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

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Would it be possible to make a mod that replaces the class S cars with race cars in arcade mode and have the ai drive them?

In theory - the GT2+ change here to swap the Clio for the Esprit is a template on how you could do it. You'd need to copy over all of the parts data for each car from the GT mode data to the Arcade mode data, then patch the hardcoded car list in the Arcade overlay with the new car IDs, and update the hardcoded stats shown in the menu. All of the attract demos that use the Arcade data will also break, and will need to be removed or re-recorded.

Probably not recommended for your first mod though, as you may also need to figure out how the manufacturer logos work, and may run into unforeseen issues if it was never written to support race cars. It'd be breaking new ground either way.
 
@pez2k There's a bug with the Peugeot 306 RM, when you pick the red color option; it switches back to blue after applying the RM. It stays that way for the garage and races.
 
I've started working on a few things for the next release (which won't be any time soon), and the first thing that I was inspired to look into was the fact that GT2 doesn't actually tell players whether a car is NA or Turbo anywhere, despite having events that restrict it. This is obviously very confusing for players who don't have a deep knowledge of the specific cars featured.

There's actually already a bit of text associated with each car listing its aspiration type, so I went digging and found that the code that loads it is simply not used anywhere. I then found the place where the engine type is printed to the screen, and extended it to include the unused third part of the text. This was a bit of a challenge for me too, as I had to relocate the code elsewhere to have space to do it, but hopefully it's a technique that will come in handy more in future.

aspirationtype.png


The only caveat to this change is that the text only reflects the stock aspiration type of the car - if you buy a Corolla Levin for example and fit a turbo kit, it'll still say NA. It's a little misleading and may be why it was removed in the first place, but I think the benefit gained through players being able to tell which cars qualify for the NA race before buying them outweighs the hopefully small confusion that any turbo kit listed in their equipped parts on the next page in the garage quietly disqualifies the car.
 
Is there any possibility in arcade mode when creating a race of 20 or more laps to have the option to have tire wear??? in the options there is only damage to cars but not to tires!!! Does the mod have the ability to put this option?? It would be really cool to create endurance with all the circuits without being dependent on the simulator mode where you have endurance in the predetermined races!!!
 
It's possible to restore/recreate the following cars?

Ford Escort 1.8 GTi
Ford GT40 Mark III
Ford GT40 Mark III Race Car
Honda Castrol Mugen Accord (as a separate vehicle)
Mercedes-Benz C-Class Touring Car
Opel/Vauxhall Vectra 2.0 16v
Subaru Rex Supercharger VX

+ if someone will create ePSXe limit adjuster, i will want all cut cars found in demo version & the CLK-GTR Race Car. Also, the garage space could be increased then

Speaking about the GT40 Mark III, it would have Mark III specifications & the race version would be fixed as well.

Also, i've one question; really it's not possible to fix & restore the Elise Soft-Top? No other Elise contain a soft-top.

Also, i want a Lancia Stratos Rally Car from Arcade Mode as a prize in a Gran Turismo Mode.
 
It's possible to restore/recreate the following cars?

Ford Escort 1.8 GTi
Ford GT40 Mark III
Ford GT40 Mark III Race Car
Honda Castrol Mugen Accord (as a separate vehicle)
Mercedes-Benz C-Class Touring Car
Opel/Vauxhall Vectra 2.0 16v
Subaru Rex Supercharger VX

+ if someone will create ePSXe limit adjuster, i will want all cut cars found in demo version & the CLK-GTR Race Car. Also, the garage space could be increased then

Speaking about the GT40 Mark III, it would have Mark III specifications & the race version would be fixed as well.

Also, i've one question; really it's not possible to fix & restore the Elise Soft-Top? No other Elise contain a soft-top.

Also, i want a Lancia Stratos Rally Car from Arcade Mode as a prize in a Gran Turismo Mode.
Some of these questions are already answered in the FAQ...
 
The Vectra is already included in the mod, i din't notice!

Some of these questions are already answered in the FAQ...
About the Elise, @pez2k only said "No, this is an unfinished and broken version of the Elise already in the game", nothing about fixing.
 
It's possible to restore/recreate the following cars?

Most of those cars don't exist outside of a logo, so they would have to be created entirely from scratch, which isn't really 'restoring' them any more.

The GT40 'Mark III' is just a typo for the Mark I that's already in the base game.

The early Elise model with the canvas roof was replaced with a remodelled version because it's basically wedge shaped when viewed from above, someone got the perspective totally wrong. The roof texture won't fit on the newer model, and there's no point in adding a whole duplicate Elise just for a broken model that was deliberately replaced for being bad.

The Stratos 'Rally Car' in Arcade is just the normal car with the racing modification and a few power parts fitted, all of which exist in GT mode already. The other Arcade rally cars are independent car models (although with similarly lazy tuning), which is why I ported them to GT mode.

There's also an absolute limit on how much content the game will handle without crashing, and the game is right at it. That's why I've gone for finishing off existing but unfinished unique cars over entirely recreating those that were never created in the first place. The more custom work I have to do, the less it's Polyphony's cut content and more just a mod making new things, at which point I'd rather do something more interesting than a late Ford Escort. I'm also not an artist, so anything I created from scratch would look noticeably worse than the original content.

As for a 'limit adjuster', it's not so simple - it would take some serious reverse-engineering of the game to figure out where the issues were and relocate things to change it, and the knock-on effects would be enormous. Even 'just' increasing the garage size would then require changing the savegame format since there's space for exactly 100 cars in the save, so everything relating to loading or saving would need to change, including things like loading a guest garage in Arcade mode (plus a ton of places where the game makes assumptions about the total size of the garage structure). None of those hacks would work on a Playstation console either, which sort of defeats the point of a bugfix and restoration mod.

However, as the FAQ says, all of the tools are openly available for others to do these things if they want to, they don't need to be made by me as part of GT2+.
 
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Most of those cars don't exist outside of a logo, so they would have to be created entirely from scratch, which isn't really 'restoring' them any more.
I said "recreate".

Also, nowadays most of us use emulators & disc images, that's why i've said "ePSXe".
 
I said "recreate".

Also, nowadays most of us use emulators & disc images, that's why i've said "ePSXe".

You said recreate, but this mod is literally about 'restoring' cut content, which is why my comments were in the context of restoration. The goal of this mod is to fix bugs and bring back the cut content that actually exists in some form, and for the end result to run on original hardware. I have no plans to be adding arbitrary things outside of that scope, which is why all of the mod tools are freely available for other people to create whatever they'd like.
 
Amazing work with this mod @pez2k, I can't wait to try it

Correct me if I'm wrong, but I noticed you didn't fix the Alfa Romeo 155 V6 TI. All the issues I can think of:
  • The livery: it seems PD accidentally swapped its livery with the RM for the 155 road car, so the DTM-spec car has the BTCC livery, and the race modified car (kinda-BTCC-spec) the DTM one
  • The name: the badging says "155 V6 TI", which is also the name under which the car was entered in races, but the game lists it as a generic "155 Touring Car". The badging used outlined text, too, instead of the solid text of the road model
  • The wheels: the Oz wheels, while not wrong per se, are pretty unusual, and they should be black Speedline 6-spokes instead
Pity you had to cut the 155 Q4, but I understand why you did it
 
Amazing work with this mod @pez2k, I can't wait to try it

Correct me if I'm wrong, but I noticed you didn't fix the Alfa Romeo 155 V6 TI. All the issues I can think of:
  • The livery: it seems PD accidentally swapped its livery with the RM for the 155 road car, so the DTM-spec car has the BTCC livery, and the race modified car (kinda-BTCC-spec) the DTM one
  • The name: the badging says "155 V6 TI", which is also the name under which the car was entered in races, but the game lists it as a generic "155 Touring Car". The badging used outlined text, too, instead of the solid text of the road model
  • The wheels: the Oz wheels, while not wrong per se, are pretty unusual, and they should be black Speedline 6-spokes instead
Pity you had to cut the 155 Q4, but I understand why you did it
I have noticed how the 155 liveries are "switched", though I have to assume both vehicles featured multiple liveries. I know for sure the DTM car did.
 
I have noticed how the 155 liveries are "switched", though I have to assume both vehicles featured multiple liveries. I know for sure the DTM car did.
It did, but none that look like the in-game livery. In fact, you made me check, and the model year must be wrong, too: in 1995, the works team raced with a Martini Bianco livery
 
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Lots of other minor issues in the texture, too, aside from the livery. At a glance, it's missing the Alfa Romeo badge on the grille, and the headlights are colored wrong, because they should have turn signals:

alfa-romeo-155-v6-ti-dtm-3.jpg


I wonder if they light up correctly in the night model?
 
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Correct me if I'm wrong, but I noticed you didn't fix the Alfa Romeo 155 V6 TI.

Yeah, the DTM 155 textures have a large number of problems, but I don't have the artistic ability to entirely re-texture the car (as the livery, base paint, and shading are not separate). It's also a bit more complicated than the liveries simply being switched - what's on the DTM car doesn't specifically match any Supertouring 155 that I've found. The livery on the RM is also largely DTM with the numberplates and driver name, but Alfa did run a similar livery in JTCC which could have confused things.

The all-clear headlights on the DTM car are taken from the later road cars, and along with the wheels and weird livery choice for me make it more of a fictional race car inspired by DTM / ITC than a representation of the real thing. Polyphony were also doing this with the CLK DTM 2000 concept, which became the CLK Race Car that drove like the mid-90s C Class DTM. It's hard to tell how much of it was intentional, versus confusion or lack of good sources.

It would be nice to give it an overhaul into something more like the real 1995 car, but it's effectively a remake that's needed.
 
Yeah, the DTM 155 textures have a large number of problems, but I don't have the artistic ability to entirely re-texture the car (as the livery, base paint, and shading are not separate). It's also a bit more complicated than the liveries simply being switched - what's on the DTM car doesn't specifically match any Supertouring 155 that I've found. The livery on the RM is also largely DTM with the numberplates and driver name, but Alfa did run a similar livery in JTCC which could have confused things.

The all-clear headlights on the DTM car are taken from the later road cars, and along with the wheels and weird livery choice for me make it more of a fictional race car inspired by DTM / ITC than a representation of the real thing.
The stats look largely accurate to the DTM car, though. 2.5, V6, high revving, AWD... the dimensions are exactly as quoted by the Alfa Romeo museum, to the millimeter. The wheels aren't wrong, just unusual. Weight, torque and top speed are roughly in the ballpark of the real thing, too. Overpowered, but that's all race cars in GT2. Livery aside, it wouldn't be wrong to list it as a 155 V6 TI
It would be nice to give it an overhaul into something more like the real 1995 car, but it's effectively a remake that's needed.
I'm hopeless as a 3D artist, too, so... pity
 
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Hi,

Impressive work!

Gt2 still alive.. ;)

Is it possible to share me (private message if needed) a beta 7 (1.2 USA) save with Ford GT90 ?

I try a lot the Seattle race, but non obtain this car..

I try to trade with my save from regular 1.2 Usa GT2, but when i buy GT90, nothing is correct ; 223 HP, etc..

And i'm a noob, i don't know how cheat to have this model...

Thx for your help!👍
 
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I've another three questions...

Will performance of the Mini 1275S Mark I be corrected (power degraded from 239hp to 73hp), but the one used in the S-1 license test would remain intact?

I want all prize cars to be viewable from the dealerships, either from line-up or special section.

Also, will BMW 320i Coupe be added in the future update? Despite the fact it doesn't have a model, we can simply use the 323i one.

Also, why the replay name of the Subaru 360 Young SS is simply "360 Young SS" instead of "Subaru 360 Young SS"?
 
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Will performance of the Mini 1275S Mark I be corrected (power degraded from 239hp to 73hp), but the one used in the S-1 license test would remain intact?

I want all prize cars to be viewable from the dealerships, either from line-up or special section.

Also, will BMW 320i Coupe be added in the future update? Despite the fact it doesn't have a model, we can simply use the 323i one.

I don't think there were ever any real concrete numbers released on the performance of the Monte Carlo Minis - obviously they didn't make anywhere near 240hp, but they're not the only racecars in the game with massively inflated power figures. I think it would probably be a bit useless at more realistic specs because I'm not sure it'd be fast enough to win any rallies, and racecars don't have performance upgrades in GT2. As you mention too, it would be mismatched with the version in the licenses, which would be a bit weird. There's only so far that I can go with realism changes sometimes.

Adding cars to the new car dealership requires a 3D render in Polyphony's style which nobody has managed yet, while adding them to the Special dealer requires a whole new menu page to be created for each one, which is also a lot of work. I also think that it would be a step away from Polyphony's design of having mostly 'surprise' prize cars that weren't shown off anywhere else. For viewing the mod's new content, there's the demo save in the first post that includes every new or revised car.

The E36 323i is actually already the 320i model, but tweaked a little bit and with the badges changed. As with the 2-litre Vectra, I didn't see the point in including both variants when something different like the A4 Avant could take that space instead. If the game supported an unlimited number of cars then I would be throwing in all sorts of stuff like that, but I have to pick and choose what takes priority, and in this case I went for the faster of the two E36 options.
 
Ok, thanks for the answers!
Also, one note about the Mini - in most games, the rally Mini produced about 100hp (for example, 120 in Colin McRae Rally 2.0, and 100hp in subsequent games & the DiRT). Also, this was probably made intentionally by PD, as it even has a 5-speed gearbox instead of 4-speed. However, i think its replay name should be corrected from "Rover Mini 1275S Mark I" to "Morris Mini Cooper 1275S Mark I" or "Morris Mini Cooper S 1275 Mark I". Also, as i've mentioned, the name of the Subaru 360 should also be corrected.
 
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