First, sorry for the shameless plug but I have created a PortableApps Launcher for this game that you can find here: https://portableapps.com/node/60283
Basically, it allows you to get a copy of the game on your PC without installing it, doesn't store anything in your registry while the game isn't running and it comes with the widescreen patch as well as giving advice on more unofficial patches you can use with the game (dgVoodoo being listed as one of those options).
As a result, my current procedure for installing this game is to download the PAL above and use a program I supplied with it to copy the game's files from my disc. After that, I install the "NFS5 Essentials" patch. Then, I install most of the "Complete Patch" on top of that; I copy every file provided except for the "dx7z.dll". I used the DLL provided with the game because using the Complete Patch's DLL forces the game to use the Glide API. I also don't use the registry files provided by the Complete Patch because the changes made by them conflict with the changes required by the Widescreen Patch and, AFAIK, all they do is make the game use the Glide API. Finally, I use the program I created that patches the registry accesses "Porsche.exe" makes then install dgVoodoo 2.
XJDHDR wrote:Dege wrote:If there are rendering quality differences between 16/32 color modes then I consider adding 'force16bit' as a new value for the Z-buffer bit depth option.
I'll see what I can do about testing the difference.
I have managed to do a few tests. My eyes aren't the best and my monitor isn't known for colour accuracy but I couldn't see any difference between 16 and 32-bit colour. I'll add a screenshot comparison later.
Edit: Here are the screenshots:
This is the game in 16-bit colour:
https://i.imgur.com/g8j379h.png
This is the game in 32-bit colour:
https://i.imgur.com/RjGujPs.png
What I did notice was the difference between vertex:
https://i.imgur.com/tdabXRn.png
and projected lights (do see a small lighting glitch though. Look at the pedestrian crossing just in front of the turquoise car with purple stripes):
https://i.imgur.com/dIlcD1z.png
XJDHDR wrote:So, am I correct in saying that your Complete patch fixes everything that the NFS5 Essentials patch fixes? I ask because I see a […]
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Googolplex wrote:But the exe fixes everything what's actually possible, even the light bug, lens flare, driver stuttering and low res textures.
So, am I correct in saying that your Complete patch fixes everything that the NFS5 Essentials patch fixes? I ask because I see a few files in the Essentials patch that are not present in your Complete patch. Specifically:
- Layouts folder inside FEData that contains garage.lay, loadreplay.lay and usedcars.lay.
- Data folder inside FEData that contains nfs5-1.hud and nfs5-2.hud.
- Track\Cops folder inside GameData that contains Monaco1.cop to Monaco5.cop.
- CarModel folder inside GameData that contains a lot of files (too many to list) that aren't present in the Complete patch.
After some investigation, I think these quotes from the NFS5 Essentials readme summarises the differences I observed above:
Track\Cops folder inside GameData that contains Monaco1.cop to Monaco5.cop.
37. Cop files for all Monte Carlo tracks (for use with the fuzzyfuz cheat code).
Data folder inside FEData that contains nfs5-1.hud and nfs5-2.hud.
Sell with the current value
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Repair with OVERALL selected
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Replay Enhancements
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Showcase in the Garage and Used Car
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Layouts folder inside FEData that contains garage.lay, loadreplay.lay and usedcars.lay.
Game Control shortcuts
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Digital meter with analog meters
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CarModel folder inside GameData that contains a lot of files (too many to list) that aren't present in the Complete patch.
The files in the CarModel folder are, I assume, all the other changes listed in "Game Fixes and Extras.txt". The 8 conflicting files are for the 4 official addon cars. The Essentials patch does state that it applied some fixes/changes to those cars (#30 and #31) so I wonder if those changes are carried over to the Complete patch?
XJDHDR wrote:Googolplex wrote:If you have questions about the game and the patch, ask me. I could also give you the hex changes to add control after finish.
I am interested in learning these changes though don't really mind if you can't. I'm pretty ambivalent towards that particular change. What would be more interesting to me is how someone would revert to using DX7 with your patch, as it currently forces you to use the Glide API?
Don't worry about this question. As I said above, I figured out that it is the registry files and patched "dx7z.dll" that the Complete patch is using to force Glide.