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Discussion in 'Need For Speed' started by ThrasherDBS, May 27, 2016.
Man, Most Wanted's map looks pretty spooky in Carbon, but I do like the map better in this game than where it came from. (probably because I prefer night racing....)
I really hope that toolkit comes soon!
At much as I like the idea of Rockport at night, the MW map was never designed with it in mind and there's a few things that would have modified for it to look decent at night.
Edit: Also dumb question, but does it rain at all in Carbon?
If memory serves me correctly, it doesn't.
The main issue with the map conversion is the lack of a skybox. The lighting on the actual map looks pretty good, but without Carbon's skybox to match it it just looks really unnatural.
Also, yes, it does rain in Carbon, at least definitely on the PC version when you have the setting enabled. I don't know if it was cut from console versions.
The skybox is the easy part. They just hadn’t finished it when it was filmed.
The main issues I'm seeing is:
1. The lack of any street lights or any other lighting in the map.
2. MW's color pallete wasn't made with nighttime in mind. Most of it looks fine, but there's a few things in particular (like the ocean) that don't quite look right in the dark.
Surface collisions test
Figured out how to open up and mess with the cop speech files and there's a lot of interesting things to be found.
Spoiler: more useless information
- There's are about 13,600 files in English alone. If I'm not mistaken, the game was dubbed in 5 languages so that's at least 60,000 files in total.
- There are about 12 voice actors in total: 5 unnamed officers, the helicopter pilot, Cross, the dispatch, and 4 extra officers who only show up in certain situations.
- Most voice lines have 2 variations with different tones and/or audio quality, for the sake of sounding authentic.
- The 5 unnamed officers/voice actors make up the majority of the files, and have about 5-15 lines for almost every possible situation.
- Every unit that shows up on-screen except for Cross and the Heli share the same 5 voice actors, as well as the same set of callsigns.
- The 4 "extra" officers (that's literally what the global folder calls them) are the only ground units besides Cross to have unique callsigns (Bravo-27, Charlie-24, Charlie-29, and 2-Echo-12).
- There's about 2000 voice lines dedicated specifically for vehicle descriptions...
- ...and a couple hundred variations of "copy that" and"negative".
And now for some of the oddities and unused files...
There are voice lines referencing heat levels all the way up to Condition 10. Extra heat levels aren't really anything unheard of, but for some reason, the proper voice lines aren't used and the cops will always report "Condition 5" during Heat Level 6 and 7 pursuits. The cops are also noticeably more dramatic at higher heat levels.
Chicanes (10-82) - appears to be an unused vehicle formation
Smokescreens (10-90) - appear to be deployed from a PC in-front of the player
Deployable Spike Belts (10-67) - deployed from a PC in-front of the player; was probably recycled for NFSHP2010
Spearhead - vehicle formation, similar to boxes/rolling blocks.
Cross and the helicopter pilot have lines for pretty much every scenario in the game, including those where they normally aren't present, including:
- Heat Levels 2-10
- Responding to calls outside of pursuits
- Spotting a player at the beginning of a pursuit
- Spotting the player during a race (support units don't spawn in races)
The helicopter in particular has some interesting voice lines:
- In addition to Eagle-1, there is a second unused callsign for the helicopter known as "Falcon-2"
- Leaving the pursuit due to weather conditions
- Leaving the pursuit due to no-fly zones
- References to weapon systems (strangely referred to as "ordinance"), presumably the cut smokescreen and deployable spike strips.
- There's also unused request lines for ground units asking for air support. The helicopter is usually referred to as "Helo" or "Fast Air" when requested.
Wants and Warrants (28-29):
There's unused voice lines regarding the player's warrants. These probably are related to the rap sheet records. These lines include:
- references to the player being a "Most Wanted" suspect
- references to the player having federal warrants
- Warnings related to the player's infractions. These include being a flight risk/escape risk, assault P.O. infractions, and the player being documented as a possible mentally disturbed person. Only the flight risk warning appears in normal gameplay.
- There's references to a 4th district in the dispatcher's voice lines. The name is difficult to make out, but I think it may be part of what is now Camden.
- Also worth noting that some units have the prefix "4" in their callsigns. This is the only indication of a 4th district present in the final game.
- There's unused extracop dialog mentioning a unit known as "Bravo-69". They appear to be some sort of supervisor.
"Super Pursuit" units (10-34):
There's request and response lines for a "Super Pursuit" unit to be added to the pursuit. I believe it may have been an early name for the Corvettes that join at condition 5 and above.
- The fact that there's voice lines requesting them suggests that they would've originally been a specialized unit instead of entirely replacing patrol cars at later heat levels.
- There's unused extracop dialog indicating that they are super pursuit units. Some of these lines are recycled as "backup enroute" dialog.
- Strangely enough, dispatch will sometimes refer to them as "Zulu" units, despite the fact that C6 cops using the callsign "X-Ray" when they join the pursuit. Edit: "Zulu" callsigns are present in the PS2 demo. They appear to be replaced entirely by "X-Ray" in the final version. It's possible that Cross's callsign is an abbreviation of "Zulu-51".
Cop cars join the pursuit at 5:17
Beat me to it! Lol
I'm currently playing.
Just about to kick Ronnie's arse in my Corvette C5.
Got some more useless information about pursuits and copspeech:
Spoiler: Even more useless information
There is unused dialog mentioning restricted areas not included in the final map, including:
- Subway tunnels, complete with trains.
- Some kind of hotel.
- A museum, possibly something like the one in Carbon.
- A hydro powerplant (not to be confused with Omega Power Station).
- A junkyard, might've been similar in layout to the one in Underground.
The following was found inside the PS2 demo:
Crashes and Pursuit Breakers:
There is cut dialog for ground units being disabled by the player or pursuit breakers. The cut lines include:
- officers grunting and yelling when being rammed
- multiple units being disabled
- large pileup crashes
- Requesting EMS for injured officers
- Requesting fire crews for gas station fires (these are chopped down to simply "gas pumps ignited/notify Hazmat" in the final game)
Blackhawk Fast-Air Down:
For those who aren't aware, it is possible to take out helicopters via pursuit breakers in the final game, usually resulting in dialog confirming the helicopter being damaged (eg. "we've taken on too much damage, returning to base"). However this appears to be a bugged feature that was either partially implemented, or partially removed from the game, resulting in a trivial bounty reward, incorrect dialog being played (often low fuel or tunnels), and the AI not really knowing what to do and despawning. However, I have found voice lines referencing the chopper not only leaving the pursuit but supposedly crashing, complete with requests for fire crews and EMS. These are only spoken from the perspective of ground units and I cannot find any pilot dialog relating to it.
Zulu/Super Pursuit Units:
There's more references to Zulu units in the demo, including callsigns and additional dispatch dialog referencing them.
- Cross's callsign is confirmed to be "Zulu-51" in sitrep requests.
- Strangely enough, all references to "Zulu" units are removed entirely from gameplay in the final game, up to the point where some voice lines were chopped up to remove the word "Zulu".
- Meanwhile "X-Ray" isn't mentioned anywhere in the demo.
After taking a look at most of the cut dialog, I'm starting to notice a pattern here. Earlier in development, the game was noticeable more dramatic and did not hesitate at all to remind you of it's violent nature. People get hurt, property gets destroyed, and the protagonist is a dangerous felon whom the police genuinely fear. I have a feeling that some of the more dramatic/explicit content was cut from release in an attempt to appease age ratings. (the game is still rated T, but Carbon gets by with an E10+ with almost no changes)
Edit: I think I've figured out the locations of the subway tunnels. They appear to have been replaced down the storm-drain area that's in Downtown.
Currently playing a heavily modified version of the game on PC. About to take on Jewels with my junkman Veyron. I've got like over 6 playthroughs to do now. I've got one with a junkman Civic Cruiser, a junkman Koenigsegg CCX, a junkman Skyline R34, and even one with a Pizza traffic car.
I've been somewhat inspired by KuruHS to get back into Most Wanted. I can see why it's pretty much one of the only games he plays.
You might wanna modify the Pizza car's handling before going through with that. It's essentially a reskinned Clio with nitrous and there's no performance parts for it unless you add them in.
How do I go about doing that? Is it the attributes file?
Vlt-Ed is usually how I do it. It takes a minute to figure out but it's fairly easy to use. Not sure if it works with modloader though.
I'll look into it next time I'm on the PC. Thanks!
I read somewhere NFS360 is going to find a way to add cars instead of replacing them. This actually excites me.
Global-Ed should be happening sometime after he releases NFS-Toolkit (which is in a couple months last I heard). This should allow cars to be added.
oh yeah this will make me play NFS MW again!
It 100% doesnt work with modloader.
Welp, Modloader is crap anyways.
That feeling when you really wanna try the Extra Options mod, but apparently you need a cracked version of Most Wanted to run it.
All you need is to get into the files. With or without crack
Yeah, ended up figuring that out after bumbling about in the game files for half an hour last night. It works now and it's super fun.
Also i saw on nfsu360s blog that he estimates that toolkit will be released in 2 months. Don't get hyped yet. I am sure that is a guess.
I really wish that the 1.4 Community patch would hurry up and release. Hasn't it been in the works since 2013? According to their YouTube channel they're still working on it.
Last I've heard, the project was halted for a while because one of the main guys in charge disappeared for a while. No idea on the current status, but as far as I know, it's still gonna happen.
With that said, some of the features that were originally going to be part of MWCP have made their way into ExtraOps or other mods, while others can be done through Vlt-Ed.
Arturo left the community patch. No progress has been made during the last year.
He was active on discord last week. He is gone again
I sure hope so, i'd be so much better than replacing cars. Only things I wonder is how many cars can be added to the game and what games will it cover? I know NFS Toolkit will cover EAGL games (Whatever EAGL means), but I am not sure about Global-Ed.
Some say Modloader is outdated, though I am not sure how. NFS360 says it never will be compatible with it.
Yea I saw it too. It's pleasing to know we may be getting it before 2019 though!
Also, someone needs to tell that PRZemo890 dude to stop with the constant posting in the comment section.....
Amen! I am really wanting to be able to drive that BMW M3 that they restored in the patch itself, but it may be a while before I ever do.