THE RUN IS NOT OVER...
Help improve The Run to show EA how much you would like a videogame sequel. There is a lot more to be discovered. I hope all the content compiled here inspire people to keep researching into the game and hopefully get it a second life with its consequent boost in popularity.
REQUESTS
- Build up a server emulator to bring multiplayer back to life
- Help the speedrunning community develop a more accurate loadless timer. The most recent one is inaccurate by milliseconds and runs have to be retimed manually
- Use RenderDoc to improve the visuals of the game. Higher quality motion blur, shadows, reflections and so on
- Significantly decrease the loading times by disabling the hardcoded V-Sync during loading screens. The more fps, faster the loading will be
- Make the UI and menus way smoother by forcing GameTime.MaxSimFps to 1kHz
- Design a resilient algorithm to unlock the framerate of the Story Mode cutscenes. There is a prototype already available
- Design an interface to customize the vehicles easily
- Port all trainer prototypes to C++/C# and use IMGUI as the interface for easy access
PLANS FOR THE FUTURE
- Full Frosty Editor and Mod Manager support for The Run
- Disable all vehicle assists only for the player for a more pleasant driving experience. It crashes the game if AI has no assists during gameplay
- Design an algorithm to force VisEnvs from other levels if an event has been restarted once or more in a row. Ideal for bringing variety to multiplayer
- Replace low quality texture assets with higher quality ones
- Add events that take place in the same Game.Level as SubLevels to avoid loading screens
- Replace the background images and videos with higher quality versions
- Replace the soundtrack of the game
- Fix the vehicles’ model rendering to look as high detail as possible
- Fix the low quality vehicle liveries when outside of the FrontEnd garage
- Add VisEnv templates from other Game.Levels to be able to use them easily when instancing the events
- Figure out how to spawn the unused roadblock and helicopter assets in challenge series events 10.5, 11.3 and 13.7
- Create new Challenge Series events
- Add manually customized vehicles to the car roster via Frosty Editor and VLT
- Make the VLT data be fully readable and customizable
- Extract the lua scripts embedded into the executable
- Add new content and improve if possible all my trainer prototypes
- Make new Story Mode versions of my mods. Play the entire career with a certain tier. From tier 1 to 6. Adapt checkpoint timer, opponent rubberband and career difficulty on the fly depending on the event or vehicle tier chosen
- Change the order of the Story Mode cutscenes. Start The Run with the Chinese Restaurant meeting and insert the Car Crusher Escape in-between the New Jersey Sprint and DeLeon Rival Race of Stage 10
- Fix the game crashing during gameplay and after crossing the finish line
TOOLS
- Cheat Engine cheat table with a lot of useful stuff: The Run Master Table
- ReClass project with a lot of parameters regarding vehicle physics and game engine data. Special thanks to Brawltendo: ReClass Project
- IDA executable dump with a lot of functions regarding vehicle physics and game engine subrutines databased and disassembled. Special thanks to Brawltendo: IDA Dump
- Frostbite 2 scripts to dump all assets. Special thanks to NicknineTheEagle: Frostbite Scripts
- Python scripts and guide on how to dump models. Special thanks to 379Felipe: Model Dumper
- Editor for initfs files: BFInitfsEditor110
- Tool for calculating VLT data hashes. Special thanks to nfsu360: NFS-Hasher
- Program to run the executable on a certain date ideal for launching the hidden demo mode. Special thanks to Nirsoft: RunAsDate
RESEARCH
- A text file with a lot of my own research: Research Resource
- Here is an excel table containing all Vehicle IDs: Vehicle Attributes Table
- Files containing VLT data: VLT Data
- Debug symbols from the earliest known build: Debug Symbols
- Original 1.0.0.0 and 1.1.0.0 executables: The Run Executables
- PC EBX dump in TXT or XML format: PC EBX Dump
- X360 EBX dump in TXT format including DLC: X360 EBX Dump
- Italian Pack DLC: X360 Italian Pack
- The Run Demo: X360 Demo
MOD PROTOTYPES
- All American Run
- The Classics Run
- The Supercar Run
- Drift Attack
- Framerate Unlocker
- Extra UI Options
- TOD Randomizer
- Unreleased Events
COMMUNITY MODS
- ToCA EDIT Camera Control
- Camera & Cinematic Tools
- Debug Menu & Intro Movie Skip
- Unrestricted Car Roster
- Basic Car Changer
SPEEDRUNNING
IMAGE GALLERY
- Need For Speed The Run Debug PC
- Need For Speed The Run Demo PC
- Need For Speed The Run Debug X360
- Need For Speed The Run Modding Showcase
- Need For Speed The Run Prototype Showcase
- Need For Speed The Run Vehicle Customization
- Need For Speed The Run Vehicle Showcase
- Need For Speed The Run Forced VisEnv
- Need For Speed The Run Custom VisEnv
- Need For Speed The Run Unused Assets
- Need For Speed The Run Crash Reports
VIDEO GALLERY
- Need For Speed The Run Making Of
- Need For Speed The Run The Sounds Of
- Need For Speed The Run Sizzle Reel
- Need For Speed The Run 3D Map Animation
- Need For Speed The Run iOS Trailer
- Need For Speed The Run Environments Showcase
- Need For Speed The Run Modding Showcase
- Need For Speed The Run Demo Showcase
- Need For Speed The Run E3 & Gamescom
- Need For Speed The Run Interviews
- Need For Speed The Run Trailers
- Need For Speed The Run TV Commercial
- Need For Speed The Run TV Advertisement
- Need For Speed The Run Launch Live
AUDIO GALLERY
ART PORTFOLIO
- Mindwalk Studios
- Aaron Richmond
- Sebastien Linage
- Brendan McCaffrey
- Gregg Daly
- Eduardo Agostini
- Carl Jarrett
- Andy Koo
- Trevor Gavin
- Steve Walker
- Desmond Hewagama
- Andrew Kwa
REACH OUT
- Talk to me directly on Discord @ _mRally2#1167
- Send me an e-Mail
DISCLAMER
- I am not responsible for any law infringement or damage to your system caused by the third party tools shared here. Use them at your own risk
- By using any piece of code code or tools shared here you agree to credit the respective authors once your mod or tool gets released to the public
- I do not own the rights of the art seen on this page. All rights reserved to Electronic Arts Inc.