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Need for Speed High Stakes Downloads
Neighborhood Drive
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Description
A completely redesigned track for NFS High Stakes! Neighborhood Drive sounds like an easygoing track, but it is anything but that. With very slight elevations, many unexpected twists and turns, "distractions" and a tricky divided highway, I give this track an EXPERT rating.
This track features MANY details and cool features:
-Functioning traffic lights.
-Animated birds and objects.
-Functioning divided highway.
-type 6 concrete barriers, tables, chairs, some trees, etc.
-Gas station.
-Everything that you see on the road can be collided with. You can create some serious "Cost to State".
-Smart AI bots.
-Cool replay angles.
-Separate night version.
-Custom weather and night time.
-Rearview mirror (F7) can be safely used. No CTD!
-Many textures from various nfs games as well as photographed/scratch made by me.
-Custom loading screen and Vidwall.
And much, much more! I leave it to you to explore and discover them!
Programs used:
-T3ED Version 4.3.0 (393) (JimDiabolo)
-FSHTool 1.2 & 1.23 (Denis Auroux)
-FRD-TOOL v2.2 (GAMMARAY)
-NFS 4 Replay Camera Editor (Nappe1)
-Corel PHOTOPAINT x5 (Corel Corp.)
-MS Paint (Microsoft)
-Tgatool2 (Martin Wright)
-TGA Maker 1.0 (Josh Klint)
-NFS Wizard v0.5.0.79 (Jesper Juul-Mortenson)
-Notepad++ v8.3.3 (Don Ho)
Installation:
1. Locate your NFS4 folder and go to DATA/TRACKS/COUNTRY
2. Make a backup of the files found in the COUNTRY folder.
3. Extract ALL the contents found in this folder containing this readme file.
4. Make a backup of the T14.qfs file found in DATA\FEART\VIDWALL and install the included T14.qfs there.
5. Make a backup of the T14_00.qfs found in DATA/FEART/SLIDES and install the included T14_00.qfs there.
Installation is complete!
Alternatively, if you use the "NFS HS Mixer" application simply "import new track".
For more details, tips, issues and legal stuff, see the ReadMe file.
I hope all of you have as much fun driving on this track as I did creating it! As always, feel free to leave your feedback below!
Changelog
-
Version 1.1
uploaded July 24, 2022
Zalcus20 uploaded a new version. The new file is 9.54 MB.
-Reduced all textures containing an alpha from 128x128 to 64x64 so that "non Veg patch" users can load the track and not get kicked back to the main menu or desktop. This was done for both Tr0.qfs and Trn0.qfs. Quality loss is minimal.
Special thanks to noise for running tests on this! -
Initial version
uploaded July 18, 2022
Zalcus20 uploaded initial version. The original file is 10.28 MB.
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Visitor Comments
Hey Zalcus, congratulations on this release! I I just did a few test laps and you were right that the track is tougher than it looks, the offroad sections being pretty unforgiving, and the town part is a challenge as well with all the trees, light posts and traffic lights that you have to carefully weave through if you want to keep up the speed.
It's just as much fun to cruise around though, and appreciate all the attention to detail this track has, from the changing traffic lights and neon signs, to the moveable objects (I didn't even realize at first that you could run down the traffic light poles and some of the trees as well). And on top of that the overall atmosphere is just great, even on the open road parts. You can really see where all the hard work went, a quality product.

Thanks, everyone!
@Remko: There are still many more features to discover on the track. Keep exploring!
BTW, this is not the final release version. I plan to do a few more things before I move on to the next project (whatever that will be). Expect to see an update at some point.
Well, I did find the place where you hid your name, it was hard to miss
Great to hear there will be an update at one point, but so far it’s already excellent.
There is really everything in it that is currently possible with self-made NFS4 tracks. And that on a completely new course, where the opponents are also moving fast. Simply implemented perfectly.
Ai....don't work for me. Imported the track with "NFS HS Mixer", and tried racing with 1 EA car but loading stops and brings me back to playercarmenu.
I don't use VEG patch.
With VEG patch (and annoying black bars on the sides) it works, but slow graphics.
It's a beautifull track.
Seems like your .ini settings are not quite good. As far as i can remember you can actually set any resolution in the game with the Modern Patch and you can even race any high poly grid on any high poly track with ultra high settings if you set OwnHeapLimitMb=512 in the nfs4.ini
The comp. I use for NFS4 has: RAM=512MB, VRAM=128MB , and WindowsXP, I think that's to weak.
I try my notebook, smaller but more powerfull.
I try fiddeling with .ini settings thnx.
This is because the polygon limit is reached and instead of game crash sometimes the game will force you back to the main menu. The problem with slow loading bar while loading the track is just vertical synchronisation. If you use nGlide, turn Vertical Synchronisation ON. This way it is turned off. (Blame nGlide developer :D) If you set it "Off" it is actually turned on which you can even feel in your input. It has a massive delay AND the loading of a track is ridiculously long so when using nGlide 2.01 (or such) be sure to turn it on in the nGlide Config program to make it be off in Need for Speed.
EDIT: Same is for the trash.ini with Modern Patch. Make sure to set NGLIDE_VSYNC from 0 to 1
NGLIDE_VSYNC=0
NGLIDE_VSYNC=1
Oh wow... Thank you Pete! What you wrote sounds totally legitimate. My game is crashing back to the main menu because I use AJ_Lethals traffic pack with much higher poly count compared to the original traffic cars. Indeed it must be the polygon limit causing the crashes. And as I am using nGlide as the renderer of choice: I really had no idea that the Vsync setting are the wrong way round with this program. Thank you sooo much for teaching me. the loading times and the input delay are really sooooo much better with setting it to "on".
I'm always glad to be able to help someone. Thank you for your response, this proves that it's not my system's or any settings on my machine but it's indeed the nGlide config program. I didn't know the Traffic Pack from AJ is so high poly :D Maybe this new track from Zalcus20 is highpoly instead
EDIT: But when you say it has much more polys compared to the original traffic it's likely that it could be both the "problem"
"Neighborhood Drive" only ran with nGlide driver, two opponets and traffic on my system. I played around with some setting, with dgvoodoo it doesn't ran at all here.
Interestingly, "opengl1" actually works with full grid or traffic on. Unfortunately, the resolution is limited to 1024x768.
This could be an exciting competition: who has the best setting for "Neighborhood Drive"
Update:
I'm now using the opengl3 driver. I can drive "Neighborhood Drive" with full grid, or traffic on, and stable fps close to 60.
In game I can only select 1024x768 but it goes to full screen 1920x1200 anyway. I remembered I tried it sometime ago but gave it up, due to the missing fog support. But the solution is very easy, just add "FogSupport=1" to "thrash.ini".
Here is clip with 4 opponents and traffic on.
https://www.youtube.com/watch?v=ERVi7iwfCx4
Update:
OpenGL drivers can be found here : https://www.nfsaddons.com/forums//index.php?topic=2448.0
Very nice video, JimDiabolo. You have some awesome racing/defensive driving skills!


I would like to try that "opengl3" setup, but I can't find the "nfs5_pu_patch_1.06" using google search. It also seems to be removed from the internet archive site.
Any idea where I can get it from?
This is astounding track. Congrats.
I captured a short videoclip at the very first try of driving on it.
ND high - YouTube
Great this helped me also (even with my "classic" comp)
The nightversion is very good. I prefer it with headlights vertex.
I also noticed that the houses are occupied. Near the tunnel there are 2 buildings were the lights switch on and off.
The cars in the showroom is also a nice feature.
Still need to check the replays.
Cool replays also.
The trees have white lines around the tops, is this meant that way?
For all those who are experiencing problems getting the track to load: try loading the track with this downsized tr0.qfs file from my dropbox link: https://www.dropbox.com/s/j9s4izco2tugnwf/tr0.qfs?dl=0
Test this with only daytime.
I suspect the issue could be the result of having many large (128x128) textures. In this modified file, many textures have been reduced to 64x64. Please backup the original tr0.qfs before proceeding. Let me know if this helps
That works Zalcus, with the new tr0.qfs I can race with traffic (old comp. without VEG Patch).
Also think the textures haven't sufferd from 64x64.
The traffic on the divided highway choose wrong drivelines (right trough the trafficlights)
Most addontracks have this problem, funny that on such a great track I start complaining about trees and traffic. Ahh.. you get such positive respons, you can handle it.
Thanks for testing it. Looks like my suspicions are confirmed: The texture files are too big.
I'm going to make an update that hopefully removes the loading problem completely but still looks good.
I want everyone (whether they have Veg's Patch installed or not) to be able to run Neighborhood Drive with ease.
And yeah. I gave up on the AI traffic. They do so many silly things, lol.
looks great
I just gotta say, it's awesome that the HS community is still active and helping each other troubleshoot here. Great to see!
And awesome track, btw. Definitely my new favorite and testing track
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