![]() Provide some/any basic documentation to minimise the trial and error approach that has been required up to this point, and hopefully open up some areas of potential that have not been figured out/accessible so far. Remove the need to hexedit to modify physics parameters as much as possible. As soon as you need to edit text files or specify paths you start losing people. Ideally some sort of GUI drag & drop interface. Append driveline/vehiclelist/tracklist entries automatically Make installing/managing mods as easy as possible, e.g.: I appreciate much of this may be optimistic, but I am optimistic. That may be outside the intended scope of the OP, but it's all part of the broader modding experience equation as I see it. My two cents on this - some of which will echo good/sensible suggestions already made above, with a few extras re: what I will refer to as 'light' modding, for want of a better term, such as skinning and custom AI files. I completely agree about checks and the need for mismatches to kick the player in the entire system. And the info on physics that you would want to change to cheat is already out there such as lift/downforce and engine power. ![]() Now this doesn't stop the documentation of the physics being used to cheat by hacking the base game files, but as the guy that did the radar showed, that's an issue across multiple titles still. So if the names and pointers are changed your game crashes. I'm not sure if it crashes for the rest of the server as well. If 1 person on the server doesn't have the mod car the game will crash for those with the modded car. Making it a lot harder to cheat the game this way.Ģ. it's the same if you use a replacement line for a texture, if it's the same as the base game it will pick up what is in the base game files first. If the names and pointers are left unchanged, say for the Formula V12, any changes in the mod folders are ignored for what the base game has. The creation of a mod car has 2 things that will stop the modded version from being a cheats best option to cheat.ġ. So can you just let it go and play what you find good, stop wasting time for writing on a forum of a pretty much dead game according to many.I've been doing some research on this front. Everybody who ever was or will be on this forum sooner or later will see your posts. Well bad for you if you feel letdown for what the game is.īut as somebody who comes from outside of project cars series/community seeing you ♥♥♥♥ on game every single time ( while i still enjoy it, there is lack of arcade racing games that base on circuit racing ) it just does not make a good image of Pc1/2 community to me, that being said i have less and less desire to try them out no matter how good these 2 might actually be simply because i don't want to risk being in contact with toxic community. ![]() I could go on but I wont tell you how bad this game really is to PC race game lovers. We all drive cars in the real world using a wheel, Project cars 3 is a rubbish game for lovers of PC games racing. I cant imagine playing a race game on a controller its way to childish and unrealistic. If you enjoy the game playing on a controller good luck to you. Originally posted by teraus:I slate the game because its a serious letdown to all players who have loved and enjoyed the project cars series.
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