's files now belong to MHRT Commodore/Pennzoil Skyline GT-R (depends on how japanese your NFS:HS copy is), and XCF1's files now belong to race bred Corvette. XCF1's vidwall still is F1's, and it has a fuller showcase logo: For comparison - the showcase logo of MCF1's vidwall: - There was planned to be a police version of Camaro (instead of Porsche 911's police car). The evidence is, again, filenames. Police Porsche 911's files are named "*CMR" ("*" stands for country-definitive letter, "A" for australian, "C" for canadian/american, "D" for german and "F" for french) and its vidwalls are named "CCMR". Also, police cars had their own red-and-blue vidwalls: sta.sh/27lf8kue74b (I'll drop 6 more vidwalls later)
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Post by LACooper on Dec 4, 2015 17:38:20 GMT
There's a Camaro Police Car in the PC release, Porsche too.
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Post by AAAAAAAAAAAA on Dec 5, 2015 4:55:08 GMT
There's a Camaro Police Car in the PC release, Porsche too. IKR
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Post by LACooper on Dec 5, 2015 9:12:12 GMT
There's a Camaro Police Car in the PC release, Porsche too. IKR I said that cause you said where ws supposed to be one, but there's one...or did you mean the PSX version only?
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Post by AAAAAAAAAAAA on Dec 6, 2015 11:45:16 GMT
PC version has nothing interesting on that matter. It's a piece of shit anyway.
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Post by LACooper on Dec 6, 2015 13:27:40 GMT
PC version has nothing interesting on that matter. It's a piece of shit anyway. What? The PSX version is a piece of shit,that said I prefer console games you may know but really the pc version is much better than PSX and has the better graphics, more tracks etc
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Post by Ridgericer on Dec 7, 2015 2:54:07 GMT
Come on, get back on topic. There has to be something odd about HS for the PC though, since it does have alot of leftovers from HP.
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Post by Deleted on Dec 9, 2015 15:50:39 GMT
#noPCvsCONSOLESplz
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Post by AAAAAAAAAAAA on Dec 9, 2015 15:58:32 GMT
What? The PSX version is a piece of shit,that said I prefer console games you may know but really the pc version is much better than PSX and has the better graphics, more tracks etc k. PC version of High Stakes had ABSOLUTELY terrible, most disgusting physics in a NFS game I EVER experienced, which completely ruined the game for me. The only next level of low is Davilex's PSX racing games, and I even doubt that they're inferior. PC version? Better graphics? Better graphics my ass. PSX version looks much nicer once you realize that "better graphics" doesn't equal "high res textures and soapy anti-aliasing". Not to mention that PSX version was better polished in the looks department and had much better looking and better detailed (they even have separate textures for lights on and off, not just dummies) car models (they even were supposed to have the built-in-the-main-model dashboards, as there's a leftover dashboard view camera in the game). PSX version's lack of content was due to 700 MB size limitation (the game uses almost all of it), development being rushed and PSX's unability to have downloadable content for its games. Pretty much everything from above applies to NFS3, except not that radically. Come on, get back on topic. There has to be something odd about HS for the PC though, since it does have alot of leftovers from HP. Yep, there are leftover pause menu and "loading" signs from NFS3, as well as some unused menu elements suspiciously similar to PC version's menu textures.
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Post by LACooper on Dec 9, 2015 18:34:03 GMT
Dude...the PC version of High Stakes is better...
You may don't like the game fine, but if you run the game in 3DFx or DirectX you definitely have the far better graphics.
Physics? It's an Arcade game from the late 90's and you could still adjust the cars peformance and handling...
PC release has 3D modeled cockpits...
Another reason for leftovers is said that High Stakes was supposed to be a Patch for NFS3, but the amount of content and features and improved graphics was so huge (not in size but the new features) lead to release it as a new game.
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Post by rcgldr on Apr 16, 2016 6:12:20 GMT
Another reason for leftovers is said that High Stakes was supposed to be a Patch for NFS3, but the amount of content and features and improved graphics was so huge (not in size but the new features) lead to release it as a new game. The physics of High Stakes is different than NFS3, the handling feels different. Assuming track sizes didn't shrink, the lap times are shorter in High Stakes with the same cars, but the speedometer shows lower speed. High Stakes was also the first NFS with online play, described as beta on the original boxes. The career mode is much longer. New cars and new tracks were added. Example video, combined with 3 replay views:
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Post by N/A on Apr 18, 2016 2:20:58 GMT
Come on, get back on topic. There has to be something odd about HS for the PC though, since it does have alot of leftovers from HP. The PC version of Porsche Unleashed is even more awkward. (Guess they ported PSX High Stakes to PC...) The intro movie logo uses the High Stakes .exe NFS logo/icon. 3 textures are stored in EA's PSX format (PSH), on the PC version... instead of the PC standard .fsh format. Tuning.csv references drivable cars and tracks from the PSX version, but editing car multipliers only adjusts the spawn rate of traffic cars... zzzxeng.viv zzzymus.viv Initially I thought Tuning.csv was a High Stakes leftover, and unused, like all the vssver.scc version control files, but while cleaning my add-ons folder I found a mod I previously downloaded off some NFS site. (Original site is long gone, or probably rebranded), did a file comparison, and found only the car multiplier was changed. (and ran NFS5 just for good measure) High stakes textures are maxed out at 256x256 for the PC version. (Even if you shove a 512x512 texture into car.viv, the game uses a downsampled 256x256 texture in-game) Starting with Porsche Unleashed, 512x512 car textures are used. (as evidenced by community made carparts editor tool) And driver animation/immersion improved. (<blink>Blinkers!</blink>)
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Post by Hypercycle on Apr 18, 2016 15:13:04 GMT
Come on, get back on topic. There has to be something odd about HS for the PC though, since it does have alot of leftovers from HP. High stakes textures are maxed out at 256x256 for the PC version. (Even if you shove a 512x512 texture into car.viv, the game uses a downsampled 256x256 texture in-game) Modern patch for NFS4 by VEG allows 512x512 or more detailed textures
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Post by N/A on Apr 19, 2016 3:12:50 GMT
High stakes textures are maxed out at 256x256 for the PC version. (Even if you shove a 512x512 texture into car.viv, the game uses a downsampled 256x256 texture in-game) Modern patch for NFS4 by VEG allows 512x512 or more detailed textures Or that... There's been so much love for NFS3 (Cry for speed, and Veg+rejzor patch) that I've forgotten about the NFS4 side of things... I can't wait to port the Ford Racing 3 Ford Indigo into NFS4, and swap the pilot driver for a retextured Porsche Unleashed race suit driver.
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Post by nazcac2 on Jul 19, 2016 16:23:21 GMT
Ok, let's get back on topic, The PSX version had audio easter eggs (or ambience). And the Traffic cars could be upgraded (Only in performance). Police cars had upgraded (Traffic cars and cop cars needed a gameshark to allow this).
Also, it appears that the Australian version was made first. (The slots for the HSV, HSV Cop, and Falcon are in all versions, MRHT used bonus corvette slot, Australian cop cars left over in all versions.) The version in japan had the Skyline and Bonus Skyline, but it still had the Falcon and HSV Cop in the files (Unused).
The question is, why are these slots empty in the North American and European versions?
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Post by Hypercycle on Oct 16, 2016 9:49:45 GMT
Little techical info (Thanks to VEG): All games of EA in 1997-2001 period have a similiar engine, and many of them (Sport crap-games) are lost from internet. But one of these useless now games, Ultimate Hunt Challenge, have a big amount of NFS3 code - menu code, render, cursor from NFS3, etc. In credits of that game you can see same people, who worked on NFS3 (Additional Interface Programming: Need For Speed III Team, game says). But... Why i saying this? For that: 1) Credits menu looks like a NFS4 credits menu. 2) Ultimate Hunt Challenge released in 1999-2000 years. 3) Render API (Called "Thrash API") have same version as... NFS4. 4) But credits menu still says that it's people from NFS3! I think, that NFS3 code is forked for that game, but that forked code from NFS4 developing time. And, NFS4 on 1998-1999 is planned as NFS3 Special Edition, maybe... P.S. THAT interface...
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Post by nazcac2 on Nov 1, 2016 18:38:20 GMT
The first person view is sort of stable in the PS1 release, was it cut from the final game (without cheats)?
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Post by AAAAAAAAAAAA on Nov 2, 2016 15:12:11 GMT
The first person view is sort of stable in the PS1 release, was it cut from the final game (without cheats)? It didn't work properly on PSP's hardware (which is quite close to PS1's). It wasn't really cut, just made inaccessible by ordinary means, as it's obviously was quite unfinished.
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