[Mod] Gran Turismo 2 plus (bug fixes, restored content and new content) - beta 7 released

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Fastest way to check if you have correctly applied the "complete" patch or not is to check the Special section of the Toyota dealership and see if the Toyota Chaser LM Edition is in there
Or go to North City and see if both Opel and Vauxhall are present.
 
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I have both vauxhall and opel, and the chaser LM

I only searched for the wrong stuff i guess, like these, i still see the same errors in the dealers, i guess the correction is only on the replays / garage text?

Jaguar XJ220: Removed 'GT Race Car' from name.
Jaguar XJR: Removed 'Vehicle' from name.
Jaguar XJR-15: Removed 'GT Race Car' from name.
 
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Hey.
Thanks for the fast answer

Done that, got a new .bin smaller than the original, loaded the file but im not sure if the patch was really applied... Exampe: when i got RUF dealer there isn't any of the new cars....
Go to Honda dealership and look for special cars, you will immediately see the difference.
 
I have both vauxhall and opel, and the chaser LM

I only searched for the wrong stuff i guess, like these, i still see the same errors in the dealers, i guess the correction is only on the replays / garage text?

Jaguar XJ220: Removed 'GT Race Car' from name.
Jaguar XJR: Removed 'Vehicle' from name.
Jaguar XJR-15: Removed 'GT Race Car' from name.
Yes, the menu backgrounds and car logos still hadn't been edited by the time the latest version of GT2+ was released, but they should be fixed in the next version if I'm not mistaken.
 
2.Uncheck the checksum validation checkbox:
I wouldn't recommend disabling the check that a valid file is being patched - there's absolutely no guarantee that you'll end up with a working disc otherwise. If there's an error about an invalid input file, then it means your disc image is damaged. Try re-ripping the disc, and verify the resulting image against Redump to make sure it's a correct dump.
 
I wouldn't recommend disabling the check that a valid file is being patched - there's absolutely no guarantee that you'll end up with a working disc otherwise. If there's an error about an invalid input file, then it means your disc image is damaged. Try re-ripping the disc, and verify the resulting image against Redump to make sure it's a correct dump.
I run into this problem all the time when using Delta and this method always works. And I check the checksum of the image before and after patching with UltraISO and there have never been any errors.
 
I don't know if you guys are accepting suggestions but I wanted to share a few logos that I had that could be used for replacement; three Jaguars (XJ220, XJR-15 and XK8 Coupe), a few Dodges (Neon R/T, Interpid ES, Avenger ES), a base logo for both DB7 Coupe and Volante and the Ford GT90. They're low-res but I think they fit alright
 

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yes, in a way...
some I used vectors from the internet, others I had to trace them over existing logos found in NFS2 and NFS3 showcase files, which used the real logos as a base as well
 
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One thing I've noticed about the Renault Clio V6 is that in GT2 it has a 5 speed transmission while in later games it has a 6 speed transmission. As far as I can tell the production Clio V6 only ever had a 6 speed. Did early prototypes of the Clio V6 have only a 5 speed or is this a goof from PD? As represented the car could use a 6th gear (or at least a taller stock transmission; I've found that with stock power it'll pull well even if you set first gear to over 60 mph).
 
Did early prototypes of the Clio V6 have only a 5 speed or is this a goof from PD? As represented the car could use a 6th gear (or at least a taller stock transmission; I've found that with stock power it'll pull well even if you set first gear to over 60 mph).

Funnily enough I did some work around this a month or two back that I didn't post. At the point at which PD made the car, Renaultsport had just started building the first few racecars, and shown a concept version of a road car. A lot of its data is basically guesswork and placeholders like the other concept cars, and the 5-speed transmission is copied from a Civic Si. I might end up 'backporting' the transmission from the production car that came out around the time of GT3, but PD making stuff up is about as accurate as it gets for the concept car in 1999.

The 5-speed is also one limiting factor for the car's performance in Arcade mode - it's infamously far off the pace of the Venturis and so forth in class S. An idea I had to fix this was to upgrade the Arcade car to the spec of the 1999 racecars:

clio-arcade.png


It gets another 35hp, is 150kg lighter, has a 6-speed racing transmission with longer gearing, as well as Medium racing tyres and a little touch of downforce. It's still the worst-accelerating car in the class, but now has a bit more top speed and sticks like glue in the corners. Winning races in it remains more of a challenge than some other cars, but the AI now keeps up with the rest of the class and it's quite a bit faster.

Part of why I didn't post it at the time was that I'm unsure on whether to keep this change or just to replace the Clio entirely in Class S with something that doesn't need a gimmick tune to be worth driving.

Since doing the above needed me to finally figure out editing Arcade mode properly, I also took the chance to fix the Arcade Venturi 400 not having turbo sounds and a boost gauge, so it matches the fix in GT mode.

One other fix that I forgot to post was revising the R30 Skyline Silhouette - now that it's a museum piece data is a lot more available than it was in 1999, so I had the chance to update some things. Most notable was correcting the wheel and tyre sizes, something that once seen is very obvious:

r30-wheels-before.png

r30-wheels-after.png


I also updated the car's stats - it was slightly lighter than Nissan now claim, had the dimensions of a stock R30, and a few other minor details. It still makes too much power down low, but short of porting engine data from a newer game with the car in there's not much I'm planning to do about that.

r30-stats.png
 
Hey pez, is it possible for the new rally prize cars to have more horsepower than they have.

They just seem to slow, unlike the other rally cars you win in the gt mode.

I mean i know that a 195hp storia wont be so fast but giving it more horsepower if possible would make it a bit more special as a prize car.
 
Hey pez, is it possible for the new rally prize cars to have more horsepower than they have.

They just seem to slow, unlike the other rally cars you win in the gt mode.

They're exact copies of the rally cars from the Arcade disc - people always wanted them in GT mode so I made them work as prize cars. They really aren't very good, as they're just the road cars with a racing modification and some engine parts rather than purpose-built WRC cars like the Escort Rally Car and others.

I most likely won't be making any changes to them as they're there to fulfil one of the long-time community wishlist items that couldn't be done in the original game legitimately or even with cheats - drive the Arcade rally cars in GT mode. I tend to feel they're a bit of a waste of space! On the game design side, they're also fairly easy to win, so it's more balanced that they're not hugely quick.
 
They're exact copies of the rally cars from the Arcade disc - people always wanted them in GT mode so I made them work as prize cars. They really aren't very good, as they're just the road cars with a racing modification and some engine parts rather than purpose-built WRC cars like the Escort Rally Car and others.

I most likely won't be making any changes to them as they're there to fulfil one of the long-time community wishlist items that couldn't be done in the original game legitimately or even with cheats - drive the Arcade rally cars in GT mode. I tend to feel they're a bit of a waste of space! On the game design side, they're also fairly easy to win, so it's more balanced that they're not hugely quick.
Ah i understand, but in this state they really are a waste of disc space. And also why does the AI seems slow when doing GT World League? Or any race that involves racing cars like the Toyota GT One.

GT2 wiki states that AI uses SuperSoft Tires and they are "really fast" but the same car in the race driven by the AI is much slower than me.

Is that a flaw in the AI? Can it be fixed?
The game needs an complete AI overhaul but
that seems a bit too much work or impossible it seems.
 
Is that a flaw in the AI? Can it be fixed?
The game needs an complete AI overhaul but
that seems a bit too much work or impossible it seems.

Large overhauls are outside of the scope of this mod really, I'm just aiming to polish things up and bring back whatever can reasonably be restored. I believe Submaniac is intending to do a lot of AI work with his GT2.1 mod however, and boosting the difficulty for more experienced players.
 
The only thing that can be done to improve the AI driving is setting up the car it drives well (which is what i want to do). The logic and programming of it are uneditable.
I think some things could be adjusted provided we crack the tracks' data, in terms of racing line, braking zones etc. But until that's happening, not much we can do.
 
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I have an idea for a major update...

1. The vehicle banners are changed into something that matches their respective models(BMW, Mazda, Mercedes-Benz, Ruf, etc.)
2. New car: Mercedes-Benz CLK-GTR race car (MR, 6.0L n/a V12 DOHC, redline 7,000 rpn, 600 ps, 1,005 kg, 6-speed) and its street-legal homologation model.
3. Tons of bug fixes!
 
I have an idea for a major update...

1. The vehicle banners are changed into something that matches their respective models(BMW, Mazda, Mercedes-Benz, Ruf, etc.)
2. New car: Mercedes-Benz CLK-GTR race car (MR, 6.0L n/a V12 DOHC, redline 7,000 rpn, 600 ps, 1,005 kg, 6-speed) and its street-legal homologation model.
3. Tons of bug fixes!
pez2k already does the first and third in his game mod. And the second point will never be implemented here, you need to go to another thread with it.
 
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1. The vehicle banners are changed into something that matches their respective models(BMW, Mazda, Mercedes-Benz, Ruf, etc.)
2. New car: Mercedes-Benz CLK-GTR race car (MR, 6.0L n/a V12 DOHC, redline 7,000 rpn, 600 ps, 1,005 kg, 6-speed) and its street-legal homologation model.
3. Tons of bug fixes!

I'm not sure what you mean with the first point. The CLK GTR doesn't exist in any known build of GT2 so there is nothing that can be restored, and this mod is intended to finish off things that weren't finished, rather than adding new content entirely from scratch. As for bug fixes, that is the main focus of the mod so there will be more, yes.
 
The only thing that can be done to improve the AI driving is setting up the car it drives well (which is what i want to do). The logic and programming of it are uneditable.
I think some things could be adjusted provided we crack the tracks' data, in terms of racing line, braking zones etc. But until that's happening, not much we can do.
Interesting. Will ur mod be possible to play on the original hardware? Or it wont fit the compact disc?
 
Interesting. Will ur mod be possible to play on the original hardware? Or it wont fit the compact disc?
You can burn it to a disk and as long as you've followed the instrctions on modding the game file correctly it will work.
 
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Interesting. Will ur mod be possible to play on the original hardware? Or it wont fit the compact disc?
The disc has plenty of space for most kinds of game assets. It's memory allocation that imposes limits regarding the size or number of various files: you can only have as many car parts as the game is coded to handle, cars can only have as much detail as there is allocated memory for, etc. This is why some trimming had to be done for GT2+ in order to implement actual parts for the body-only vehicles or port cars from GT1, as the list just cuts off when that limit is reached.

The improvements Sub is suggesting mostly involve giving opponents proper upgrades instead of simply boosting their power, which shouldn't push the game's limits anyhow as the opponent data structure already supports that, the devs just didn't make effective use of it by setting most parts to stock. As long as the amount of opponents doesn't exceed the aforementioned limit and nothing else is broken in the modding process, it should work on original hardware just fine.
 
Funnily enough I did some work around this a month or two back that I didn't post. At the point at which PD made the car, Renaultsport had just started building the first few racecars, and shown a concept version of a road car. A lot of its data is basically guesswork and placeholders like the other concept cars, and the 5-speed transmission is copied from a Civic Si. I might end up 'backporting' the transmission from the production car that came out around the time of GT3, but PD making stuff up is about as accurate as it gets for the concept car in 1999.

The 5-speed is also one limiting factor for the car's performance in Arcade mode - it's infamously far off the pace of the Venturis and so forth in class S. An idea I had to fix this was to upgrade the Arcade car to the spec of the 1999 racecars:

clio-arcade.png


It gets another 35hp, is 150kg lighter, has a 6-speed racing transmission with longer gearing, as well as Medium racing tyres and a little touch of downforce. It's still the worst-accelerating car in the class, but now has a bit more top speed and sticks like glue in the corners. Winning races in it remains more of a challenge than some other cars, but the AI now keeps up with the rest of the class and it's quite a bit faster.

Part of why I didn't post it at the time was that I'm unsure on whether to keep this change or just to replace the Clio entirely in Class S with something that doesn't need a gimmick tune to be worth driving.

Since doing the above needed me to finally figure out editing Arcade mode properly, I also took the chance to fix the Arcade Venturi 400 not having turbo sounds and a boost gauge, so it matches the fix in GT mode.

One other fix that I forgot to post was revising the R30 Skyline Silhouette - now that it's a museum piece data is a lot more available than it was in 1999, so I had the chance to update some things. Most notable was correcting the wheel and tyre sizes, something that once seen is very obvious:

r30-wheels-before.png

r30-wheels-after.png


I also updated the car's stats - it was slightly lighter than Nissan now claim, had the dimensions of a stock R30, and a few other minor details. It still makes too much power down low, but short of porting engine data from a newer game with the car in there's not much I'm planning to do about that.

r30-stats.png
What other games feature the R30 Silhouette car anyway? It is coming to GT7 now.
 
Has anyone got a working 6.1 save with all golds/licence prize cars?

Tried a few from the thread so far and they seem to be glitched so assuming they're from previous versions.

On 1.2 NTSC
 
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It doesn't have gold licenses and the prize cars though, it just has the licenses complete and a selection of new or updated cars, as it's a mod demonstration rather than a starter save.
 
Has anyone got a working 6.1 save with all golds/licence prize cars?

Tried a few from the thread so far and they seem to be glitched so assuming they're from previous versions.

On 1.2 NTSC
I made a save game of version NTSC-U 1.2 patched with the new beta 6. Here are all the gold licenses and prize cars received for them, as well as some money to start a career. Maybe someone will come in handy. Happy New Year!
sir_racealot uploaded his save file for 6.1 on page 63, worked perfectly for me. I'll attach it incase anyone comes here looking for it and doesn't want to dig through the post. Cheers
 

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