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Need for speed world offline
Need for speed world offline













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  3. #NEED FOR SPEED WORLD OFFLINE CODE#
  4. #NEED FOR SPEED WORLD OFFLINE OFFLINE#

But as more people joined, the community also began to fragment into different cliques, usually based on region. Fortunately, a few others stepped in to take over where the original developers left off, including 17-year-old 'heyitsleo,' who now maintains the project practically on his own.Īs the project transitioned from closed to open beta late in 2017, more people jumped on board. After getting the open world partially working, both Nilzao and berkay2578 stopped actively developing the project. Nilzao's obsession was taking its toll on his personal life, and few others in the community were willing to help develop Soapbox Race World. "Mind you, this is really hard, and I remember days where fought with his wife because he spent more time on this than his own family," says berkay2578.

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The progress was exciting, though, so both continued investigating the data packets and puzzling out how to emulate the NFS:W server. Before long, they could race together, but they were only able to see their own cars.

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Improvements came slowly, but as they pored through more packet data, they were able to add new features and improve their offline version of Need for Speed: World. But that makes it even more worth the time I put into it. It's sort of crazy how so many people are willing to support this thing. They became partners in an impossible mission to preserve a doomed game.

need for speed world offline

Before the official servers shut down for good, Nilzao taught berkay2578 how to obtain these packets with special programs that monitored network traffic between the official NFS:W server and the player's client, and how to write a simple server in Java. So berkay2578, who was only 17 years old at the time, teamed up with him and started the long forum thread introducing this offline version.

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Though he didn't have the source code for Need for Speed: World's servers, he had enough packet data that he could make an approximation of one that allowed offline play. I only remember my reaction to it, which was, in short, 'that's impossible, you need the server's source code.'"īut Nilzao was already one step ahead. "But he was also mentioning that with those packets, a private server could be made. " only wanted help collecting more of the packets," berkay2578 says. With enough of them cataloged, though, a clever programmer might begin to reverse engineer how a server works without looking at the original source code. Hundreds of these packets are sent each minute, but each one is mostly meaningless on an individual level. Those packets were how the game server and the player's client communicated and contained little bits of information like the location of players, what cars they are driving, and other data necessary for multiplayer games. "In the middle of 2015, when EA first announced the game was going to be shut down, someone named Nilzao started posting on the forum about how it was possible to get the incoming-outgoing network packets of the game without any sign of encryption," berkay2578 recalls. But even with their experience emulating an offline version of the game, getting NFS:W back online wasn't easy.Ĭar meets are a popular community event on Soapbox Race World servers.

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So in March of 2017, berkay2578 and Nilzao announced the Soapbox Race project, an ambitious upgrade to the offline version that would include features so players could run their own private servers. However, that first version of World was missing the one thing that made it unique: multiplayer.

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Before long, those players filled 452 pages of a forum thread centered on the offline project, and the community spread to both Facebook and a dedicated site. Those early efforts were fueled by the motto "there is no real end for NFS:W until we say so." It became the rallying cry for thousands of players who weren't ready to say goodbye. These two players loved World despite its flaws, and when EA shut down its official servers in 2015, they were instrumental in building a version that could be played offline. It's no surprise that most players got bored and moved on. You couldn't even go past level 10 without buying a starter pack. Rewards from races, like cash or new parts, came frequently, but buying new cars or expanding your garage was exorbitantly expensive. It was a neat idea, but World was unnecessarily grindy and favored those who bought their way to the top. Like any true Need For Speed, World was all about customizing your car and driving dangerously-only you did so in a big open world filled with strangers. The idea was that players would roam an open world, challenging each other to races or getting into chases with computer-controlled police cruisers. Back in 2010, Need For Speed: World billed itself as an MMO hybrid of Need For Speed: Most Wanted and Need For Speed: Carbon.















Need for speed world offline