Since the start of the mods for this game (ah, the good old days of Xi) almost every player stop clicking "Go to the streets" button because of a single issue: the game crashes.
In this tutorial i'm going to explain how to make a car safe to play on valocity, Roc races, etc, so you all can enjoy the original sense of the game. It is not a short tutorial, because the harm is huge, but when you got the idea, it takes less than 10 minutes to fix any car, so have patience, read it all, and you'll be able to hit the streets again in your favourite car, racing versus the cars you want.
- Then, you're going to need a grep. A grep is a tool that allows you to change a piece of text in multiple files at the same time. Since we're going to rename a lot of routes, you better get one of these: it makes the work easier, less time consuming, and free of errors, and almost all of them keep a backup just incase you write "Mazdar" instead of "Mazda". I use PowerGREP 4, but there are more like it. Windows Grep is a good free alternative.
- In third place, we need the java pack of the game. Some authors don't release the javas they used with the mod (reasons unknown), but all those .class files you see in the "scripts" folder can be changed with any .java you rename with the same name, as long as you set it in the proper place.
The javas were released long time ago by Activision, and you can find them in your preferred site: G.O.M. http://streetlegalmods.com/downloads/street-legal-racing-redline/tools/SLRR-221-Java-Pack-Complete
*NOTE: THIS ARE THE JAVAS FOR 2.2.1 VERSION. THEY MIGHT WORK WITH OTHER VERSIONS OF THE GAME, BUT I NEVER TRIED. GET YOUR HADS DIRTY IF YOU WANT TO.
Ok, now you have your shiny new tools, downloaded a rocket, and it crashes the game. Let's go for it.
1: Identifying the source to apply the correct .javas.
First of all, we need to know what car the modder used to create his mod. And with this, i mean that, more than probably, the modder took the javas of a car that was ingame, and used them as a base for his mod. We need to know what car it is. ¿How? easy.
If the author released the .java files of his mod, they are stored in Cars\racers\nameofthecar\scripts\src. Always.
If the .javas are there, just open the file named whateveritis_models.java with Edit plus. it will show you the models the car is using, and if it's crashing the game, more than probably it will look like this:
The creator of this car used clearly the Duhen javas to make his mod, but didn't renamed the models, nor made it standalone, and your game crashes because it thinks "¡HEY MAN, THERE ARE MORE THAN ONE DUHEN HERE!¡WRONG!".
Before cleaning the mess in this file, we better look for the models the modder created. Sometimes there are more than one version of a car in a mod, so we need to know how many of them are there. To do that, we'll look for the models of the car .javas. in this case, Sunstrip 1.5, 1.8, 2.0 and 2.2, and see what the modder used.
In this case, the author (and i'm not gonna say who was, he'll instantly know) was kind enough to write "Dont use" in the cars he's not using, but in most cases you will have to look for the name of the car to know which ones are used.
I found out the car being used for this mod is the Duhen Sunstrip 1.5 DVC, so i GET RID of the rest of the car javas and config files unused. This means i delete Duhen_Sunstrip_1_8_DVC.java, i go back a level (I'm in "scripts" folder now) and delete Duhen_Sunstrip_1_8_DVC.class, and _main_Duhen_Sunstrip_1_8_DVC.cfg, and do the same with the other two models of the original car, leaving only de 1.5, which is the one the author used for the mod.
"ok, very instructional, but... What if the author didn't released the javas, smartie?"
Good question. That's why we need the Hex editor ¿Remember?.
Sice the .class files are encoded, and i don't know the code used, we will have to open the .class files with it. It will show sth like this:
And if we scroll down a bit:
And we found out what car he used.
Ok, enough for the first time. Tomorrow We'll see how to clean the main .javas and rename the car, so it appears in the car list in the order you wish. If you find this useful, remember to vote on the poll
2: CLEANING THE MAIN JAVAS, RENAMING
Now that we know what car(s) the modder used, we are going to start cleaning the mess. We already deleted what we don't need, so we are going to tell the program those things aren't there anymore, and that it is not what it thought, but a whole different car.
In this case, since the car is a Honda CRX delSol, i'm going to rename the files with something more like it. Also, we'll rename the RPK and the folder so it shows this car in the list as we want it to. I have my cars ordered by brand, so the new name will be "Honda_CRX_DelSol.RPK" and "Honda_CRX_DelSol_data" for the folder. This will put it behind the Civic, but before the NSX (the list is ordered alphabetically based in the RPK names)
IMPORTANT NOTE: THE FILE STRUCTURE IS CASE SENSITIVE, DO NOT BLEW IT BY CHANGING CASE IN A LETTER.
Also, we'll rename the "Duhen_Sunstrip_1_5_DVC" files to something more like it. in this case it will be as simple as "CRX_DelSol". Now, our main files should be changed from this:
To sth like this:
(There are a lot more files on the folder, for the parts, but they've been ommited to make the idea clear, do not delete them)
As you can see, there's the "src" folder in this car. If it isn't in the car you want to repair, now it's the time to create it. ¿What should you put inside? the main .javas of the car the modder used as a base, and you have in the Javapack. In this case they will be:
Now that we have the folder and the files renamed in working condition, and the source files created, we're going to create our standalone car. The first step is to open the XXXXXX_models.java file. in this case it is "CRX_DelSol_models.java": this is what the file looks like from scratch:
And this is what it may look like once we edit it:
As you can see, I've changed the fields so they fit my personal tastes, what means to be descriptive. You can assign the names you want, but you have to keep in mind what names you used in order to edit the rest of the files. For the MODELS line, it's important to know that you can use whatever number of fields you want, but you have to:
1- use ALPHANUMERIC names. Numeric only names don't work
2- Do not use special symbols
In the next post we are going to rearrange the CRX_DelSol_VT to make the car appear in the different circumstances of the game without crashing when you enter ValoCity, Roc or the dealers.
3. RETURNIN THE CAR TO THE CITY, REPAIRING THE CAR.
Ok, now we're going to take the car back to the city. The file what controls what goes in and out of the dealers, all the races and ValoCity is the XXXXXXX_VT.java, so let's open it with Edit plus.
Underlined in red you can see the file's "name" (it's not just a name) is still the one for the original car, and the route (cars.racers.Duhen) is still aiming for the Duhen RPK. THIS is the main reason why the mods crash. Let's get everything in place:
As before, we get rid of everything related to any car that is not the one the modder used, leaving only the code related with the Duhen 1.5, and set everything as we want it to look. We are not changing the vmd.stockQM because we still need a platform the program can recognize to create the car around it.
And about the 0x00000006 number, we'll go into that later.
Ok, now we have the connection stablished between the game and our car, it knows it's not one of the cars he used to know, and where to look for the right platform, now we're gonna tell the car all this.
Let's open the main car's .java: CRX_DelSol.java
Since we changed the name of the .javas and of the model in Step 2, we have to show the car what we have done, but, if you look down below, circled in red there are a lot of references aiming for the Duhen RPK. That means the original mod was looking for the parts in the duhen directory, and, since they are not compatible with this chassis, the car will simply appear without them every time. let's fix all this.
Ok, that's it for today, and most of the job is done. Tomorrow we will tweak the .RPK and the routes, and the car will be roaming through ValoCity.
LET'S TAKE A FINAL BREAK
Here, about the parts, you have to take notice about a thing:
Every part has a unique id number (those numbers that look like 0x00000001) If the modder kept the original part numbers, you don't have to change them, but if he added parts, or changed those numbers, you will have to go part by part looking for the right number. The number appears in two files: the part's .cfg file and the main RPK. In the part's .cfg file it is the first number that appears on top of the file. like this
Some mods i found had the original ID number in the cfg file, but the modder changed the part number in the RPK, so let's decode the RPK of the CRX DelSol to see what we must look for.
To decode a RPK you must do the following:
1 copy the RPK to the folder where you put Roltzy's Resource Converter
2 Open Roltzy's Resource converter
3 double click on the RPK (in the Resource converter)
4 the tool will decode the RPK and put a copy in the same directory named "XXXXXX.RDB". you can open it with Notepad.
5 et voila!
This is the CRX DelSol RPK. Let's see if the F_bumper ID number is the same:
If one of the numbers coincide, the odds are on the author of the mod kept all of them. Sometimes it doesn't work this way, and you have to look in the RPK for the right number for some parts.
Well, now we have the right parts, the only thing left to do is to tell the RPK and the cfg files the new routes and names. For the RPK, we've changed the name of the folder, so he must know it. In notepad, go to the top of the file, press CTRL+H to use the tool "Replace", and reform the old route into the new one:
Use "Replace them all". Then, find the old java files (Duhen_Sunstrip_1_5_DVC.class ¿Remember?), replace them with the new ones we gave to the car, and get rid of the unused cars. It should go from this:
To sth like this:
The lines in red are the ones i edited. The line in green is the last thing we must change in the .RPK. Since we want to make the car standalone, we have to change the alias of the model in the RPK. There are only five or six entries in the file which involve this, but i reccomend doing it one by one, since a lot of other entries may start with the same sentence ("alias Duhen_Sunstrip_1_5_DVC" and "alias Duhen" in this case), but have more content in the same line, and we only want to change the proper ones. If you don't dare to do this, you can only change the one marked in green, and leave the rest as they are.
Ok, now we have a proper .RPK Save the changes, recode it with Roltzy's resource converter (you will have to delete the old RPK) and move it to the proper folder (cars\racers\). And let's chage the routes in the .CFG files. We'll have this nice CRX in ValoCity in no time.
Open the Grep. I will be using PowerGrep 4, but you can use any other. Aim for the Honda_CRX_DelSol_data folder and select it. Include all files inside the folder in the search (You can use *.*) And select "Search and replace"
We are looking for the old route, which was "DelSol_data" in this case, and we want to replace it with the new one we selected ("Honda_CRX_DelSol_data" in my case). With the changes we've made, the grep should look like this before the action:
In this case, the author didn't even used his own route, so 0 results appeared. And so, i thought the routes must be the original ones for the Duhen car, and tried it that way.
And there they are.
Ok. Now we have the proper routes for the parts, the physics, etc. let's see if the car works.
The game cranks, which is a good sign. If you've done something wrong or made a mistake, the game has en Error.log which tells you what went wrong, and where. Try the catalog, and look for all the car's parts. it should show them all. Maybe some are in the wrong place, but they must be there.
Now let's try valoCity
Ok, ok, the lights are wrongly scripted (and some parts too) and the driver is not seated in the proper place, but those things are not a result of the conversion. the original positions of those things are set in the Main Config and the RPK, so the modder simply didn't get them in the proper place. It's not your fault, but you can repair them. The fact is: Your car is working in ValoCity now.
And that's it. It wasn't that hard uh? If you find this useful, vote on the poll, and enjoy the game!
This is a continuation of my fidgeting around with Slrr this time I tried to squeeze as much content(engines, rims, cars...) into the game as possible the result: 1464 different type of rims, 180 chassis, 86 types of engine blocks (as counted in the catalogue).
Any combination of cars and blocks is valid you can move the blocks by tuning the oilpan.
The game is fully playable ROC is tested(it is hard but winnable(you can win a 1000HP supercar)) Valocity is tested Dealers are tested, all the cars are tested (tested means it won't crash unreasonably) (I'll write down my experiences regarding the tests).
At night races opponents choose a random prize pinkslips are possible, and they come with visually tuned cars (check pictures).
All the cars can have four neons at least one roof scoop at least one spoiler and two mufflers these are pre-positioned (by hand, I also moved the driver) to look decent and there are 234 different abstract paintjobs a random generator chooses one for the cars in night races (the same generator chooses a random rim, a wing, neons, roof scoops and mufflers).
I mentioned a random generator which can tune up the cars visually it works on all the cars in the game (put there by me) you can access it via the catalogue select to by a full vehicle and than click the RANDOMIZE button near the bottom right corner (repeatedly if you don't like the result) if you click the paint button there is a relatively high chance to get a random abstract paintjob.
The paintjobs can also be accessed through the painter in the garage; click the copy part-paintjob button and than the next-paintjob button(this way you can cycle through them all).
No car crashes Valocity (this was interesting to achieve because not just badly coded VT-s can mess things up, but Valocity can crash for a "create_native" call(as written in the Valocity.java) as well (even if normally the game can create the car just fine) and that I didn't know for a long time, now if the car selector can render the car it won't crash Valocity (this is how I tested them))
Names of cars in the game
1959 Chevrolet Impala Convertible chassis : '59 Chevrolet Impala Convertible General Motors Research Building
Ford Focus RS 2017 EcoBoost 2.3 : Ford Focus RS 2017 EcoBoost 2.3 Volkswagen GmbH
?Honda chassis : Honda Prelude Baiern Cars Gmbh
Jaguar XKRS chassis : Jaguar XKRS Jaguar motors
?MC GT chassis : MC GT Muscle Cars America
1940 Ford De Luxe Coupe chassis : 1940 Ford De Luxe Coupe Baiern Cars Gmbh
1969 Shelby GT500 428CJ chassis : 1969 Shelby GT500 428CJ 1969 Shelby GT500 428CJ
1990 Chevrolet Camaro IROC-Z GT chassis : 1990 Chevrolet Camaro IROC-Z Muscle Cars America
2015 Ford Mustang GT chassis : 2015 Ford Mustang GT Emer Japanese-German Automobiles
550 Spyder chassis : Porsche 550 Spyder 1954 Porsche INC
71 Mustang MACH 1 chassis : 71 Mustang MACH 1 Prime Finest American Automobiles
911-E 73 chassis : Porsche 911-E 73 Shimutshibu Motor Company
Alfa Romeo 155 V6 TI DTM chassis : Alfa Romeo 155 V6 TI DTM Alfa Romeo Automobiles S.p.A.
Aston Martin Vanquish chassis : 2013 Aston Martin Vanquish Aston Martin
Audi RS3 Sportback chassis : 2011 Audi RS3 Sportback (8P) Audi GmbH
Baiern CoupeSport chassis : Baiern CoupeSport 2.5 Baiern Cars Gmbh
Baiern DevilSport chassis : Baiern DevilSport Baiern Cars Gmbh
Bel Air Continental chassis : 1957 Chevrolet Bel Air Continental Shimutshibu Motor Company
Bel Air Custom chassis : 1957 Chevrolet Bel Air Custom Shimutshibu Motor Company RallyCar Developers
BMW 3-Series E92 chassis : BMW 3-Series (E92) BMW
BMW M3 E92 chassis : BMW M3 (E92) BMW
BUICK Regal Sport Coupe 87 chassis : BUICK Regal Sport Coupe 87 Muscle Cars America
Cadillac CTS-V Sedan 2009 chassis : Cadillac CTS-V Sedan 2009 General Motors
Cadillac CTS-V Sedan 2009 no sunroof chassis : Cadillac CTS-V Sedan 2009 without sunroof General Motors
Camaro Race chassis : Chevrolet Camaro Z28 RS 71 Race Version Muscle Cars America
Camaro z28 71 chassis : Chevrolet Camaro Z28 71 Muscle Cars America
Camaro z28 RS 71 chassis : Chevrolet Camaro Z28 RS 71 Muscle Cars America
Carrera RS 73 Custom chassis : Porsche Carrera RS 73 Custom Shimutshibu Motor Company RallyCar Developers
chassis : 1992 Lancia Delta HF Integrale EVO Baiern Cars Gmbh
Chevrolet Agile LTZ : Chevrolet Agile LTZ Volkswagen GmbH
Chevrolet Corsa Hatch 2000 : Chevrolet Corsa Hatch 2000 chevrolet
Chevrolet Corsa wagon 2000 : Chevrolet Corsa wagon 2000 Volkswagen GmbH
Chevrolet Corvette Cabrio C-3 '68 chassis : Chevrolet Corvette Cabrio C-3 '68 Muscle Cars America
Chevrolet Corvette Stingray C7 chassis : Chevrolet Corvette Stingray C7 '14 Baiern Cars Gmbh
Chevrolet Corvette Stingray convertible C7 chassis : Chevrolet Corvette Stingray convertible C7 '14 Baiern Cars Gmbh
Chevrolet Lacetti paintable chassis : Chevrolet Lacetti paintable chassis Ishima Co. Japan
Chevrolet Montana LS 2013 : Chevrolet Montana LS 2013 Volkswagen GmbH
Chevrolet Onix LTZ 1.4 : Chevrolet Onix LTZ 1.4 Volkswagen GmbH
Chevrolet Vectra 1997 CD 2.0 MPFI : Chevrolet Vectra 1997 CD 2.0 MPFI Shimutshibu Motor Company
Citroen C4 paintable chassis : Citroen C4 paintable chassis Ishima Co. Japan
citroends chassis : Citroen DS4 2013 1.6 THP Einvagen USA
Coronet 70' chassis : Dodge Coronet 70' Muscle Cars America
Dacia Duster chassis : Dacia Duster Dacia Pitesti
Dodge VIPER SRT-10 Cabrio chassis : Dodge VIPER SRT-10 Cabrio Muscle Cars America
Dodge VIPER SRT-10 chassis : Dodge VIPER SRT-10 Muscle Cars America
Dodge VIPER SRT-10 DTM Venom chassis : Dodge VIPER SRT-10 DTM Venom Muscle Cars America
Duhen Racing SunStrip chassis : Duhen Racing SunStrip 2.0 CDVC Duhen Incorporated Factory Racing Team
Duhen SunStrip chassis : Duhen SunStrip 1.8 DVC Duhen Incorporated
Duhen SunStrip chassis : Duhen SunStrip 2.2 DVC Duhen Incorporated
Eclipse GSX 99 chassis : Mitsubishi Eclipse GSX Turbo AWD 99 Shimutshibu Motor Company
EF Civic Chassis : 90-91 EF Honda Civic Honda Motor Co.
Einvagen GT chassis : Einvagen 110 GT Einvagen USA
Einvagen GT chassis : Einvagen 110 GTK Einvagen USA
Einvagen GT chassis : Einvagen 140 GTA Einvagen Specialities USA
Emer MotorSport Nonus GT2 chassis : Emer MotorSport Nonus GT2 Emer MotorSport Division
Emer Nonus Street GT chassis : Emer Nonus Street GT Emer Japanese-German Automobiles
Fairlady Z 432 chassis : 1969 Nissan Fairlady Z 432 NISSAN JAPAN
Ferrari F40 chassis : Ferrari F40 Ferrari S.p.A.
Fiat Palio Weekend Trekking 2013 : Fiat Palio Weekend Trekking 2013 Shimutshibu Motor Company
Ford Escort CLX chassis : Ford Escort CLX MK5 92 Shimutshibu Motor Company
Ford Escort Cosworth chassis : Ford Escort 94` Cosworth Shimutshibu Motor Company
Ford Escort Racing chassis : Ford Escort Racing Edition Shimutshibu Motor Company RallyCar Developers
ford escort RS2000 MK5 chassis : Ford Escort 94` RS2000 MK5 4X4 Shimutshibu Motor Company
Ford Fiesta 4 doors Kinetic : Ford Fiesta 4 doors Kinetic Volkswagen GmbH
Ford Foxbody Mustang Cobra hatchback chassis : Ford Mustang SVT Cobra Ford Special Vehicles Team
Ford Foxbody Mustang notchback chassis : Ford Mustang LX Ford Motor Company
Ford Gran Torino chassis : Ford Gran Torino Shimutshibu Motor Company
Ford GT40 chassis : Ford GT40 1966 Ford
Ford Mustang GT SN95 chassis : Ford Mustang GT (SN95) Ford Motor Company
Ford Mustang V6 SN95 chassis : Ford Mustang V6 (SN95) Ford Motor Company
Hauler's SuperDuty chassis : Hauler's SuperDuty 500 Hauler's
Hauler's SuperDuty chassis : Hauler's SuperDuty Extra 750 Hauler's
Hellcat Charger chassis : Hellcat Charger SRT-8 CUSTOM Motor Company
Holden Special Vehicles VE Commodore chassis : HSV Clubsport E3 (VE) Holden Special Vehicles
Holden VE Commodore chassis : Holden Commodore SSV Special Edition (VE) GM Holden Ltd
Holden VE left-hand-drive chassis : Pontiac G8 GXP (VE) GM Holden Ltd
Honda CRX chassis : Honda CRX 1.8 DVC Duhen Incorporated
Honda CRX chassis : Honda CRX 2.2 DVC Duhen Incorporated
Honda Racing CRX chassis : Honda Racing CRX 2.0 CDVC Duhen Incorporated Factory Racing Team
Hyundai Elantra : Hyundai Elantra Volkswagen GmbH
Ishima Enula chassis : Ishima Enula WR SuperTurizmo Ishima Co. Japan
Ishima Enula chassis : Ishima Enula WRZ Ishima Co. Japan
Kia Ceed chassis : Kia Ceed SW Kia
Lamborghini Aventador J chassis : Lamborghini Aventador J Lamborghini S.p.a
Lamborghini Diablo SV chassis : Lamborghini Diablo SV 97 Automobili Lamborghini S.p.A.
Lancer Evolution 6 chassis : Mitsubishi Lancer Evolution 6 Shimutshibu Motor Company
Lancia Stratos HF chassis : Lancia Stratos HF 1974 Lancia
Mazda RX-8 chassis : Mazda RX-8 Mazda Motor Company
Mazda2 : Mazda2 Einvagen USA
MC GT B-series chassis : MC GT B-series Muscle Cars America
Mercedes Benz A45 AMG 2014 : Mercedes Benz A45 AMG 2014 Shimutshibu Motor Company
Mercedes-AMG GT chassis : Mercedes-AMG GT S 2016 Mercedes-AMG
Mercedes-Benz S-class w126 chassis : Mercedes-Benz S-class w126 Mercedes-Benz
Mercedes-Benz W140 chassis : Mercedes-Benz W140 addi
Mitsubishi Eclipse GSX 99 chassis : Mitsubishi Eclipse GSX 99 Turbo AWD BOMEX Shimutshibu Motor Company RallyCar Developers
Montreal chassis : Alfa Romeo Montreal 1970 Alfa Romeo
Mustang Bullit 68' chassis : Mustang bullit 68' Mustang Finest American Automobiles
Nissan 240SX S13 Driftmashine chassis : Nissan 240SX S13 Driftmashine Nissan motors
Nissan 240SX S13 Second chassis : Nissan 240SX S13 Second Nissan motors
Nissan March FlexFuel : Nissan March FlexFuel nissan
Omni GLHS data chassis : Dodge Omni Shelby GLHS 1986 Omni GLHS data
Opel Astra Touring chassis : Opel Astra Touring Opel
Peugeot 206 4-Doors feline Automatic : Peugeot 206 4-Doors feline Automatic Shimutshibu Motor Company
Peugeot 207 Hatch XS : Peugeot 207 Hatch XS Chevrolet
Peugeot 207 Hoggar XR 2011 : Peugeot 207 Hoggar XR 2011 Peugeot
Peugeot 308 ALLURE : Peugeot 308 ALLURE Peugeot
Peugeot 408 ALLURE : Peugeot 408 ALLURE Volkswagen GmbH
Pontiac Fiero GT chassis : Pontiac Fiero GT 1988 General Motors
Pontiac GTO chassis : Pontiac GTO '69 Muscle Cars America
Porsche Carrera RS 73 chassis : Porsche Carrera RS 73 Shimutshibu Motor Company
Prime DLH 500 chassis : Prime DLH 500 Prime Finest American Automobiles
Prime DLH 500 chassis : Prime DLH 500 Prime Finest American Automobiles
Regal GNX chassis : BUICK Regal GNX 87 Muscle Cars America
Regal T-Type 86 chassis : BUICK Regal T-Type Coupe 86 Muscle Cars America
S14 : Nissan Silvia (S14) Nissan
Saleen Mustang SN95 chassis : Saleen S281 (SN95) Ford Motor Company and Saleen Inc
Saleen S331 SuperCab chassis : 2008 Saleen S331 SuperCab (FX2) Saleen
SanderoSport chassis : Renault Sandero Sport Einvagen USA
Shimutshibu Focer chassis : Shimutshibu Focer RC 200 Shimutshibu Motor Company
Shimutshibu Focer chassis : Shimutshibu Focer RC 300 Shimutshibu Motor Company
Shimutshibu Focer WRC chassis : Shimutshibu Focer WRC Shimutshibu Motor Company RallyCar Developers
Skoda Rapid chassis : Skoda Rapid 2012 Skoda Auto
Subaru Forester XT 2008 : Subaru Forester XT 2008 Volkswagen GmbH
Subaru Impreza WRX STI Wagon 2004 : Subaru Impreza WRX STI Wagon 2004 Subaru
Supra MK-III chassis : Toyota Supra MK-III Toyota
Supra MK-III TRD chassis : Toyota Supra MK-III TRD TRD
Toyota Celica GT-Four chassis : Toyota Celica GT-Four Toyota motors
Toyota Supra Mk.IV chassis : Toyota Supra Mk.IV Toyota
Vauxhall Agila chassis : 2011 Vauxhall Agila 1.2 Design Vauxhall
Vaz 2104 : Vaz 2104 Einvagen USA
Vaz 2105(07) chassis : Vaz 2105(07) Einvagen Specialities USA
vaz pickup chassis : vaz pickup Einvagen USA
Volkswagen Fox 2008 4 portas 1.6 MI : Volkswagen Fox 2008 4 portas 1.6 MI Volkswagen
Volkswagen Gol G5 Power 2012 : Volkswagen Gol G5 Power 2012 Volkswagen
Volkswagen Jetta 2.5 : Volkswagen Jetta 2.5 Volkswagen GmbH
Volkswagen Polo 2.0 : Volkswagen Polo 2.0 Volkswagen
Volkswagen Santana Quantum 2001 chassis : Volkswagen Santana Quantum 2001 Shimutshibu Motor Company
Volkswagen Saveiro g6 CS Trendline 2015 : Volkswagen Saveiro g6 CS Trendline 2015 Volkswagen GmbH
Volkswagen Voyage G5 2012 Comfortline : Volkswagen Voyage G5 2012 Comfortline Volkswagen GmbH
VOLVO 850 chassis : VOLVO 850 T-5 97 Custom Einvagen Specialities USA
VW BEETLE 66 chassis : VW BEETLE 66 Shimutshibu Motor Company
You can repair parts by dragging them to the icon that
was used to repair the whole car.
The repair-parts button now functions as a re-buy button;
if you drag a part to it you can purchase another one of the same at
full condition but the price will be a little bit more than in the
catalogue. You can re-buy composite parts like engines too.
To re-buy the complete car and place the old one to the car lot just
click it without dragging anything.
There is now a new information icon next to the ROC icon, it displays max torque and max HP for the current car and by doing so speeds up tuning.
You can access any of the new abstract paintjobs from the painter with the extended copy part-paintjob feature.
The game generates the opponents(still 351 of them (117 per club)) and sorts them by their max HP but it does this much faster now.
If you just wan't to build cars and mess around select a car from the CarSelect menu and do it that way.
A button is added to sort the cars in the car lot by their chassis type.
Switching the current car to the left or right is now possible.
You can repair(for more money than in the garage)
or sell(for less money than at the dealer) cars directly from the car lot.
If you have rims installed to the car but there is no tyre on them (or on some of them) the catalogue helps you select the compatible tyres (with the usual icon but now it only highlights the correct tyres).
In the vehicle part of the catalogue there is now a RANDOMIZE button which runs the random generator (the same one as with the night races) on the current car.
Here I share the small adhoc programs (with their sourcecode) I used to put together the mod compilation.
I used this to generate the rpk for the abstract colors from the files present in cars\textures\abstract_textures
the source is pretty self-explanatory.
This was used to eliminate missing resource errors from the error logs it scans rpks for referenced but missing resources (classes, textures, models)
if it find such errors it tries to fix them by moving a logically empty file of the proper kind to the referenced location, or if the file is a missing class file it removes the corresponding entry from the rpk.
I used this to eliminate "multiple packages placed at the same location" errors it checks if there are more packages defined in a folder and if so it tries to fix it.
(I mainly used it to force a predefined package to all classes in a folder (yes even classes without sources))
This program was necessary because (I think) there is a limit on the number of rpks the game engine can handle so merging was needed this is a relatively naive solution to the problem but it works for simple mods like rims, tyres or wings.
it converts all the rpks in the same folder as the exe to rdbs (it needs the resdecode.exe to be present in the same folder)
Much like the program above...
Evenly divides folder-rdb pairs to other folders (you can specify how many sub-packs you want).
I needed this because there is also a limit on the number of entries in one rpk.
(4 lines of code) renames java_BAKPackage files to java (reverts a backup essentially)
Doesn't do what the title suggests it adds the decor-muffler definition to all the proper cfgs of the cars.
Adds roof scoop definition to cfgs.
It's a small GUI to persist new positions of parts (inspect the code).
It fixes the error slrreditor makes when you tick a lot of engines and makes external camera positions and osds consistent.
There will not be any multiple package errors or missing resource errors, nevertheless it is impossible to prevent any and all crashes mainly because the memory management of the game isn't very clever; if you play long enough or force the game to allocate a certain amount of objects(inspect every page of the catalogue in one sitting) it will run out of memory even if some of the objects could be destroyed and the attached memory freed (garbage collection is primitive), another source of crashes are shadows if you see white blobs in place of shadows(under cars) the game will crash in a couple of frames (this can be prevented by disabling blobshadows under traffic cars and fake racers for that download the SlrrBlobShadowRemover.7z http://www.mediafire.com/download/16pvld0hpp7uwdd/SllrBlobShadowRemoval.7z and extract it to the slrr root folder(where the slrr exe is)) other errors I tried (and I think I succeeded) to fix, and I tested them out as well meaning I played the game I won ROC I lost ROC I cruised around the city participated in night races tried quick races and the game held together so I think I can say it works fine (not perfect of course but fine).
It is probably not possible as I mentioned there is (I think) a limit on the number of rpks and this compilation is very near that limit (cars probably can be added but naturally I can't guarantee they'll work with the modifications I made to the core javas).
This is how I added new cars; first install the mod, tick all the engines with slrreditor than run the SLRReditorFix&RemoveOsd&120Fov.exe in the root (this deletes any custom osds, sets the external camera to 120fov and fixes the engine references),
than find a _mian_*.cfg and copy the neon and the other slots from the end of the file than check the CarSelect.java file uncomment the lines which add the positioning buttons and the AddWing button, and than check the AddWing() function it'll help position the slots.
I don't care what you do with the compilation.
Pat the original authors of the mods included on the back.
Removes blob shadows and makes the game render normal projected shadows for traffic and fake racers (as it does for normal race cars) (adds cruising fake racers to Valocity as well). (also fixes the crashes that occurred with shadows turned on)
If you don't like the halos on the pictures remove the d3d9.dll file from the root of the game (where the slrr executable is).
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