A question for those of you who have gone deep into the gp2 exe
How can I patch the magic data to prevent the first player in multiplayer (the one who starts the race) from going into God mode, they seem to get 16384 ai, even when the computer takes over... however the other multiplayer cars seem to get the ai from the ai performance data patched to the exe.
I'd like the computer control cars to always use the ai performance values from the exe, but I use 16384 when I'm in control
gp2-dos multiplayer magic data
Re: gp2-dos multiplayer magic data
Hmmm... I've never even tried any kind of multiplayer. Honestly I've never even seen threads about this on grandprix2.de. Have you ever worked with an AI tool to take apart the EXE and study it?
Re: gp2-dos multiplayer magic data
No I haven't worked with any AI, I'd be tempted to, but I don't trust the AI merchants enough to actually put an LLM on my system with confidence that it isn't going to do anything undesirable or phone back to the mothership.
Check this from rremedio:
Maybe gp2lap can dynamically inject the desired performance values into memory as the human-cc/cc-human transitions are taking place? I'm not sure if there's any broader application for this type of function to widen its appeal
Check this from rremedio:
source: https://grandprix2.de/gp2forum/viewtopic.php?t=920 3rd post downIndividual physics for cars and other racing improvements via memory editing - POSSIBLE
Again, it could be done with memory editing. We know values for grips, power and fuel consumption in the memory.
Maybe gp2lap can dynamically inject the desired performance values into memory as the human-cc/cc-human transitions are taking place? I'm not sure if there's any broader application for this type of function to widen its appeal