- 1,605
- Here and there...
- SUBMANIAC
That would be because the Escudo and Cultus use their own separate dirt compound, which itself is identical between all regions. So the challenge would be the same, unless times are changed.
That was interesting, I like those sorts videos that compare the reigons or versions of something.You can see a direct comparison in my video (ignore the flag talk, i still hadn't understood exactly what was different)
Not possible until track formats for both GT1 and GT2 are figured out and a tool to convert between them is developed.What about Special Stage Route 11, any news for final update?
Same idea, but tracks are an entirely different beast. Not only there is the mesh, but there are presumably instructions on where/when to load each chunk of track, collision data, surface data, A.I. paths, replay cameras, starting grid positions, sector markings and likely more stuff under the hood. It's quite the task to build something that works, and an even bigger task to make something on par with PD's standard.I think that`s similar to why the cars can`t be ported either.
Would be nice if there was a track creator for GT2, then I guess it could be more easily recreated.
It does. It's designed to work on a real PlayStation console, so it must work on anything that emulates one too.I may be asking something stupid, but does this mod work on emulators as well? Android based emulators to be exact
What about Special Stage Route 11, any news for final update?
I think that`s similar to why the cars can`t be ported either.
Was thinking they where recreated using GT2 car models, unless some of them are ?
I've spotted a few little texture errors on some of the cars - for example, newer 3000GTs/GTOs still have left-over exhaust tips (like in GT1) above the real ones and the Lancer Evo VI rally car (from S-8 test) has a blue exhaust tip. I wonder if these can be fixed?
Maybe I'm optistic, but why not trying to contact a former member of the GT1 and GT2 dev team? that doesn't work anymore for PD, and a track magician? Maybe some guys kept sdk or informations valuable no?If there's some major groundbreaking news like a quiet genius turning up and cracking both track export and import for GT2 based on the virtually zero research that exists, you can be sure that I'd not need to be prompted to post it here. I personally don't think it'll ever happen, and I don't have the time nor the reverse-engineering talent to even attempt it myself. There is no news on SSR11 and there will not be, the answer in the FAQ in the first post is always kept up to date.
Cars can be ported, there are a couple already in this mod like the Silvia LM. It's mostly automated, just requires manual creation of a shadow, wheel positions, wheel textures, and some other tweaking, because those things work quite differently. Cars however have the advantage of a fair bit of the model format being figured out literally decades ago, the textures being similar to standard and documented PS1 SDK formats, and GT1's formats being very similar to 2 so most research applied to both. Tracks have basically none of those advantages. Nobody's even ripped a full track model.
Maybe I'm optistic, but why not trying to contact a former member of the GT1 and GT2 dev team? that doesn't work anymore for PD, and a track magician? Maybe some guys kept sdk or informations valuable no?
In addition even if they did somehow retain that knowledge they will likely be legally bound not to share the knowledge itself as it likely belongs to Sony/PD. The best you could hope for would be a few vague pointers, the most likely you would get is something along the lines of no comment or to just be ignored entirely.For one, I don't speak Japanese, which is immediately a big obstacle. Secondly, I wouldn't expect anyone to still have that level of technical knowledge about a file format that was designed nearly 25 years ago, and generally former developers will not / should not still be in possession of any source code belonging to their former employers. Any leaked source code would put things in a very precarious position legally too.
It's a nice idea, but having spoken before to other developers who worked on games of this era, while the game in question may be an obsession for fans, to the developers it was a project that they worked on decades ago, and moved on to the next one. That's why Kaz Yamauchi has said in interviews that he's surprised that people are still playing older GT games: to him they've been forgotten about for years.
Still, if anyone reading this happens to be friends with the probably one or two developers who were working on track tooling at PD 1997-1999, feel free to leave a post, I'd be interested to hear.
Is there a way to remove the '67 Stingray from the opponents list for the 3rd race of the Historic Cup (Grindelwald)? It's like 30hp above the HP limit.
BTW, I drove the '97 R390 Road car and it definitely needs longer gearing, it's too short and the car tops out at 150-160mph or so. PD messed that up as well, I guess.
I'm fine with the GT500 Skylines getting changed to RWD (since it is more accurate). My only question is how that'll effect the one super license test. The Pennzoil GT-R at Midfield is one of the hardest super license tests to gold I'd say.
...
With the entire GT1 car roster and all this cut/hidden stuff restored, what else you have planned at this point? At this point it seems pretty feature complete.
I'm pretty sure it appears there on PAL version, maybe you just haven't had the right amount of days yet?Since it doesn't appear in used cars, as in the US version
It definitely does appear in the used cars in the PAL version, just not on the same days and the NTSC regions AFAIK. However @pez2k can correct me if I'm wrong, but I'm sure he's mentioned somewhere that he's standardising the UCD's across all regions.Hello pez2k, first of all, I want to thank you for the great mod you have created, the truth is that the game is more enjoyable with the extras.
And what you wanted to consult, in a future update could you see how to add the European version to the Impreza 22b? Since it doesn't appear in used cars, as in the US version, but it really is in the European one because it appears as an opponent of the Laguna Seca 4WD race, but currently it's impossible for me to obtain it.
It definitely does appear in the used cars in the PAL version, just not on the same days and the NTSC regions AFAIK. However @pez2k can correct me if I'm wrong, but I'm sure he's mentioned somewhere that he's standardising the UCD's across all regions.
Ah, that must be what I was thinking of and getting it muddled. Either way, as has been said the 22B will show up, it's just not one of the most common cars to appear, nor should it be.I'm not touching the used car lists other than to enable cars that were previously only in certain regions such as the EU 200SX, because I don't want to invalidate 20 years of guides and FAQs. The 22B should show up in PAL on day 130 as it always has, and whatever other days after that.
wow! day 130, compared to the NTSC version is a big difference, my conclusions were that it didn't appear directly because I'm on my way to 100 days and i didn't see them in any list change every 10 days, Also using the used car guide of the PAL version that you are on the internet, the 22b did not appear anywhere.I'm not touching the used car lists other than to enable cars that were previously only in certain regions such as the EU 200SX, because I don't want to invalidate 20 years of guides and FAQs. The 22B should show up in PAL on day 130 as it always has, and whatever other days after that.
It's possible to remove the Stingray, but (like the GT40) it's a well-known challenging quirk now, and I'm probably going to leave it as-is for the character of the game.
It does, it is supposedly stored in a Nismo warehouse.As for the R390 the longtail road car supposedly has over 500 horsepower and can go 220 mph. Then again I don't know if that thing still even exists. As far as gearing goes maybe just fudge the numbers.