![]() Feel free to bookmark our CPS Test and explore new features and games as they are introduced. We constantly strive to make the CPS Test an outstanding online resource for assessing your gaming abilities and physical skills. We are a team of experienced developers with years of expertise in game development and esports. Even though several websites have brazenly copied our design and features, the Wayback Machine remains a decent tool for verifying the authenticity of our original work. We are very proud of this achievement.Įver since its inception, we have persistently developed and improved the CPS Test by adding new features, games, and detailed reports. Now over 30,000 users take our CPS Test each day. Within just two months, the average daily user count for our CPS Test had swelled to between 200 and 300, with many professional gamers among them. The next day, 27 more users, also our friends, joined in the testing. On that first day, a single user from Canada, who happened to be a friend, took the test. OpenNFS is not affiliated in any way with EA.Our CPS Test made its debut on September 5, 2019. Models, textures, tracks, cars by EA Seattle (C) 1998, 1999, 2002. Thanks go out to AJ_Lethal for the OpenNFS Logo. Massive thanks to Denis Auroux, Vitaly 'Necromancer', EdasX, Ian Brownm, Jesper Juul-Mortensen and Arushan for their work on reverse engineering various NFS formats. The CMake files are currently configured to detect external libraries from within the 'lib' folder at the same level as 'src', just do a 'git submodule update -recursive -remote' to get them. The project has a dedicated #open_nfs channel on the "Classic Need for Speed" Discord server, invite here. ![]() LinuxĬheck out what I'm working on by looking at the Github Project boards for an upcoming point release here. I will alter my CI scripts soon to produce zips that can be ran without these extra steps. You will most likely also need to update the 'shaders' directory, using the latest available from Git. To use these builds, it is recommended to download a Github Release from the 'Releases' page, and replace the OpenNFS executable with that produced by CI. View the latest stable feature releases Here Development builds on CI:Īll versions (Windows/Mac/Linux) are built on VSTS, but the current build artifacts only contain the OpenNFS executable. A copy of the original games must be provided to OpenNFS in order to function, instructions for this are available on the release page. OpenNFS does not bundle any EA intellectual property. Free Roam of an open world amalgamation of all classic NFS tracks.A track editor and automated converter between classic NFS titles, utlilising LibOpenNFS.Automated import of game assets from CD, ISO or provided URLs.Custom(izable), modular menus built from moddable configuration files.AI generated through neuroevolution for both the police and racers.An actual implementation of gameplay that replicates the original titles.**NFS5 Track formats have been reverse engineered, but a stable parser has not yet been written. *Some titles fail to load in current builds of OpenNFS due to the undertaking of a large parser refactor. New shaders that allow for dynamic lighting and shadowsīelow is a table better describing the current level of asset load into OpenNFS: Game. ![]() Bullet Physics Integration for vehicle dynamics.A barebones game engine designed with enough configurability to accurately replicate each titles respective graphics and gampelay.Reverse engineered asset loaders (tracks, cars, images, music etc) for NFS 1-6 PC and PSX (with the possibility for other systems as well), soon to be separated into LibOpenNFS for the creation of mod tools/converters through a stable API.Extremely early in development, current features include: ![]() ![]() An attempt to recreate the classic Need for Speed Games (1-6), unpacking their original data files into a modern scratch built engine. ![]()
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