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gp2-dos multiplayer magic data

Posted: Thu Aug 27, 2026 9:59 am
by enzo27
A question for those of you who have gone deep into the gp2 exe

How can I patch the magic data to prevent the first player in multiplayer (the one who starts the race) from going into God mode, they seem to get 16384 ai, even when the computer takes over... however the other multiplayer cars seem to get the ai from the ai performance data patched to the exe.

I'd like the computer control cars to always use the ai performance values from the exe, but I use 16384 when I'm in control

Re: gp2-dos multiplayer magic data

Posted: Thu Aug 27, 2026 10:29 am
by samsepi0l
Hmmm... I've never even tried any kind of multiplayer. Honestly I've never even seen threads about this on grandprix2.de. Have you ever worked with an AI tool to take apart the EXE and study it?

Re: gp2-dos multiplayer magic data

Posted: Sun Aug 30, 2026 11:50 am
by enzo27
No I haven't worked with any AI, I'd be tempted to, but I don't trust the AI merchants enough to actually put an LLM on my system with confidence that it isn't going to do anything undesirable or phone back to the mothership.

Check this from rremedio:
Individual physics for cars and other racing improvements via memory editing - POSSIBLE

Again, it could be done with memory editing. We know values for grips, power and fuel consumption in the memory.
source: https://grandprix2.de/gp2forum/viewtopic.php?t=920 3rd post down

Maybe gp2lap can dynamically inject the desired performance values into memory as the human-cc/cc-human transitions are taking place? I'm not sure if there's any broader application for this type of function to widen its appeal