Setup editing

Up Downloads Patches Setup editing

·  Can I change the default ports HP2 uses?

Advanced users can modify the netprefs.ini file to specify custom ports for the game servers. We recommend that you DO NOT change these entries unless you have a full understanding of what the possible repercussions may be. If this file is deleted it will be recreated with default settings. The entries to change are:
tcpPort=8511 main TCP port for a game Server
udpPort=8512 main UDP port for a game Server
bandwidthPort=1230 used to detect bandwidth
baseQueryPortInternet=61220 used to send/retrieve Server details
baseQueryPortLan=61220 used to send/retrieve Server details
Also, localTCPPort and localUDPPort exist as client-adjustable settings. These specify the local ports for TCP and UDP connections. These are only useful with some firewalls, otherwise they should be left unset or undefined. These are not for the server listening ports, and in some cases setting them may cause problems rejoining a Server due to the way TCP works.

 

 

·  How do I change the server.ini file

It is recommended that Advanced users only should attempt to modify server.ini
One setting that can be used is called "messageOfTheDay". It simply sends a text message to players who join your server. An example would be: messageOfTheDay=Welcome to all players!
The server.ini file can also be altered to provide an override of tracks that will be played in rotation. Each track will be played for the number of races specified in server settings (default is 3).
Advanced users may also add track rotation override data to the file.
Warning: this override data will be permanent until removed again.
To add a rotation simply add a line to the data:
Track(X)=(enter Track ID number)
So, an example of a rotation of 4 tracks would be:
Track1=3
Track2=11
Track3=6
Track4=10
Up to 16 rotations (Track16) can be programmed in this way.
Track ID values are in the range 0-12, as follows:
Coastal Parklands = 0
National Forest = 1
Scenic Drive = 2
Island Outskirts = 3
Palm City Island = 4
Tropical Sunset = 5
Fall Winds = 6
Alpine Trail = 7
Autumn Crossing = 8
Wine Country = 9
Calypso Coast = 10
Mediterranean Paradise = 11
Random Track = 12
Point-to-point tracks (tracks 2,5,8 and 11), are not supported in Lap Knockouts. If a point-to-point track is deliberately chosen in the rotation, this will force the mode into Single Race, even if Lap Knockout is intended. Note that the Random Track setting will never select a point-to-point track.
Please do not change any other settings in this file: they will be updated each time a track is initialized on the server.
Note that if the executable is started with a command of -server, this will cause it to run in a dedicated server mode without graphics that relies on the server.ini file for initialization. To configure a starting initialization for a dedicated server, users will find it easiest to host a game in a normal graphics mode at least once, or copy the server.ini file from a system that has done so.

 

 

·  How do I get Separate Gas and Brake Pedals?

1st of all, my wheel was not listed in those .ini files, therefore, when the game started up, I got the error message that my game controller (R440 Force Wheel) was not recognized, and I had to go to the options screen and set up my wheel, with no separate gas/brake pedals. Now, creating a new entry for my wheel in the above-mentioned files did not work; the game resorted to a keyboard setup. However, at the beginning of each file, after "default gamepad", is "default wheel", which is the area I needed to edit. The following is the origional entry for the defintitions.ini file:
(definitions.ini)
[joystick 1]
name = defaultWheel
button0 = kTxtButton1
button1 = kTxtButton2
button2 = kTxtButton3
button3 = kTxtButton4
button4 = kTxtButton5
button5 = kTxtButton6
button6 = kTxtButton7
button7 = kTxtButton8

axis0 = 0,left,127,0,kTxtWheelLeft
axis1 = 0,right,127,255,kTxtWheelRight
axis2 = 1,up,127,0,kTxtGasPedal
axis3 = 1,down,127,255,kTxtBrakePedal

and here is my edited version:

[joystick 1]
name = R440 Force Wheel
button0 = kTxtButton1
button1 = kTxtButton2
button2 = kTxtButton3
button3 = kTxtButton4
button4 = kTxtButton5
button5 = kTxtButton6

axis0 = 0,left,127,0,kTxtWheelLeft
axis1 = 0,right,127,255,kTxtWheelRight
axis2 = 1,up,255,0,kTxtBrakePedal
axis3 = 2,up,255,0,kTxtGasPedal


1st, I had to change the name of [joystick 1] from "name = defaultWheel" to the name of my controller as it's listed in "Control PanelGame Controllers", i.e. "name = R440 Force Wheel" (without the quotes). Do not use the device's name as listed in the "System Properties" Control Panel applet...this will not work, unless it's the same as the name listed in the "Game Contollers" Control Panel applet.

Now, my wheel has 6 buttons, 4 buttons plus 2 gearshift paddles, which are listed as button 5 for ShiftUp and button 6 for ShiftDown. So I deleted the last 2 button entries, i.e. button6 = kTxtButton7 and button7 = kTxtButton8.

Study the changes I made in the "axis" section, specifically for the axis2 and axis3 lines...these affect the gas and brake pedals. At first, I edited the 3rd line (axis2 = 1,up,127,0,kTxtGasPedal) to read (axis2 = 1,up,255,0,kTxtGasPedal)...gas pedal, not brake pedal, with the 4th line (axis3 = 1,down,127,255,kTxtBrakePedal) changed to (axis3 = 2,up,255,0,kTxtBrakePedal), not gas pedal. This worked, except that the pedals were switched...left pedal for gas and right pedal for brakes. Changing line 3, (axis2 = 1,up,255,0,kTxtGasPedal) to read (axis2 = 1,up,255,0,kTxtBrakePedal) and line 4 (axis3 = 1,down,127,255,kTxtBrakePedal) to (axis3 = 2,up,255,0,kTxtGasPedal) got the pedals working correctly, i.e. right pedal for gas, left pedal for brakes, and coasting if at speed with both pedals released.

The origional [default.ini] file looked like this (notice that it begins at line [joystick 2] instead of [joystick 1]:

[joystick 2]
name = defaultWheel
InputRight = axis 1
InputLeft = axis 0
InputGas = axis 2
InputBrake = axis 3

InputBrake2 = button 0
InputCycleCamera = button 1
InputHandBrake = button 2
InputGas2 = button 3
InputHorn = button 4
InputLookBehind = button 5
InputShiftUp = button 6
InputShiftDown = button 7

InputReset = key SC_R
InputCallBackUp = key SC_U
InputCallRoadBlock = key SC_J
InputCallCopter = key SC_N
InputLookLeft = key SC_COMMA
InputLookRight = key SC_PERIOD
InputGear_Reverse =.key SC_MINUS
InputGear_Neutral = key SC_O
InputGear_1 = key SC_1
InputGear_2 = key SC_2
InputGear_3 = key SC_3
InputGear_4 = key SC_4
InputGear_5 = key SC_5
InputGear_6 = key SC_6

and here is my edited version:

[joystick 2]
name = R440 Force Wheel
InputRight = axis 1
InputLeft = axis 0
InputGas = axis 3
InputBrake = axis 2

InputCycleCamera = button 1
InputHandBrake = button 4
InputHorn = button 3
InputLookBehind = button 2
InputShiftUp = button 5
InputShiftDown = button 6

InputReset = key SC_SPACE
InputCallBackUp = key SC_U
InputCallRoadBlock = key SC_J
InputCallCopter = key SC_N
InputLookLeft = key SC_COMMA
InputLookRight = key SC_PERIOD
InputGear_Reverse =.key SC_MINUS
InputGear_Neutral = key SC_O
InputGear_1 = key SC_1
InputGear_2 = key SC_2
InputGear_3 = key SC_3
InputGear_4 = key SC_4
InputGear_5 = key SC_5
InputGear_6 = key SC_6

Again, I changed the name from "name = defaultWheel" to "name = R440 Force Wheel". Now, if you look at the original, you'll see two lines, "InputBrake2 = button 0" and "InputGas2 = button 3"...I deleted these 2 lines for 2 reasons...1) I want my gas/brakes controlled by my pedals, not anything else, and 2) I had no idea what these 2 lines were for...turns out it worked. The only other changes I made to this file were for the Camera, HandBrake, Horn, LookBehind, ShiftUp, ShiftDown settings, to correspond with the button mappings I wanted for my wheel.

I saved the changes I made to these 2 files, drank >another< beer for luck, then started the game up. There was no error message about my wheel not being recognized, but I [i]did[/i] have to go into the Options screen to reset my Wheel Left, Wheel Right, Gas, Brake, Hand Brake, Horn, Camera, etc, settings, after which I went to the Driver Profiles screen and clicked "Update Driver Profile"... and that's it! Pedals work properly, just like in High Stakes. I apologize for being so long-winded, and I sincerely hope this works for any of you who are experiencing this frustrating problem that EAGames could care less about. Cya on the road.

Fix provided by Autechre you can read more about this fix
here

 

 

·  Why wont my MOMO work with HP2?

Thanks to Autechre, I found something in the default.ini and definitions.ini

EA entered the wheel as Logitech MOMO Force USB
In the WinXP Control Panel/Gaming Options, it is entered as Logitech MOMO Raing USB

Low and behold, changed Force to Racing, life is great, working better than ever. It recognizes the wheel. You may want to edit the button descriptions though.

Look in default.ini and definitions.ini. I'm running HFSHP2 version 242, not sure if 240 is different but here is blip:

[joystick 7]
replace: name = Logitech MOMO Force USB
with: name = Logitech MOMO Racing USB

Look in the Control Panel/ Gaming Options and match how your MOMO is entered. Be sure to check your MOMO's settings in the game after you do this.

Man that was easy ans finally I can really enjoy this wheel with NFSHP2

Please note: The real credit belongs to Autechre, he did all the hard work

Thanks Autechre, see you on the asphalt.....

this fix provided by [NFBS]Roadhog

 

 

·  Is there any Command-Line Parametrs for HP2?
+opentree [opens both Hot Pursuit mode and Championship]
+nofrustration [disables engine start sounds when u press important buttons in game menu]
+nomovie [skips the intro at game start]
+nomusic [disables all music within the game]
+nosnd [disables all sound effects]
+noreverb [unknown sound effect]
+nofrontend [completely disables all GUI (including main menu, etc..)]
+nomipmap [unknown graphics effect]
+noparticles [unknown graphics effect]
+minfront [unknown effect]
+helicoptersOnly [unknown game effect]
+screenshots [unknown game effect]

An example of usage: "D:Electronic ArtsNeed For Speed Hot Pursuit 2NFSHP2.exe" +nofrustration +nomovie

Provided by
[NFBS]Afeat

 

 

·  What ports does HP2 use?

If you are behind a router and want to host an online game be sure to open the following ports
TCP 80, 8511, 28900
UDP 1230, 8512, 27900, 61220 through 61230

 

 

·  Can I change my screen resolution past 1280x1024?

Go to "MyFolder/EAGames/NeedforSpeedHotPursuit2" and open the file "rendercaps".

Change the following lines:

[Graphics]
Fullscreen=1
LimitResolution=0
GammaScale=1.120000
MipMap=1
ScreenModeIndex=20
BDepth=16
ZDepth=24
Stencil=8
Width=1600
Height=1200

"LimitResolution" is self-explaining, and "Width" and "heigth", well, set what u want.

Provided by Ian666

 

 

·  Is there any way to change menu resolution?

Go to your Game directory /frontend/gui/system and open "GDC".

Change it like this:

[VIEWSPACE]
PC=[0,0] 1600,1200
XBOX=[0,0] 640,480
NGC=[0,0] 640,448

Looks crappy with those Menu screens but it works...

Provided by Ian666

 

 

·  Minimum system requirements

Windows 98, ME, 2000 or XP operating system
Intel Pentium III (or compatible) CPU running at 450Mhz or higher
16MB DirectX 8.1 compatible video card using a supported chipset (see below)
128MB of RAM
DirectX compatible sound card
1.2GB of HD space
56kbps modem (for internet play)
Network card for broadband or LAN play

 

 

·  Recommended system requirements

Windows 98, ME, 2000 or XP operating system
Intel Pentium III (or compatible) CPU running at 800 MHz or higher
32 MB DirectX 8.1 compatible video card using a supported chipset (see below)
128 MB RAM or Higher
1.2 GB available hard drive space
DirectX compatible sound card
DSL / Cable modem (for internet play)
Network card for broadband or LAN play

 

 

·  What are the console commands?

Console commands can be entered in either of the text entry areas in the simulation. Some commands provide extra or advanced functionality not provided via the GUI. All commands are preceded with the "/" character.
These commands are only recognized in English.
Typing /? will give a list of commands.
Some commands and their functions ([] denotes a parameter):

Client commands

/name [playername] e.g. /name Bob
-Requests change to new client name
/voteboot [playername] e.g. /voteboot Bob
-adds a vote to boot client, if eligible to vote
/votebootbyid [id]
-same as voteboot but using client id for identification.
/votemap [trackname] or /votemap [tracknumber] e.g. /votemap Coastal Parklands
-adds a vote to change track, if eligible to vote.
Also recognizes Random. Only first 5 chars of track name needed, English only.
/setup
-if in setup mode, launches car select dialog

Server

/startrace
-attempts to start race immediately, without a countdown.
/boot [playername]
-boots player. player is banned until next setup phase.
/ban [playername]
-bans the player permanently. to un-ban, must hand edit ban file.
/bootbyid [id]
-same as boot but using client id for identification.
/banbyid [id]
-same as ban but using client id for identification.

Both

/send [playername],[message] e.g. /send Bob,hello
-sends a directed message to player.
/quit or /exit function
-exit directly to desktop.
/disconnect
-exit to FE, equivalent to disconnect button.
/challenge or /reset
-equivalent to request restart button if client, resets if running server.
/idlist
-shows list of connected clients with the server assigned client ID.

Advanced Server Commands

/server finishtimeout [ms]
-sets the timeout for race over after the first player finishes a single race.
(default is 90 seconds, 0 is off)
/server laptimeout [ms]
-sets lap inactivity timeout. (default 10 minutes, min 5 minutes, 0=off)
/server maxsetuptime [ms]
-sets max setup time after entering setup mode (default 0=off, min 15 seconds)
/server heartbeat [ms]
-sets heartbeat time before booting unresponsive client. (min 10 seconds)
/server resultsdisplaytime [ms]
-length of time for server to stay in results mode after race finish.
/server countdown [ms]
-sets setup time after first car selected. (default 15 seconds, min 5 seconds)
/server docountdown [1 or 0]
-if 0 sets first car selected countdown to off, non 0 = on. (default on)
/server voting [1 or 0]
-if 0 ignores votes for booting and track change. (default on)
/server numraces [num]
-number of races before settings, e.g. random, are reprocessed (default is 5)
/server laps [num]
-alter number of laps for next race, will be processed on next server reset.
/server class [class]
-class restriction for next race (1-5 = class, any other number is any class)
/server direction [num]
-direction for next race after a reset.
/track [trackname] or /track [tracknumber]
-changes next track that server will use after a reset.
/racetype ko or /racetype sr
-changes racetype that server will use after a reset.
/servername [NewName]
-changes server name.
/password [NewPassword]
-changes server password. Maximum of 12 characters.

Voting

-The Voting commands /votemap and /voteboot allow settings to be changed on Servers by Clients. Requesting a restart also uses the voting mechanism.
-Voting is most useful on dedicated servers.
-For most votes, to be eligible to vote you must either be a racer, or the Server must be out of the Racing phase.
-To carry a restart vote during Racing, All racers must agree to restart. However if there is only one racer, anyone can cause a restart.
-Voting for a new map requires unanimity from racers during the Racing phase, otherwise half or more of eligible voters must agree.
-Voting to boot requires at least two votes, as well as a clear majority.

 

 

·  How can I configure the controls?

While basic controller configuration is available as part of the in-game Options, those who are interested may want to consider that there are two ini files which affect controllers:

1) Definitions.ini – this describes a controller. It lists what controls a controller offers and maps text strings for user identification.
2) Defaults.ini: provides EA’s default mappings for the controllers.

Anatomy of a init file:

The definitions ini file is essentially a list of controllers description in the format:

[joystick N]
name = ThisIsMyJoystick

buttonN = descriptiveTextId

axisN = axisNum, direction, minValue, maxValue, descriptiveTextId

povN = value, decriptiveTextId

Joystick N is our logical id for the controller. N is a monotonically increasing integer from 0..n1. It must be sequential; the reader quits when it does not locate the next joystick in the sequence.

The name is the text that must match what is reported by the OS and the controller.

For buttonN, axisN, povN, the N is a monotonically increasing integer from 0..n-1. Again, the must be not skips in the sequence. This becomes the logical control id referenced by the defaults file.

For the button, we simply have descriptive text. We use kText mnemonics that get mapped to localized strings internally.

The axis field maps a logical axis to a real axis as divided into partitions on its direction.
Each real axis is partitioned into 4 logical directions: up/down, left and right.
The first field to the right of the = sign is the real device number.
The second field is the direction, one of up, down, left or right.
The third and fourth represent the range of values that comprise the direction. Each axis reports its values in the range of 0..255. We break these down to 0..127, and 127..255. For legacy reasons, the 0..127 range is indicated by the range 127,0.
So, for a given real axis, we interpret two logical axis like so:

axis0 = 0,left,127,0,kTxtAxis0Left
axis1 = 0,right,127,255,kTxtAxis0Right
axis2 = 1,up,127,0,kTxtAxis1Up
axis3 = 1,down,127,255,kTxtAxis1Down

For a digital axis, the above may not work – try this:
axis0 = 0,left,254,256,kTxtRightJoystickLeft
axis1 = 0,right,-1,1,kTxtRightJoystickRight
axis2 = 1,up,254,256,,kTxtRightJoystickUp
axis3 = 1,down,-1,1,kTxtRightJoystickDown

Pov entries simply map the value of the POV direction to a logical Pov in much the same way as with axis. So,

pov0 = 0,left,kTxtPOV0Left
pov1 = 0,right,kTxtPOV0Right
pov2 = 0,up,kTxtPOV0Up
pov3 = 0,down,kTxtPOV0Down

The field to the left of the = sign is our logical id. The second field is the real Pov id, and the 3rd is the direction, again, one of up, down, left or right. The fourth field is the descriptive text id.


The defaults file is much the same. It is a list of controller entries:

[joystick N]

Joystick N is our logical id for the controller. N is a monotonically increasing integer from 0..n1.
It must be sequential; the reader quits when it does not locate the next joystick in the sequence.

The name is the text that must match what is reported by the OS and the controller.

InputRight = axis 1
InputGas2 = button 3
InputHorn = pov 3
InputLookLeft = key SC_COMMA

The first field indicates the action we will map the control to. It is one of:

InputRight Steering right
InputLeft Steering left
InputGas Gas
InputBrake Brake
InputHandBrake Hand brake
InputCycleCamera Cycle to next camera
InputHorn Horn/siren
InputReset Reset
InputShiftUp Shift up to higher gear
InputShiftDown Shift down to lower gear
InputLookBehind Look behind you
InputCallBackUp Call for backup (cops)
InputCallRoadBlock Call for roadblock
InputCallCopter Call for helicopter
InputGear_Reverse Go to reverse gear
InputGear_Neutral Go to neutral gear
InputGear_1 Go to 1st gear
InputGear_2 Go to 2nd gear
InputGear_3 Go to 3rd gear
InputGear_4 Go to 4th gear
InputGear_5 Go to 5th gear
InputGear_6 Go to 6th gear

The second field is the control type; one of key button, axis, or pov.
The 3rd field is the logical id of the control. For axis, button, and pov, this maps to the definitions defined in the definitions file:
ButtonN = ….
AxisN = ….
PovN = ….
where N is this id.

For keys, it will map (for instance) to one of the following (predefined) keyboard entries:
SC_Q
SC_W
SC_E
SC_R
SC_T
SC_Y
SC_1
SC_2
SC_3
SC_4
SC_5
etc.

 

Many thanks to the people at NFBS for this information.

.
Copyright © 2007 Friendly-PC-Gamers
Last modified: 11/11/10

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