STShotgun's C:MD Overhaul v0.9.3 - 21/12/2021

The 2016 reincarnation of Carmageddon! Discuss, mod and troubleshoot!
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STShotgun
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STShotgun's C:MD Overhaul v0.9.3 - 21/12/2021

Post by STShotgun »

So this is a mod I've been working on and off for a few years now. My aim was to try and fix some of the severe problems with the gameplay and make the game more fun for myself. I've always felt that C:R/MD lacks a lot of 'oomph', so I hope you can enjoy the game a lot more with this mod. Since so many changes have been made, you could think of this as a full new update!

Heads up: this is meant to be run with the beta patch!
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You can only get this with the Steam version (sorry GOG users) - there's no guarantee the mod will work with the vanilla version of the game. Even if it does, you'll be stuck with the vanilla game's crappy lockdown mode, so no career playthroughs :sad:
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What the overhaul contains:

The main big changes:
► Show Spoiler
..and a whole lot more.

Here's the (mostly) full list of changes and additions:
► Show Spoiler
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Screenshots:
► Show Spoiler
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Download

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Installation:
  • Place the .zad into the ZAD folder
...and that's it!

To install an addon, just drop that into the ZAD folder too.

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CarMODgeddon sandbox mode:

If you're not bothered about the career and just want to play freeplay, then this is the way to go. The main advantage of this is that it unlocks everything from the start. The main con of this method is that the career is pointless due to everything being unlocked, but this won't matter if you don't want to play career anyway.

As explained in Trent's beta patch thread, you'll need to do this:
  • Create a folder called ZIP_MODS in C:MD's root folder
  • Open C:MD's launch options on Steam then add: -mod=carmodgeddon_enable
  • Launch the game normally - the CarMODgeddon option in Steam does nothing in the beta patch
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Addons:

Freeplay Companion:
This is an addon meant for when you've completed career and want to go into Freeplay.

What this does is:
  • Randomise the level settings.
  • Sets the Suppressor and The Oppressor as the main cop cars, with the APC being the 3rd if present.
  • Allows the cops to be manually selected as opponents.
Download

Overhaul-Megapack Patch:
Allows Mad Mike's Megapack to work properly with the Overhaul. Open the .rar and drop the zad into the ZAD folder as usual.

Changes:
  • All cars now have the Peds Shown On Map powerup by default and can leave bloody tyre tracks.
  • Rig O'Mortis is now buffed to be closer towards Mad Mike's big rigs while still retaining the regenerating PUp from the Overhaul.
  • Undamaged glass is now invisible when using the cockpit views.
  • A massive portion of the sounds for the Overhaul and Megapack have been disabled for the patch, mostly the variation for large groups of powerup sounds (like for Groovin' Peds, there's only 3 tracks instead of the Overhaul's 39). The game has a kind of limit that causes severe problems if too many sounds are used along with the big collection of engine sounds, so a lot of audio content had to be cut just for these mods to run together.
Download

Restored Interiors: (warning: it's almost 1.8 GB - doesn't require the Overhaul either)
This basically undoes the blackening and gives most of the cars their original interiors back. This also touches-up Tashita as a bonus (there were strange inconsistencies between the skins).

Only a handful of cars aren't affected: Project X, Iron Hawk, and the Cops obviously.

The only thing that's worse with this mod are the steering wheels for a handful of the cars, as they were more low-poly in C:R. Unfortunately they can't be mixed with steering wheels from C:MD, but maybe one day this'll be rectified.

This is also a very unclean mod, hence the massive file size. Hopefully this can be improved in the future too.
► Show Spoiler
Download

Transparent glass for cockpit view: (works for vanilla as well)
A mod that improves visibility by making the glass (both undamaged and damaged) transparent for every car when you're using the in-car cam (although shattered glass is still visible for a lot of the cars).
Download

Lower blade for Tashita: (also doesn't need the Overhaul)
A quick and dirty hack to lower Tashita's blade, so now you can finally have the OG classic look! The car's ground clearance isn't really any worse than usual. The only issue with it is that, since the blade isn't properly welded, it might float despite not being attached to anything. However this is mainly an issue you might spot while repairing (and even then it's harmless anyway).
► Show Spoiler
Download

Free APO Upgrades:
Another Freeplay-centric addon, mainly intended for addon cars so you'll be able to give them upgrades no matter what.
Download

Silent Groovin' Peds:
Simply removes the PUp's ability to play its own music. If you have the game's music turned off, you'll want this addon.
Download

Vanilla Electric Blue:
Gives the Electric Blue its original Bastard Ray.
Download

Flappable Plow Bucket:
A mod that lets you flap the (non-crushable) bucket again.
Download

Transparent maps:
This makes the full screen maps transparent so you can see through them slightly.
► Show Spoiler
Download

No annoying cursor:
A simple mod that makes the 'unclicked' mouse cursor invisible, as it keeps appearing in the middle of the screen after races and such.
Download

Restored start/end stun sounds:
If you liked the *whack* sound when you stun an opponent, this enables it again.
Download

Disable AI PUp gifting:
Allows you to remove the AI gifting system entirely, regardless of the game mode and powerup setting. Opponents are still allowed to repair however.
Download

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Credits:

- Stainless Games for creating this amazing and insanely flexible game in the first place!
- Sa1cor for originally starting the car balancing and handling tweaks with me
- Trent for his invaluable help, C:R UI tweaks, driver selection, the C:R City A night mod, the method for respawning with Invulnerability, a way to spawn PUp objects anywhere (used for Aerial Attack and Concrete Cow), fixing up and improving the >5 opponent feature with better vehicle/skin randomisation, and the name for the 'Scattershot' PUp
- Errol as well as Trent for their amazing tools
- Mad Mike for his wheel customisation mod and custom engine sounds. Massive thanks to him for helping to troubleshoot problems and making new engine builds for the Overhaul.
- ManIkWeet for his tool that allowed me to edit the game's text
- dfy23 and ManIkWeet for the Body Slammer idea
- Veritas for the Stainless intro removal
- L1ttlePupp3t, Mugmag, StreakOne111, and the other cunts over in Carma Boys for testing
- John Romero/id Software for a few of the exit messages :p

Resource credits:
► Show Spoiler
Last edited by STShotgun on Sun Jan 09, 2022 11:46 am, edited 26 times in total.
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AlexTSK
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Re: STShotgun's C:MD Overhaul [BETA]

Post by AlexTSK »

Reinstalled CMD to try this, really nice work so far! Will keep playing and post any feedback here :smile:
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STShotgun
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Re: STShotgun's C:MD Overhaul [BETA]

Post by STShotgun »

Cheers, Alex :smile:
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helomyname
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Re: STShotgun's C:MD Overhaul [BETA]

Post by helomyname »

This looks really promising, will definitely try it out at some point.

However one of the things that always bothered me in C:R was that there were too many powerups, and a lot of them are basically duplicates of each other. Is there any chance for a future addon that simplifies them by reducing the amount of powerup types to something like C2's variety?
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Re: STShotgun's C:MD Overhaul [BETA]

Post by Toshiba-3 »

Gave it some playtime and must say it already seems like an improvement on all aspects.
Stellar job! :beer: Can't wait to see how this mod will evolve.
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STShotgun
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Re: STShotgun's C:MD Overhaul [BETA]

Post by STShotgun »

Quick update: I've uploaded another version of 0.9.0 that removes the gifting of timed pups for the AI as it's broken at the moment. For those who already have the previous version, you'll want the 'weapons only' or 'complete removal' addons.

helomyname wrote: Thu Jan 07, 2021 1:40 am This looks really promising, will definitely try it out at some point.

However one of the things that always bothered me in C:R was that there were too many powerups, and a lot of them are basically duplicates of each other. Is there any chance for a future addon that simplifies them by reducing the amount of powerup types to something like C2's variety?
Thanks :smile:
About the pups, I don't think I'll make a proper addon for this since what should or shouldn't go is pretty subjective, and I'm not that bothered by the amount of pups to be honest. I don't mind all the variations as long as they're effective. :lol:

What I can do is leave a zad that contains the mod's general_data.lua file which will allow you to replace powerups with whatever you want.

So if for example you want to replace Ped Detonator with Ped Annhilator and replace the limb slicer pups with random ped weapons, then this'll do it:

Code: Select all

{"PEDDETONATOR",			"PEDANNIHILATOR"},
{"FEELINGLEGLESS",			"PEDWEAPON"},
{"GETAHEAD",				"PEDWEAPON"},
{"MOSTLYARMLESS",			"PEDWEAPON"},
{"TISBUTASCRATCH",			"PEDWEAPON"},
Just a quick fyi, the 'classic_pups' category is for Classic Carma, and 'comp_sp_pups' is for the other modes.

Toshiba-3 wrote: Fri Jan 08, 2021 9:05 pm
Gave it some playtime and must say it already seems like an improvement on all aspects.
Stellar job! :beer: Can't wait to see how this mod will evolve.
Cheers Tosh :smile: :thumbsup:
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Re: STShotgun's C:MD Overhaul [BETA]

Post by MalkavsRustyBones »

Loving this mod so far. One question, would it be possible to make a patch file to bring back the original CUNT cop cars as the cop cars that spawn in the levels instead of the Suppressor and Oppressor?
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Re: STShotgun's C:MD Overhaul [BETA]

Post by RIKUSYO »

This mod is great. :saston:
I hope this mod will be the definitive edition of Carmageddon.

There are two features I want:
- Option to use the original driver model.
- Cops driver model (I love cops concept art).
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STShotgun
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Re: STShotgun's C:MD Overhaul [BETA]

Post by STShotgun »

MalkavsRustyBones wrote: Wed Jan 13, 2021 4:29 am Loving this mod so far. One question, would it be possible to make a patch file to bring back the original CUNT cop cars as the cop cars that spawn in the levels instead of the Suppressor and Oppressor?
Cheers :smile:

Here's an addon for the cop spawns. It's set to have 2 CU:NTs and an APC like in vanilla, but if for example you want to change it to have 3 CU:NTs then you can edit the cop_spawn_modifiers.lua file and change 'promote_1' under difficulty_map to 'demote', or 'promote_3' if you want 2 APCs and a Suppressor, etc.
RIKUSYO wrote: Sat Jan 16, 2021 9:22 am This mod is great. :saston:
I hope this mod will be the definitive edition of Carmageddon.

There are two features I want:
- Option to use the original driver model.
- Cops driver model (I love cops concept art).
Thanks :smile:

By 'original driver model', do you mean to have the specific car's driver automatically chosen? If so then I dunno if such an option can be added but for now there's the driver picker in Freeplay, which changes the actual driver for the save slot so it'll change it for career too :smile:

Specific driver models for the cops would be nice but it's beyond the scope of this mod :sad:
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Re: STShotgun's C:MD Overhaul [BETA]

Post by RIKUSYO »

STShotgun wrote: Sun Jan 17, 2021 3:34 pm Thanks :smile:

By 'original driver model', do you mean to have the specific car's driver automatically chosen? If so then I dunno if such an option can be added but for now there's the driver picker in Freeplay, which changes the actual driver for the save slot so it'll change it for career too :smile:

Specific driver models for the cops would be nice but it's beyond the scope of this mod :sad:
I didn't know there was a driver picker. Thank you! :sbsmile:
Don't worry about the cops driver model. It's just a small idea. :wink:
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Re: STShotgun's C:MD Overhaul [BETA]

Post by mutecoat »

Signed up just to thank you for the fantastic job here! Immense improvement on the vanilla game (which I was pretty close to just giving up on and uninstalling) and looking forward to following this :)
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STShotgun
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Re: STShotgun's C:MD Overhaul [BETA]

Post by STShotgun »

mutecoat wrote: Sun Feb 14, 2021 6:14 pm Signed up just to thank you for the fantastic job here! Immense improvement on the vanilla game (which I was pretty close to just giving up on and uninstalling) and looking forward to following this :)
Cheers, I appreciate it :beer:

Hopefully the next big version will get released sometime next week
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Re: STShotgun's C:MD Overhaul [BETA]

Post by JormaRysky »

Just tried. If state of released version would have been this mod, I don't think C:MD would have been so big flop. It is game now, instead of pretty much aimless sandbox.
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Re: STShotgun's C:MD Overhaul [BETA]

Post by mutecoat »

STShotgun wrote: Sun Feb 14, 2021 7:20 pm
mutecoat wrote: Sun Feb 14, 2021 6:14 pm Signed up just to thank you for the fantastic job here! Immense improvement on the vanilla game (which I was pretty close to just giving up on and uninstalling) and looking forward to following this :)
Cheers, I appreciate it :beer:

Hopefully the next big version will get released sometime next week
Watching this space!

If here is the right place for feedback - one thing I noticed is the Criminal Record/My Stats data is all zeroed/unknown after installing the overhaul, and now doesn't populate or increase with play. (I think this has also affected Steam achievements?)
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Re: STShotgun's C:MD Overhaul v0.9.1 - 20/05/2021

Post by STShotgun »

STShotgun wrote: Sun Feb 14, 2021 7:20 pm Hopefully the next big version will get released sometime next week
...well that never happened :lol:

It was long overdue but the next big update is here! Feature creep was a big issue for this, so much stuff has been added and tweaked in this version, hopefully the long wait would've been worth it :smile:

Hope you guys enjoy the new update!

Changelog:
► Show Spoiler

mutecoat wrote: Sun Feb 14, 2021 10:35 pm If here is the right place for feedback - one thing I noticed is the Criminal Record/My Stats data is all zeroed/unknown after installing the overhaul, and now doesn't populate or increase with play. (I think this has also affected Steam achievements?)
Yeah sadly this is an issue with the new mod saves in the beta patch. Without mods the game will still keep track of your stats as usual, but they won't work when mods are installed. I'm not sure about the achievements but I'm guessing the same applies.
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Re: STShotgun's C:MD Overhaul v0.9.1 - 20/05/2021

Post by AlexTSK »

Looking crispy! Will have to reinstall MD again and give this a go!
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Re: STShotgun's C:MD Overhaul v0.9.1 - 20/05/2021

Post by Eversmile »

Wonderful mod. I can't save the game, though. What am I doing wrong? I want to play the career mode with this. I am not sure whether I have the beta patch; the password VmfPZyCgXec4v2R4 doesn't seem to work or do anything at all on GOG Galaxy.
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STShotgun
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Re: STShotgun's C:MD Overhaul v0.9.1 - 20/05/2021

Post by STShotgun »

Eversmile wrote: Sun May 23, 2021 11:32 pm Wonderful mod. I can't save the game, though. What am I doing wrong? I want to play the career mode with this. I am not sure whether I have the beta patch; the password VmfPZyCgXec4v2R4 doesn't seem to work or do anything at all on GOG Galaxy.
Thanks :smile:

As for the beta patch, I'd imagine it's only accessible through Steam unfortunately
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Re: STShotgun's C:MD Overhaul v0.9.1 - 20/05/2021

Post by Broscar »

Wow, I just had to create an account to leave this feedback.
This mod is a total game-changer. I cannot understate how much it has improved Max Damage.

I used to hate the shit out of Reincarnation/Max Damage. It had all the elements, and on a superficial level it ticked all the boxes, but the actual implementation was so awful that it left me either bored or frustrated. Often times both.
But this mod, dude. This goddamn mod.

The fact that I can actually navigate levels now and explore all the neat nooks and crannies, that the peds are always visible on the map and that car-on-car collisions aren't an unsatisfying clump of awkwardness go such a long way. Then there's all the other added stuff...

For the very first time, I'm having fun in Max Damage. Thanks, STShotgun.
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Re: STShotgun's C:MD Overhaul v0.9.1 - 20/05/2021

Post by STShotgun »

Thanks for the kind words dude, I'm glad you're enjoying it :beer:

Also since I'm making a post I might as well mention that the next big version is (hopefully) almost ready to be released. I'd like to get it out as soon as since it's an enormous polishing update, so *hopefully* it'll be sometime before October :smile:
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Re: STShotgun's C:MD Overhaul v0.9.2 - 08/10/2021

Post by STShotgun »

Welp, the next update is finally here! Missed another deadline but hey ho. Plenty of new content, fixes and tweaks are included, so I hope you guys enjoy!

Changelog:
► Show Spoiler

The 'Restored Interiors' mod has also had a big update too. Here's the changelog for that:
► Show Spoiler
Last edited by STShotgun on Sat Oct 09, 2021 4:50 pm, edited 7 times in total.
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Re: STShotgun's C:MD Overhaul v0.9.2 - 08/10/2021

Post by Toshiba-3 »

Barely had the time to scratch the surface of all the stuff that your overhaul tweaks. Insane changelog :saston:
Great work :thumbsup:
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Re: STShotgun's C:MD Overhaul v0.9.2 - 08/10/2021

Post by STShotgun »

Toshiba-3 wrote: Fri Oct 08, 2021 10:15 pm Barely had the time to scratch the surface of all the stuff that your overhaul tweaks. Insane changelog :saston:
Great work :thumbsup:
Cheers Tosh, appreciate it :beer:

EDIT: Big thanks to Mad Mike for fixing the issue, the Rig O'Mortis seems to be stable! Uploaded v02c of the Restored Interiors mod.

Old post:
► Show Spoiler
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Re: STShotgun's C:MD Overhaul v0.9.2 - 08/10/2021

Post by mutecoat »

Amazing, more hours in Max Damage with your mod than the original release at this point :) Thanks so much for the work you continue to put into this!

One thing I noticed since this update is that, the vehicle selection seems to have been affected - as in, you sometimes select one vehicle and then start the round with a totally different one. Was that something you were aware of?
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Re: STShotgun's C:MD Overhaul v0.9.2 - 08/10/2021

Post by STShotgun »

mutecoat wrote: Tue Nov 09, 2021 5:24 pm Amazing, more hours in Max Damage with your mod than the original release at this point :) Thanks so much for the work you continue to put into this!
Thanks dude :beer:
mutecoat wrote: Tue Nov 09, 2021 5:24 pm One thing I noticed since this update is that, the vehicle selection seems to have been affected - as in, you sometimes select one vehicle and then start the round with a totally different one. Was that something you were aware of?
Strange, I've never come across this issue :confused: Are there any other details (or examples) you can share for it?
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Re: STShotgun's C:MD Overhaul v0.9.3 - 21/12/2021

Post by STShotgun »

Well, happy holidays everyone! Here's a big update for the mod as my xmas gift to the community :beer:

Changelog:
► Show Spoiler
Last edited by STShotgun on Mon Jan 17, 2022 10:18 pm, edited 4 times in total.
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Re: STShotgun's C:MD Overhaul v0.9.3 - 21/12/2021

Post by Toshiba-3 »

Jesus Christ that changelog Image
Sounds incredible but can't test while I'm away from home for a couple of weeks.

Almost makes me wish the experimental patch and your work would be applied as an official update to the game on Steam/GOG.
Keep it up :thumbsup: And Trent too :thumbsup:
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Re: STShotgun's C:MD Overhaul v0.9.3 - 21/12/2021

Post by STShotgun »

Cheers for the kind words, Tosh. I appreciate it :beer: