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I have an update of sorts releasing today for FUEL: REFUELED, a copy of the current development build for the Free Ride Extreme Editor I've been working on.

Vista Point - Vista Point -
Vista Point - Vista Point -
Remember to keep an eye on screenshots uploaded as they often show new updates coming, such as the above which shows off 4 of the new Vista Points added in a future release.

The Update?

Free Ride Extreme Editor [Rev.11]
Free Ride Extreme Editor

Firstly the update, well a while ago I said I'd include a current copy of the where the Free Ride Extreme Editor is at (That little tool that lets you create all the custom weather scenario's you want, such as tornado's in Free Ride!). After all I'd much rather have it in your hands so you can play with it and give feedback, than sat in some folder idle here. I am currently focusing on other development tools such as the vehicle color palette and career race editor, so the Free Ride Extreme Editor is largely finished - however it needs testing - which is where you lovely people come in!

This isn't a fresh download, you will need to re-download version 2013.1 (now updated to R2.8) and there inside you will find the program "Free Ride Extreme Editor BETA". There is no formal guide for this software as it is largely unfinished - so really I would like to say I'm aiming this BETA at people somewhat familiar with the mod from past versions and competent in figuring out stuff, but my assistance is on hand to answer any questions.

Basically if you try this tool, then let me know what you think! If you had trouble figuring out how to work it then let me know, or if you encountered a bug then let me know. You can do this preferably via sending me a private message (as I'm unable to track comments and make take a while to get back to you otherwise).

Vista Point - Bone Crusher Truck Wheel Fix
ScreenshotFree Roam Extreme - Sunset Hurricane
Example Free Ride Extreme Editor scenarios

So yeah, enjoy having a play around with this version of the tool - there is much more to come, but that is where the development is at. You can read more about how development has progressed with this tool here.

Download

Links to the download and change-log are provided below. If you get stuck with installation then I've put together a step-by-step video to assist. It can be found here: Moddb.com (Currently links to R1 installation video, give me time and I will update this with one for R2 - although installation is very similar).

If you have any problems with the mod or discover a bug then let me know by either comment or just PM'ing me directly.

Change-log: R2 Change-log

Download: FUEL: REFUELED 2013.1 [R2]

What next for FUEL: REFUELED?

What next for FUEL: REFUELED?

News 8 comments

An update on FUEL: REFUELED with a brief overview of whats currently in development for future releases.

FUEL: REFUELED 2013.1 Now Available!

FUEL: REFUELED 2013.1 Now Available!

News 19 comments

The second release of FUEL: REFUELED is now available for download. Includes new set of Development Tools, Demo Support, Russian language support and...

FUEL: REFUELED 2012.5 Now Available!

FUEL: REFUELED 2012.5 Now Available!

News 13 comments

The first release of FUEL: REFUELED is now available for download. Includes support for all localizations and is 100% backwards compatible online.

FUEL: REFUELED - LITE Coming Soon

FUEL: REFUELED - LITE Coming Soon

News 1 comment

Overview of upcoming "FUEL: REFUELED - LITE", a version of the mod developed to support all localizations and remain 100% backwards compatible online.

RSS feed Downloads
FUEL: REFUELED 2013.1 [R2]

FUEL: REFUELED 2013.1 [R2]

Full Version 30 comments

Download for R2 of FUEL: REFUELED, the enhancement modification for the game FUEL.

FUEL: REFUELED 2012.5 [R1]

FUEL: REFUELED 2012.5 [R1]

Full Version 20 comments

Download for R1 of FUEL: REFUELED, the enhancement modification for the game FUEL.

FUEL: REFUELED V15.4 [BETA5] - Patch #3

FUEL: REFUELED V15.4 [BETA5] - Patch #3

Patch 16 comments

Update for V15.4 of FUEL: REFUELED, the enhancement modification for the game FUEL.

FUEL: REFUELED V15.4 [BETA5] - Patch #2

FUEL: REFUELED V15.4 [BETA5] - Patch #2

Patch 1 comment

Update for V15.4 of FUEL: REFUELED, the enhancement modification for the game FUEL.

FUEL: REFUELED V15.4 [BETA5] - Patch #1

FUEL: REFUELED V15.4 [BETA5] - Patch #1

Patch 1 comment

Update for V15.4 of FUEL: REFUELED, the enhancement modification for the game FUEL.

FUEL: REFUELED V15.4 [BETA5]

FUEL: REFUELED V15.4 [BETA5]

Full Version 3 comments

Download for V15.4 of FUEL: REFUELED, the enhancement modification for the game FUEL.

Post comment Comments  (260 - 270 of 317)
someone_else_than_u
someone_else_than_u

Nice mod Vetron.

Do you know what value in pp001.tsc represents LOD draw distance for grass/etc.. ? thanks

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Vetron Creator
Vetron

I had a brief look through that file a while ago, but didn't find anything relating to the LODs (Would have included it the mod). Not to say it isn't in that file, but an in-depth look to map out all the values is needed I think.

I've set up a forum post here: Moddb.com

I'll check my notes later and write down all of the values I know of, if you've have deciphered what one of the values means then feel free to post here - it might make things go faster.

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Matt92
Matt92

Also is it possible to add some kind of lan support or split screen?

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Coint
Coint

i also agree for splitscreen

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darkgriffin1986
darkgriffin1986

"The AI has also been changed so they are more competitive, this fixes the bug where they would 'stop' if you got to far ahead or at the least drive very slowly."

I'd hope this is coming with a fix to the AI that makes them "fair"(in other words, they make mistakes too), instead of making all the AI leaders "perfect drivers". Personally, I love Fuel for it's imperfect racing and the fact I can make a mistake and often still finish in first if I don't give up.

I will admit sometimes the slowing down of the AI is pretty stupid looking on some events. But that's done because the AI also is nearly perfect at running the events routes(certainly better at finding good terrain in dirt roads or sand then the player can ever be, in any case). I guess it will turn out ok if you can convince the AI to make mistakes somewhere along their route, more in the beginning of the game and less(but still some) later on, obveously.

I'd just be careful not to turn the whole game into a "drive perfectly" scenario with the AI fixes. Imperfect racing still being able to win isn't a flaw in my opinion, it's what makes a lot of the original Fuel races fun. If Fuel required perfection all the time, I'd have to reset every time I scraped a dirt patch to keep up with the AI, and that to me goes very much against the "loose exploring spirit" of the original game.

My 2 cents. :)

Also, just wanted to say most of your changes have been fantastic, especally the interface ones. :)

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Matt92
Matt92

I saw them hitting trees quite often, also they usually take the road what the gps suggests, when they could do great shortcuts. I sometimes manage to take ~1km cuts going throug literally everyting.

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Vetron Creator
Vetron

They do differentiate from the GPS route, you may notice it in some races - but this only happens in rare cases where the differences between routes is minimal.

As for the tree collisions - The ai will always hit them due to AI paths getting created before the tree autogen. Given that the tree's are randomly placed... a collision will happen sooner or later.

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darkgriffin1986
darkgriffin1986

Ah, so you are simply removing the random "Oh no we will hit the finish too early" while keeping the AI's imperfect driving. That does sound like a good change. :)

Can you do anything about the opposite problem, where they "cheat" and after a bad run drive much faster to the finish just to make the time? I can't count how many races I've lost because I was a second short of the "par time", but well ahead of the AI pack and running full speed, and then the leader cheat drives to make his "finishing time" even though it was physically impossible in his current vehicle or situation.

Is there is anything you might be able to tweak to keep them from doing that? Or alternatively, convince them to start "cheating" a bit earlier in the race so that it's more obveous if the player is not making the needed time.

Regardless, I look forward to testing this new version on release. With the holidays giving me a break from work, I'll have time to play Fuel again. Thanks so much for giving me a reason to boot this game again. :)

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Matt92
Matt92

Do you have any idea on how to change timecycle to real time or at least somewhat slower? I like night driving.

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Vetron Creator
Vetron

To change the entire day cycle - go to ~fuel\Param\pp001.tsc and find line 137, which is "PP 371 96". You can set this value to whatever you want for longer or shorter day/night cycle. In fuel: refueled I set the cycle to 9.6... ~2 hours 30 minutes.

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Matt92
Matt92

Thanks. What unit is that 96 in?

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Vetron Creator
Vetron

I believe the '96' is a reference to 'd / n' where d = number of minutes in a day (1440) and n = the value to divide by. That would put the stock game length at 15 minutes?

1440 / 9.6 = 150 ~ 2 hours 30 minutes for example

May be wrong, I'll need to check my notes (haven't got them to hand right now). To get the unit I set the value at 960 and then just timed how long it takes.

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Highest Rated (4 agree) 10/10

Really good mod! If you have FUEL laying around this mod is a must have.

Mar 25 2011 by Computica

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