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x86GP2 - Native GP2 on Windows

Posted: 06.01.2025, 03:17
by rremedio
This thread is about the work of hatcher, who couldn't create an account here in these forums because our e-mail system is broken and without AAS or HF it can't be fixed. This is not my work, all credit for this amazing work belongs to hatcher.

It is a program that runs GP2 natively on windows, without the need of a MSDOS emulator. Even in its current alpha state, it is quite incredible! It runs extremely fast, it has widescreen support, native controller support and some experimental features added by hatcher, like moving steering wheels, tyres and other stuff. For now, you must use it with a new, vanilla installation of GP2 (no patches, custom tracks, carsets, etc), otherwise you may not be able to play it. Support for mods is on hatcher plans. Always remember this is alpha software, so you may run into bugs or unfinished features.

Download -> https://grandprix2.racing/file/misc/view/x86gp2

I don't update this post often. The latest version number can always be found in the download page. Also, x86GP2 now has a version checker.

Instructions:
1. Download the files and extract its contents to a folder.
2. Run x86GP2_inline.exe. A terminal window will open and since it is the first time you run the program, the following message will appear:

Code: Select all

ERROR: Config file doesn't exist or empty!
Creating a template.
A:/
Defualt config succesfully created! You can now find x86GP2.cfg next to the x86GP2 executable.
Please add your GP2 path into the config and restart the program.

Press any key to continue . . .
3. Press any key, then go to the folder where you extracted the files and open x86GP2.cfg in a text editor.
4. There are many settings here that can be changed, but for now we just need to worry about the first one: GP2_path. Here you must add the path to your GP2 installation (like said above a new, clean installation without any mods). In my system the GP2_path line reads like that:

Code: Select all

GP2_path "I:/GP2/" // Without the exe, it assumes GP2.EXE.
Notice that I let a "/" after the folder name (I:/GP2). In my system this was mandatory for it to work.
5. Save x86GP2.cfg
6. Run x86GP2_inline.exe again, it will open the game.

Tips:
- When browsing the menus, prefer using the mouse since the ESC, Space and Enter keys behavior is still a bit erratic.
- There is a new menu x86GP2 Options. There you can adjust all of the program features, including the game controls.

BUG Support and questions -> x86gp2dev@gmail.com

Re: x86GP2 - Native GP2 on Windows

Posted: 07.01.2025, 01:46
by samsepi0l
Very cool - is there anything we can do to get ahold of AS?

Re: x86GP2 - Native GP2 on Windows

Posted: 07.01.2025, 13:07
by Michael82
Excellent great job! I don't tought it is possible to add any features like that one day.
Rremedio do you think is it possible to develop any features as you took about a few years ago? https://grandprix2.de/gp2forum/viewtopic.php?t=920

Re: x86GP2 - Native GP2 on Windows

Posted: 07.01.2025, 15:04
by rremedio
Michael82 wrote:
07.01.2025, 13:07
Excellent great job! I don't tought it is possible to add any features like that one day.
Rremedio do you think is it possible to develop any features as you took about a few years ago? https://grandprix2.de/gp2forum/viewtopic.php?t=920
Yeah, I lot of things are possible. But they may be difficult or time consuming to implement. I don't have the knowledge to tell which features are possible and/or feasible.

Re: x86GP2 - Native GP2 on Windows

Posted: 07.01.2025, 15:35
by samsepi0l
Hmmm... I never saw this thread.

I didn't start playing again until 2019 so I wasn't around when you posted in 2012.

I'm studying assembly now in my free time with the hopes to be able to reverse engineer and change some of these things in the future. Most certainly I want to reduce the help that the draft gives you first.

Re: x86GP2 - Native GP2 on Windows

Posted: 09.01.2025, 21:30
by rremedio
Hatcher added an email account for bug support. x86gp2dev@gmail.com

Re: x86GP2 - Native GP2 on Windows

Posted: 10.01.2025, 08:37
by racer63
Hello everyone, after a lot of years :shock:

This is huge for GP2.. It's nice to have all these new features starting 2025. This game is almost 29 years old! And many more to come with this type of projects
Congrats to Hatcher and all involved.

Re: x86GP2 - Native GP2 on Windows

Posted: 10.01.2025, 11:11
by TedMeat
It's a real shame you can't register here. Jake from GPLaps contacted me, he was also trying to register. This mod is now drawing a lot of attention here.

rremedio, do you know if the admins are totally inactive / disappeared and do we have any hope to get it fixed?

Also, this message below is a message from Zak Ryker who's also doing GP2 content for YouTube. He asked me to send it, because he's also unable to register. He's channel is: https://www.youtube.com/@ZakARyker

Note that I can't be everyone's voice here so I really hope the registering will be fixed [-o<
This is awesome mod! I cannot wait for it to become stable. Too bad the grandprix2.de forum does not accept new members for I have been reading it for the whole of 2024 and I would love to contribute. My account has been waiting to be accepted since may 2024. That is sad since I feel that this is the tribe where I belong. But fortunately there is YouTube where I can drive races for others to watch! Ever since I started driving my own GP2 season and career on YouTube I have been studying the game for countless hours by reading the forum and testing all tools, mods and tracks.

So here are my thoughts for this mod. Now I know that most of these are impossible to implement, but they are meant as a food for thought.

1. Full dynamic weather.
2. Full dynamic tyre temperature system.
3. Safety car.
4. Ability to jump start like in GP4.
5. Tyre pressure system, this would affect the grip and wearing level of tyres per lap.
6. Ability to decide how much to take out from engine. If you want to, you can use little less HP to improve reliability. This would need an engine wear out level system and logging for it: you would be able to test it in practice sessions.
7. Red Flag conditions. Drive to the pits and wait until race is resumed.
8. Exceeding the Plank Wear level does not result in car slowing down but in disqualification of the race result.
9. Fully dynamic track condition evolvement system: the track has lowest grip in Free Practice 1 and best grip in the last lap of the race.
10. Session clock tics down even when you are in car setup. Now going to car setup session time stops.
11. Warm-up lap. The tyre warm-up is now simulated by having lower grip level in the first lap with a new tyre set. You can check that in GP2Lap extended logging.
12. Ability to not qualify for the race. If you are 27th in qualifying, then that's it.
13. Much more traffic in practice sessions, now only few cars are driving.
14. Variable fuel loads in practice sessions, now the all have 12.0 Fuel Laps. Also hide the fuel load from player.
15. Increase track size limit even further from what the tweaked value now is. For example there is very beautiful Canada Montreal made by Michael82 but I cannot use it in race. Only works in practice sessions, probably due to memory restrictions, I am using GP2Lap.
16. Ability to use different tyre compounds to counter future season mods, just like in GP3.
17. Team dependent performance system (besides HP level that now exists). All cars are different to drive but for different reasons, some car has more downforce but less grip and so on. At bare minimum give each team a car which has certain grip level and separate that from driver grip level. For example 1994 Benetton has grip level of 16384 and Schumacher can use it completely (0 points of grip taken away from him). But Verstappen has roughly 1000 points of grip level taken away. Player would also get the full 16384 of grip in that car.
18. Dynamic car failure system: engine has temperature, failures are also dependent on the driving style of the player. For example if the engine constantly is hitting the rev limiter in the 6th gear, the engine wears out more rapidly, and driving aggressively over kerbs wears out suspension, and so on.
19. Dynamic car damage repair system: when you crash the car badly in practice session, the session is over, it just takes too much time to fix the car. Small damages can be fixed but it will take time. Also when for example engine blows up or transmission fails in any session, the session is over, takes too much time to fix it.
20. Spare car system: when player car brakes during a session, player can use spare car. If that brakes down as well, no more cars for player in that session.
21. Disable: teleportation to the pits by pressing Q.
22. Make CC cars to DNF in race when they get unrepairable car failure, instead of just driving to the pits and fix broken transmission.
23. Make player car to not be able to be fixed in pits during the race when failure is unrepairable. For example puncture can be fixed in pits, but suspension failure cannot.
24. Show all teams and all drivers in Championship Tables. Now only those are shown which have points.
25. Testing sessions where there are other teams driving as well with variable fuel loads and fuel loads not showing to the player.
26. Randomize team performance to simulate setup struggle more realistically. Example: sometimes a car performs well (both cars fast, up to their preset grip level) and sometimes they cannot find the right setup. Sometimes team is lost with car setup on friday but find the pace just in time for saturday qualifying or maybe even just before the race. This would need a system where the car has separate grip level from driver. On some weekends and in some sessions the car grip just is not there and it would effect also the player not just team mate.

27. Fix few bugs:
27.a) Championship table for Drivers and Constructors show "???" in points column when you print it to the text file and when the amount of points equals or exceeds 100.
27.b.) Drivers Championship layout is broken when you print it to the text file. You can try this by printing all the results in text files after a race -> change all files suffix from .txt to .nfo -> open them with notepad++.

28.As much telemetry from all sessions as possible, for example:
28.a) Telemetry logging for each lap of the session: normal performance file extended with GP2Lap features.
28.b) Data logging to file just like in GP2Lap from each session.
28.c) Tyre degredation level logging by per tyre from each session. Like in game "Inspect Vehicle" (0.0 - 4.0) and also by grip level as in GP2Lap log system. At the moment GP2Lap v1.15 only shows overall grip level of the tyres.
28.d) Tyre grip minimum level should be lower. Now it is 17920, after that value tyres do not degrade (=lose performance) except in game setup "Inspect Vehicle" (degreding scale from 0.0 to 4.0)
28.e) Oil pressure and temperature logging.
28.f) Engine water temperature logging.

-Zak

Re: x86GP2 - Native GP2 on Windows

Posted: 10.01.2025, 16:19
by rremedio
TedMeat wrote:
10.01.2025, 11:11
It's a real shame you can't register here. Jake from GPLaps contacted me, he was also trying to register. This mod is now drawing a lot of attention here.

rremedio, do you know if the admins are totally inactive / disappeared and do we have any hope to get it fixed?

Also, this message below is a message from Zak Ryker who's also doing GP2 content for YouTube. He asked me to send it, because he's also unable to register. He's channel is: https://www.youtube.com/@ZakARyker

Note that I can't be everyone's voice here so I really hope the registering will be fixed [-o<
They had disappeared before and then came back, so there's always hope. I haven't tried to reach them for a while since all my previous attempts failed, I'm gonna try it again.

Re: x86GP2 - Native GP2 on Windows

Posted: 10.01.2025, 16:51
by rremedio
This is awesome mod! I cannot wait for it to become stable. Too bad the grandprix2.de forum does not accept new members for I have been reading it for the whole of 2024 and I would love to contribute. My account has been waiting to be accepted since may 2024. That is sad since I feel that this is the tribe where I belong. But fortunately there is YouTube where I can drive races for others to watch! Ever since I started driving my own GP2 season and career on YouTube I have been studying the game for countless hours by reading the forum and testing all tools, mods and tracks.

So here are my thoughts for this mod. Now I know that most of these are impossible to implement, but they are meant as a food for thought.

1. Full dynamic weather.
2. Full dynamic tyre temperature system.
3. Safety car.
4. Ability to jump start like in GP4.
5. Tyre pressure system, this would affect the grip and wearing level of tyres per lap.
6. Ability to decide how much to take out from engine. If you want to, you can use little less HP to improve reliability. This would need an engine wear out level system and logging for it: you would be able to test it in practice sessions.
7. Red Flag conditions. Drive to the pits and wait until race is resumed.
8. Exceeding the Plank Wear level does not result in car slowing down but in disqualification of the race result.
9. Fully dynamic track condition evolvement system: the track has lowest grip in Free Practice 1 and best grip in the last lap of the race.
10. Session clock tics down even when you are in car setup. Now going to car setup session time stops.
11. Warm-up lap. The tyre warm-up is now simulated by having lower grip level in the first lap with a new tyre set. You can check that in GP2Lap extended logging.
12. Ability to not qualify for the race. If you are 27th in qualifying, then that's it.
13. Much more traffic in practice sessions, now only few cars are driving.
14. Variable fuel loads in practice sessions, now the all have 12.0 Fuel Laps. Also hide the fuel load from player.
15. Increase track size limit even further from what the tweaked value now is. For example there is very beautiful Canada Montreal made by Michael82 but I cannot use it in race. Only works in practice sessions, probably due to memory restrictions, I am using GP2Lap.
16. Ability to use different tyre compounds to counter future season mods, just like in GP3.
17. Team dependent performance system (besides HP level that now exists). All cars are different to drive but for different reasons, some car has more downforce but less grip and so on. At bare minimum give each team a car which has certain grip level and separate that from driver grip level. For example 1994 Benetton has grip level of 16384 and Schumacher can use it completely (0 points of grip taken away from him). But Verstappen has roughly 1000 points of grip level taken away. Player would also get the full 16384 of grip in that car.
18. Dynamic car failure system: engine has temperature, failures are also dependent on the driving style of the player. For example if the engine constantly is hitting the rev limiter in the 6th gear, the engine wears out more rapidly, and driving aggressively over kerbs wears out suspension, and so on.
19. Dynamic car damage repair system: when you crash the car badly in practice session, the session is over, it just takes too much time to fix the car. Small damages can be fixed but it will take time. Also when for example engine blows up or transmission fails in any session, the session is over, takes too much time to fix it.
20. Spare car system: when player car brakes during a session, player can use spare car. If that brakes down as well, no more cars for player in that session.
21. Disable: teleportation to the pits by pressing Q.
22. Make CC cars to DNF in race when they get unrepairable car failure, instead of just driving to the pits and fix broken transmission.
23. Make player car to not be able to be fixed in pits during the race when failure is unrepairable. For example puncture can be fixed in pits, but suspension failure cannot.
24. Show all teams and all drivers in Championship Tables. Now only those are shown which have points.
25. Testing sessions where there are other teams driving as well with variable fuel loads and fuel loads not showing to the player.
26. Randomize team performance to simulate setup struggle more realistically. Example: sometimes a car performs well (both cars fast, up to their preset grip level) and sometimes they cannot find the right setup. Sometimes team is lost with car setup on friday but find the pace just in time for saturday qualifying or maybe even just before the race. This would need a system where the car has separate grip level from driver. On some weekends and in some sessions the car grip just is not there and it would effect also the player not just team mate.

27. Fix few bugs:
27.a) Championship table for Drivers and Constructors show "???" in points column when you print it to the text file and when the amount of points equals or exceeds 100.
27.b.) Drivers Championship layout is broken when you print it to the text file. You can try this by printing all the results in text files after a race -> change all files suffix from .txt to .nfo -> open them with notepad++.

28.As much telemetry from all sessions as possible, for example:
28.a) Telemetry logging for each lap of the session: normal performance file extended with GP2Lap features.
28.b) Data logging to file just like in GP2Lap from each session.
28.c) Tyre degredation level logging by per tyre from each session. Like in game "Inspect Vehicle" (0.0 - 4.0) and also by grip level as in GP2Lap log system. At the moment GP2Lap v1.15 only shows overall grip level of the tyres.
28.d) Tyre grip minimum level should be lower. Now it is 17920, after that value tyres do not degrade (=lose performance) except in game setup "Inspect Vehicle" (degreding scale from 0.0 to 4.0)
28.e) Oil pressure and temperature logging.
28.f) Engine water temperature logging.

-Zak
Yeah, many things are possible with x86GP2, some of those features are in Hatcher's mind, some others I have discussed with him but he is not sure he wants to do them. We have to keep in mind that he is still working with disassembled code, not with a normal source code that's easier to make sense (even in assembly, if it was the actual source code, it would be much easier to work with) so some features that sound relatively simple are actually not. And his first aim, which I think he has already almost accomplished, is to make the original game fully playable with a few tweaks.

That said, I can tell about a few things I've already discussed with him and some others I've been researching over the years:

1. Full dynamic weather
I have a draft of how to make the physics part work and Hatcher also has ideas including the necessary changes to the graphics, but I think it is more likely he implements static weather first if he ever implements weather related features.

6. Ability to decide how much to take out from engine. If you want to, you can use little less HP to improve reliability. This would need an engine wear out level system and logging for it: you would be able to test it in practice sessions.
I was also working on something like that, I don't think it is something that is on Hatcher's plans at the moment

15. Increase track size limit even further from what the tweaked value now is. For example there is very beautiful Canada Montreal made by Michael82 but I cannot use it in race. Only works in practice sessions, probably due to memory restrictions, I am using GP2Lap.
if it works in practice than the problem is a jam size limitation, not the track size limitation. That said, increasing both sizes (and also track length) is something I've been talking with him. The track length limitation was extended for GP3 with GPxPatch so I plan to ask Rene Smith for help when the time comes. I have a theory about the jam size limitation but it is probably complicated to test. Extending the track size for now would be useless since the Track Editor won't save bigger files. I've been trying to understand the Track Editor code and working on it a little bit, but I'm still far away of making such a change.

16. Ability to use different tyre compounds to counter future season mods, just like in GP3.
That's something I want very much so I've been researching it and trying to implement it for GP2Lap so Hatcher doesn't need to figure it all out by himself.

17. Team dependent performance system (besides HP level that now exists). All cars are different to drive but for different reasons, some car has more downforce but less grip and so on. At bare minimum give each team a car which has certain grip level and separate that from driver grip level. For example 1994 Benetton has grip level of 16384 and Schumacher can use it completely (0 points of grip taken away from him). But Verstappen has roughly 1000 points of grip level taken away. Player would also get the full 16384 of grip in that car.
You can kinds simulate that with the slot and tyre editor. If my tire type thing for GP2Lap works, the same could be made for the human grip. The Belini patch made it possible for GP3 and then it was added to GPxPatch too.

28.d) Tyre grip minimum level should be lower. Now it is 17920, after that value tyres do not degrade (=lose performance) except in game setup "Inspect Vehicle" (degreding scale from 0.0 to 4.0)
That's actually defined by a hardcoded value in the exe. I change it with my monitor program and it works very well. I'm thinking about adding to the update to the slot and tyre editor I'm about to finish

All the above are my own ramblings, I haven't asked Hatcher about this before writing my response, so this is not about what will or will not end up in the game

Re: x86GP2 - Native GP2 on Windows

Posted: 10.01.2025, 17:39
by peke12
What a great project this is!
all my respect.

I tried it but I can't get past the start warning screen. I'm unable to click 'ok' with my mouse.
I can do right click and summon the options menu.
Any tips?

Also, you need to use the gp2 us version. I tried the european or Uk version first and it gave an error.

Re: x86GP2 - Native GP2 on Windows

Posted: 10.01.2025, 19:17
by MTSElectro
Downloaded and loving the look of this so far! Looking forward to seeing what the future improvements will bring, I may even end up starting a full career mode if I get it working with my wheel :D

Re: x86GP2 - Native GP2 on Windows

Posted: 10.01.2025, 19:57
by racer63
Sorry to say this, but I can't pass the initial screen. I set up controller, full screen and other options but I'm unable to pass the OK button.

Re: x86GP2 - Native GP2 on Windows

Posted: 11.01.2025, 13:07
by MTSElectro
A couple of suggestions for future updates to be suggested to Hatcher please. I don't know how possible these are to implement, but if it's not possible then that's absolutely fine.

Firstly, as I mostly record races for the Grand Prix World Series and don't actually do much in the way of driving, I'd love to be able to see cars going into the pits without automatically jumping to the cockpit camera. That way we can see pit stops being performed but from the normal TV cameras.

Second, anyone who has designed carsets, liveries, and helmets for the game knows that purple doesn't work in the game. It would be amazing if purple could work as some of the best racing cars out there are purple, such as the Silk Cut Jaguar XJR-9!

Again, if these are not possible then no problem, just a couple of things I'd love to see in the game!

Re: x86GP2 - Native GP2 on Windows

Posted: 11.01.2025, 15:43
by CriggleWiggle
Might be me but after I've added the file path then open the inline file, the screen pops up then disappears. Any tips?