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Posted
Introducing you to the first tweek of Driver: Parallel Lines. or the first mod which has nothing to do with the in-game textures.

Please note this is only an alpha release and the vehicles will perform better in future versions.

Name: Handling Modification v0.10 (Alpha)
Creator: Driver Madness
Website: http://www.drivermadness.net

Mod History:
v0.10 - Initial Release - Download Download

Videos:
http://www.youtube.com/watch?v=aOaIuObVRSo
http://www.youtube.com/watch?v=s9HfzBDgkbQ

Comments/Info/Instructions:

This is the first release of the Handling Modification.
It is no where near complete so you may notice a few handling problems however it's still great fun to play around with.

Instructions:
You'll see six folders. Each folder contains a VVars.txt file whenever you want to use that particular handling you'll have
to copy this into dpl's Vehicles folder, overwriting the original. Whenever you want to revert back to the original settings
you may use the x1 folder which contains the original file.

Some of the folders contain a guide.wmv movie file you can play this video to check the possible handling available. There is a known issue with this video during the end it says Stage 2 where it's meant to say Stage 3.

Before using any of these modifications it is recommended that you use cheats to keep your car in mint condition. Being at
these extreme speeds will cause your car a lot of damage unless you can find a way to dodge every single car that gets into
your way. We suggest you use the following cheats:


Folders and their VVars.txt purpose!

Disabler:
This modification is designed to eliminate any opponents in any races you take part of. This will make it easier for winning
races if you are having any difficulties doing so. There is one catch, you are unable to drive any cars which include any
form of engine upgrades. The thing is all your opponents use engine stage kits and this modifies the engine stage variables.

When you start a race you'll notice all the cars going in the reverse direction, this is meant to happen so it's basically
impossible for them to win.

x1:
This is the original file you may replace any modifications you have made to restore the default handling settings.

x2:
This file is the best file to use at the moment to make your car go fast! I spent about 5 hours fine tuning and researching
all the possible variables and it is easy to do what you do with the normal handling but it has been tweaked just to be
slightly faster. {RECOMMENDED}

x4:
I spent little time on this file so it isn't that great however it gives you the opportunity to go fairly fast. It takes a
while to get used to the speed offered by the vehicle your driving.

x8:
I spent little time on this file so it isn't that great however it gives you the opportunity to go super fast. It will take
ages to get used to this speed however it is not recommended to perform any form of mission at any form of stage because all
stages are super fast! This modification is intended for driving very fast and flying into the boundaries where you can check out the other side of the game.

x100:
I spent little time on this file so it isn't that great however it gives you the opportunity to go flying throughout the city. Under stage 1 settings you have the ability to drive however hold the accelerator too long and you'll go flying. Stage 2 is a lot faster and when using stage 3 you'll be sent straight into the sky in a matter of seconds and in most cases you usually fall out of the game world and once you reach the limits the game will automatically kill TK and then you can restart the game.

If your having any problems with this modification we suggest you reply stating you issue at the official Handling Modification Thread at http://drivermadness.net/main/viewtopic.php?t=658.
If your having any problems with this mod or any other mods we suggest you open a topic up in the modified section of the
Driver Madness forums at http://drivermadness.net/main/viewforum.php?f=93.

for more mod information check out www.modding.drivermadness.net and/or www.drivermadness.net

If you wish to host this file please check out the license.txt file.

Enjoy!
Be sure to provide any feedback you have here.
 
Posts: 284 | Registered: Tue January 23 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of InsaneDriver06
Posted Hide Post
Modding games is one cool thing about PC games. Sounds good.


--------------
Next Driver: Interior DASH view, Free Roam TAG MODE chases, Miles of Backroads, Intense Speed-Edge of your seat Action, MAJOR Crash Impacts, day/night cycle, tons of customizable options, lots of stunts, ON FOOT in FPS view/overthe shoulder RE4 style, sportbikes, more car camera views, "Drop a RAMP" Cheat, fun vehicle chases where THE CAR is the Weapon, not a gun...
 
Posts: 831 | Registered: Tue July 25 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Yes, it's a great idea. However, if you're going to work on a mod, it'd better be such a kind that can really help the game developer notice anything that should be taken into consideration for its game. An example would be when Counter Strike was made into a mod, which was so revolutionary that Valve, the creator of the Half-Life series brought the team responsible for the mod to work along with them and that was when, in HL2, Counter-Strike returned. As a mod, it was eventually updated with the source engine's graphics to make the experience look like a 6th generation game and added some new maps as well, to freshen up the experience. This is what we need to see more of in the future.

For Driver: Parallel Lines, I'd consider a mod that changes the on-foot and driving experience to something that is not a GTA-clone. By saying such, I'd want the following to be gotten rid of:

- the thrill cam (and instead replaced with something that is similar to Film Director)
- T.K. (he's a gangster, making it seem like GTA) and replace him with either Tanner or instead allow for a create-a-character option (not sure if this would be as easy as allowing Tanner to be available in the game)
- replacing the missions with one's that are similar to the first Driver game and focus entirely on driving and chases
- make the graphics even more detailed, that being for the environments and people in the game (the vehicles look detailed enough)

I can go on, but this is what I'll leave it at. Anyways, the point is that if you're going to make a mod, especially for a game that hasn't seen any major mods before nor very many mods at all, it would be a wise choice to work on a huge mod that changes many of the unneeded aspects of the game to truly something that would make the replay value and gameplay itself become bigger than originally.

If I'm ever to work on a mod, I'll make something major rather than only a small one of little importance at all. Keep it in mind, drivermadness, that you should work on a major mod for the PC port of DPL not only could it help Reflections and make modding on DPL even more popular, it could get more people to buy the PC port (possibly me being one of the people). The only problem is that you'd need a team of even more people.
 
Posts: 474 | Registered: Thu December 28 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
There are a bunch of us, trying our bests to modify Driver: Parallel Lines but it's not as easy as you think.

You talk about Half Life and Counter Strike, they are both built on the source engine. This engine is easy to modify, and isn't as compiled or is easy to decompile.

At the moment we are only able to rip .dds textures and edit the handling, we can do a few other things which are competently useless and aren't really worth worrying about.

So at the moment I can say that all that much really isn't all that possible. Maybe if Reflections Interactive made it easier!

We can only edit textures and modify handling, nothing too much exciting and I'll tell you how annoying editing textures are, they tools out in the community these days won't compile the textures back in the achieves all that great causing errors especially when you mass import loads of textures you have modified.

Unfortunately it's this hard and there is nothing much we can do! If we had a larger community and reflections shown more interest maybe it would be possible.

As JAY said some time ago the gta modding community started off with texture edits and then moved on!
 
Posts: 284 | Registered: Tue January 23 2007Reply With QuoteEdit or Delete MessageReport This Post
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