You must have done something to invalidate your game. The only options are to "verify the integrity of your game files", and if that doesn't work. re-install the game.
Re: '80s Garage - REL '70 Picard Piranha
Posted: Sat Nov 16, 2019 1:31 pm
by '80s Time Warp
It's taken long enough, but...
The Vixen... The Legend... has arrived in Carmageddon Max Damage.
To celebrate, here's a new video
_____________________________ '70 Picard Piranha - Version 1.1[Updated July 19th 1986 2020]
Version notes:
- Changed capital letters that should not be capitals to lower case (Driver & Vehicle name)
- Fixed engine sound variables DOWNLOAD HERE
Finally got some time to re-install CMD and test it! It's a beauty
505170_screenshots_20191125185847_1.jpg (170.37 KiB) Viewed 17532 times
Re: '80s Garage
Posted: Tue Nov 26, 2019 9:09 pm
by '80s Time Warp
Thanks Tosh :)
Re: '80s Garage
Posted: Mon Jun 29, 2020 8:53 am
by Zach Fett
wrote: ↑Sat Dec 29, 2018 5:14 pm
1) The closest thing out there to a harvester mod for C:MD is LuckyMikes conversion of the PedBasher from TDR2000. I don't know if these links are still valid, but here's it is. PedBasher Converted to C2 by Toshiba, C:R/C:MD conversion by LuckyMike https://www.dropbox.com/s/89wpd08kwrmf4 ... .rar?dl=04
Interceptor Converted from Mad Max to C:R/C:MD by LuckyMike https://www.dropbox.com/s/1ba4dkga8es39 ... r.zip?dl=0
______________________________________________________
2) Trent ported all of the Carmageddon 1 levels to C:MD as part of his C1 Pack.
Could someone re-upload these three mods? The PedBasher, Bloodmobile IV, and Mad Max Interceptor? Sadly the above links are dead. :(
Also thank you for all your work! Love all of it, especially the Vigilante 8 vehicles. Is there any chance down the road you'll do Vigilante 8: 2nd Offense vehicles? Would love to see the Grubb Dual Loader (garbage truck).
Edit: I just noticed the Autotrasher has a skin replicating the Grubb Dual Loader! Awesome! Thank you so much for that.
Also, any idea why your Plow mod is uh, not quite working properly for me, as you can see here?
I've tried both installation methods, I get the same result.
Re: '80s Garage
Posted: Mon Jun 29, 2020 7:20 pm
by '80s Time Warp
Could someone re-upload these three mods? The PedBasher, Bloodmobile IV, and Mad Max Interceptor? Sadly the above links are dead. :(
I'm afraid I don't have copies of any of LuckyMikes stuff.
Also thank you for all your work! Love all of it, especially the Vigilante 8 vehicles. Is there any chance down the road you'll do Vigilante 8: 2nd Offense vehicles? Would love to see the Grubb Dual Loader (garbage truck).
Edit: I just noticed the Autotrasher has a skin replicating the Grubb Dual Loader! Awesome! Thank you so much for that.
Thank you for the kind words. Glad you like them :)
Some of the vehicles from Second Offence stuff would be nice, although I'd prefer to do more of the remaining Interstate '76 cars, but that's way down the 'would like to make' list.
I am working on some new stuff, I've finished off the trailer pack (25 semi trailers & 3 truck trailers), and will be releasing a big zad mod of the trucks & trailers, with a new semi truck. I've only just started on the new rig so it's still got a long way to go.
Also, any idea why your Plow mod is uh, not quite working properly for me, as you can see here?
I've tried both installation methods, I get the same result.
I haven't seen that before. It's never duplicated the bucket for me.
Are the hydraulic rams animating when the bucket moves? If so, then the game is definitely using the new structure.xml.
The actual bucket model hasn't been touched, the changes were made to the bucket arm, so I don't get how it's duplicated the bucket.
It might be worth uninstalling my adjustments, and check to see if the plow still does that.
Re: '80s Garage
Posted: Tue Jun 30, 2020 12:58 am
by Zach Fett
wrote: ↑Mon Jun 29, 2020 7:20 pmAre the hydraulic rams animating when the bucket moves? If so, then the game is definitely using the new structure.xml.
The actual bucket model hasn't been touched, the changes were made to the bucket arm, so I don't get how it's duplicated the bucket.
It might be worth uninstalling my adjustments, and check to see if the plow still does that.
I'm not 100% sure if it is using the animated hydraulic rams, since the duplicate bucket is covering it up. I don't think it is, it doesn't look like it's animating the same way as your video shows. I tried uninstalling the mod and it goes back to default just fine (no duplicate bucket), so I'm not sure where it's going wrong.. The only other mods I'm using are most of your vehicles, and a few of the other optional ones below this Plow hydraulic mod on the first page.
Re: '80s Garage
Posted: Tue Jun 30, 2020 7:50 am
by '80s Time Warp
Zach Fett wrote: ↑Tue Jun 30, 2020 12:58 am
I'm not 100% sure if it is using the animated hydraulic rams, since the duplicate bucket is covering it up. I don't think it is, it doesn't look like it's animating the same way as your video shows. I tried uninstalling the mod and it goes back to default just fine (no duplicate bucket), so I'm not sure where it's going wrong.. The only other mods I'm using are most of your vehicles, and a few of the other optional ones below this Plow hydraulic mod on the first page.
One way to check for definite is using the manual camera in the replay mode, that way you can move the camera into the front and see if the rams move.
Not that it should make any difference - are you using the Steam or GOG version of the game?
None of the other mods I've done affect the model/hierarchy of the plow, this is so weird. I will have a go at trying to reproduce this a little later on today, but the only thing I can think of is that somehow the game isn't using the new files properly.
EDIT: Found out what your issue is :)
After leaving the structure.xml out of my 'z_PlowBucketMod.zad', I get the same issue as shown in your image. It looks like your game is overriding the custom structure.xml with the standard one. Did you rename scripts.zad to something else like scripts_1.zad? Renaming it is necessary to stop the game from always loading scripts.zad last, which will override any custom scripts.
Re: '80s Garage
Posted: Fri Jul 03, 2020 7:42 am
by Zach Fett
wrote: ↑Tue Jun 30, 2020 7:50 amEDIT: Found out what your issue is :)
After leaving the structure.xml out of my 'z_PlowBucketMod.zad', I get the same issue as shown in your image. It looks like your game is overriding the custom structure.xml with the standard one. Did you rename scripts.zad to something else like scripts_1.zad? Renaming it is necessary to stop the game from always loading scripts.zad last, which will override any custom scripts.
Hm, thanks for the update, but yeah I have scripts renamed to "scripts_main", I'll try "scripts_1" though I'm not sure if that'd change the load order..
Edit: Okay, figured it out. I had already renamed the original scripts file, right? Well, there was another mod I installed into the ZAD folder that I didn't realize included a scripts.zad, so renaming that as well has fixed the issue. Working just fine now!
Re: '80s Garage
Posted: Sat Jul 18, 2020 8:24 pm
by '80s Time Warp
Sorry for the late response on this.
Awesome, glad you got it working. Happy Wrecking :)
New content will hopefully be coming soon. There's some housekeeping fixes for all current releases to go live tomorrow, and then hopefully, it will only be a weeks work to polish off the new truck and get everything sorted.
EDIT:
It's that time again. Updates across the board.
This is mostly in preparation for the Truck & Trailer pack. Rather than post all of the change logs for every car, here is a simplified breakdown:
_____________________________ Global (All vehicles)
- Removed uppercase letters from UI text where it should be lower case (Vehicle & Driver Names)
_____________________________ Heavyweight Trucks only
- Updated wheels (New Wheel_Garage.cnt to accomodate the new truck)
_____________________________ Stodge Squad Car ('78)
- Minor model fixes on front fenders (Smoothing groups & re-oriented edges)
_____________________________ Paralyser Grand Prick
- Corrected front suspension animation (numerous models had the wrong pivot points and structure data was off)
_____________________________
Head here for the Muscle Cars.
Head here for the Full-size Cars.
Head here for the Interstate '76/Vigilante 8 rebuilds.
Head here for the Heavyweights.
Re: '80s Garage - [REL] Trucks & Trailers
Posted: Sat Jul 25, 2020 5:14 pm
by '80s Time Warp
_____________________________________________________ Release Time again
NOTE: Use of this will trigger the games cheat protection, which will lock-out multiplayer, and also stop the career from saving.
_____________________________________________________ Trucks & Trailers Zad Mod V1.0
(9 Trucks & 28 Trailers)
Installation:
___________________ Install Method 1]
For if you're running Carmageddon Max Damage unpacked with 'ZADs' disabled
Open the Zad archives in your in your ZIP software, and extract the contents to the relevant folder in game
For example, in the archive 'zmod_MM_Trailers_Regulation_Semi_Shared.zad', move the 'Textures' Folder to the 'Textures' folder in the game
Launch the game
___________________ Install Method 2]
For If you're running the game packed with 'ZADs' enabled
Extract the zads from this archive, and drag them into the '...Steam\SteamApps\common\Carmageddon Max Damage\ZAD' folder
Launch the game (Mode makes no difference), the trucks contained in here will override the CarMODgeddon versions if running in CarMODgeddon mode
Notes:
Use of this will trigger the games cheat protection, which will lock-out multiplayer, and also stop the career from saving.
3 Truck Trailers (Fearliner Tow Truck & AutoTrasher only)
- Flatbed (Container) - Press Flaps to detach the container
- Garbage Truck Trailer - Hollow collision hull, so this can carry items
- Car Carrier Truck Trailer - Mobile Ramp
3 Transporter Trailers (MagNuChem Transporter only)
- Transporter Dry Van - Slides out at almost any speed
- Transporter Tanker - Rolls over easily & can explode
- Transporter Tanker - Press flaps to detach the wooden crate
6 Convoy Trailers ('72 Moth Truck Only)
- Convoy Trucking Dry Van
- Car Carrier Semi Trailer - Mobile Ramp
- Container Trailer - Press Flaps to detach the container
- Container Trailer (Rusty) - Press Flaps to detach the container
- Hexagon Fuel Tanker - Tanker can explode when hit
- Mobile Trap Dry Van - Press Flaps to drop rear ramp, cars can get stuck inside
16 Regulation Semi Trailers AAW Rigger, HaulThem CabOver, MegaWrecker, The Semi Mk.II & T-Bone Express
- Gasoline Tanker - Tanker can explode when hit
- HazMat Tanker - Tanker can explode when hit
- Flatbed (Container) - Press flaps to detach the container
- Flatbed (Lumber) - Very Heavy, rolls over easily and cargo easily detached
- Flatbed (Pipes) - Rolls over easily and cargo easily detached
- Flatbed (Anvils) - Very Heavy, rolls over easily and cargo easily detached
- Flatbed (Cars) - Rolls over easily and cargo easily detached
- Flatbed (Crate) - Rolls over easily and cargo easily detached
- Dumper Trailer - Hollow collision hull, so this can carry items
- Plain Dry Van
AAW Rigger Only
- Army Tanker - Tanker can explode when hit
- Army Flatbed (Container) - Press Flaps to detach the container
- Army Low Loader - Press Flaps to extend ramps
Semi Mk.II Only
- Beaver Woods Trucking Dry Van
HaulThem CabOver Only
- Zeke's Garbage Hauler - Press Flaps to drop rear ramp, sawblades inside the trailer will rip cars apart
- Prime Dry Van
Fixed my main computer [for now] so had to test the good stuff!
Re: '80s Garage
Posted: Sun Aug 23, 2020 8:02 am
by '80s Time Warp
Awesome, thanks Tosh!
Re: '80s Garage
Posted: Tue Aug 25, 2020 11:50 pm
by sawwen
Hey! Can you change the School Bus link? I downloaded and came t-bone truck instead of the vigilante bus file. Sorry for my bad english.
Otherwise... the Monster Pick-up is so cool dude! Great Job
Re: '80s Garage
Posted: Wed Aug 26, 2020 7:13 am
by '80s Time Warp
Silly me, somehow I grabbed the mingebag for the T-Bone Express instead of the '66 School Bus when packing the files up, they are right next to each other in the file list so that's probably why hehe.
Contains All of my prior CarMODgeddon releases + trailers + the CBT 'Dog-Nose' Hauler + some misc items.
WARNING: This is a large download, just under 3 GB. But it saves approx. 900 MB with shared textures being stored in a shared location.
______________________________________ Installation:
Make sure you are running the experimental branch of the game
- If you don't have it, go to here for instructions
Create a ZIP_MODS folder in the root of the game
- E.G. ...\Steam\SteamApps\common\Carmageddon Max Damage\ZIP_MODS
Extract all of the .zip files from this archive to the ZIP_MODS directory
Right click on the game in your Steam library, and go to 'Properties'
NOTE: if you already have mods installed, then you do not need to add the '-mod=' again.
Close the Properties and launch the game.
______________________________________ Video:
______________________________________ Contains: 44 Vehicles (1 new vehicle)
► Show Spoiler
Full Size Cars
- Blood Riviera
- Callahan Cab
- Hevy Impaler
- Hick Pickup
- Leadpumper
- Quarantine Cab
Muscle Cars
- AAW Stinger
- Fraud Grand Rioter
- Fraud Pixie-Bob
- Hevy Hell Camino
- Hevy Monty Carnage
- Hevy Sonoma Stocker
- Paralyser Grand Prick
- Paralyser Trash-Em
- Stodge Barger
- Stodge Squad Car ('74)
- Stodge Squad Car ('78)
Interstate '76/Vigilante 8
- '70 Picard Piranha
- '67 Rattler
- '72 Moth Truck
- '69 Jefferson
- '70 Clydesdale
- '70 Van
- '74 Strider
- '69 Manta
- '66 School Bus
- '70 Stag Pickup
- '73 Glenn 4x4
- '75 Palomino
- '76 Leprechaun
The Roadkill Crossover
- Primer
- Monster
The Heavyweights
- The Semi MK.II
- HaulThem Cab-Over
- Fearliner TowTruck
- MagNuChem Transporter
- The T-Bone Express
- AAW Rigger
- AC & DC
- AutoTrasher
- Megawrecker
- AbbaCab
- Big Dump R
- CBT 'Dog Nose' Hauler
29 Trailers (1 new trailer)
► Show Spoiler
3 Truck Trailers (Fearliner Tow Truck & AutoTrasher only)
- Flatbed (Container) - Press Flaps to detach the container
- Garbage Truck Trailer - Hollow collision hull, so this can carry items
- Car Carrier Truck Trailer - Mobile Ramp
3 Transporter Trailers (MagNuChem Transporter only)
- Transporter Dry Van - Slides out at almost any speed
- Transporter Tanker - Rolls over easily & can explode
- Transporter Container - Press flaps to detach the wooden crate
6 Convoy Trailers ('72 Moth Truck Only)
- Convoy Trucking Dry Van
- Car Carrier Semi Trailer - Mobile Ramp
- Container Trailer - Press Flaps to detach the container
- Container Trailer (Rusty) - Press Flaps to detach the container
- Hexagon Fuel Tanker - Tanker can explode when hit
- Mobile Trap Dry Van - Press Flaps to drop rear ramp, cars can get stuck inside
16 Regulation Semi Trailers AAW Rigger, HaulThem CabOver, MegaWrecker, The Semi Mk.II & T-Bone Express
- Gasoline Tanker - Tanker can explode when hit
- HazMat Tanker - Tanker can explode when hit
- Flatbed (Container) - Press flaps to detach the container
- Flatbed (Lumber) - Very Heavy, rolls over easily and cargo easily detached
- Flatbed (Pipes) - Rolls over easily and cargo easily detached
- Flatbed (Anvils) - Very Heavy, rolls over easily and cargo easily detached
- Flatbed (Cars) - Rolls over easily and cargo easily detached
- Flatbed (Crate) - Rolls over easily and cargo easily detached
- Dumper Trailer - Hollow collision hull, so this can carry items
- Plain Dry Van
AAW Rigger Only
- Army Tanker - Tanker can explode when hit
- Army Flatbed (Container) - Press Flaps to detach the container
- Army Low Loader - Press Flaps to extend ramps
Semi Mk.II Only
- Beaver Woods Trucking Dry Van
HaulThem CabOver Only
- Zeke's Garbage Hauler - Press Flaps to drop rear ramp, sawblades inside the trailer will rip cars apart
- Prime Dry Van
Oversize Trailers CBT 'Dog Nose' Hauler Only
- Oversize 3 axle Dry Van
Sound effects
► Show Spoiler
- Added Air Brake sounds for all heavyweight Trucks (2 different types)
- Added Diesel Turbo Overlay for some Heavyweight Trucks (Big Dump R, CBT Dog-Nose Hauler, AAW Rigger, Semi MK.II)
- Added Engine Rattle Overlay sound for some cars (Callahan Cab, Monty Carnage)
- Replaced some of the engine start up sounds for the SUV & Drag Sounds
- Replaced CarHorn_Monster_03.mp3 with a Freight Train Horn
- Replaced AmericanSemi_Horn.mp3 with a louder semi-truck horn
Minor Updates for the Experimental Branch
► Show Spoiler
- All vehicles, wheels & trailers are packed into grouped archives (Car Wheels, Muscle Cars, etc) with shared textures moved to shared locations saving considerable file size (Approx 900 MB)
- Adjusted Grip & Traction factors on all vehicles
- Set car tier & unlock nodes
- Set Car classes
- Tweaked Engine sound parameters on all SUV (Jeep) sound vehicles
- Tweaked Engine sound parameters on all Drag (Camaro) sound vehicles
- Tweaked Engine sound parameters on all Firetruck (Volvo F12) sound vehicles
- Fixed PFX location for '70 Piranha Right Blinker
- Added missing light declaration to central roof lights on MegaWrecker
- Added 'GlassLens' sounds back in for normal windows
- Adjusted Stability Threshold on Paralyser GP
- Tweaked gearing & max engine RPM on Paralyser GP
- Moved centre of mass forwards on '72 Moth Truck
Misc. Items
► Show Spoiler
- Extra custom wheels for default vehicles
- Animated Rams for Plow Bucket
- Reconfigured Rig O Mortis + Trailers
+ Re-configures the Rig O Mortis & its' trailers to be more authentic.
+ The Rig now has the torque, gearing and weight of a truck. It also has more wheels to choose from.
+ The trailers stats are more unique, with the loaded flatbed being the heaviest and most prone to rolling at any speed
- APO Nullification - This effectively disables APO upgrades by making all of them (regardless of level) identical to the stock upgrades.
- More Tiresmoke - Increased number of particles
- Removed Stunned Stars - Replaces texture with a blank (Can't remember who did this originally, I think it was STShotgunBastard)
- Adjusted Exhaust Smoke - Adjusted PFX for 'f_yankv8_exhaustsmoke03.lol', brought over from Reincarnation
- Replaced Caddy Wheels - Replaced Stock wheel with a rescaled version of custom with a period white stripe tire
______________________________________ DOWNLOAD HERE
______________________________________
Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]
Posted: Sun Sep 26, 2021 11:47 am
by '80s Time Warp
__________________________________________________________________________________________________________ Release Time - Experimental Branch Part II
For use with the Experimental Branch only
Important Note:
Installation instructions are different to the initial release.
Engine Sound Update for Experimental Branch Megapack Part II
Posted: Tue Sep 28, 2021 8:44 am
by '80s Time Warp
________________________________________ Hotfix Time
A small engine sound update.
Following feedback from STShotgun, and some more internal testing. Here is an additional ZAD to drop in the games root directory that makes improvements to a number of engine sounds. DOWNLOAD HERE
________________________________________ Installation
Drop the zad (Z_MM_Z_RollingEnginePatch_210928_0848.zad) into the games root directory, this will override the previous engine sounds as it will be loaded in afterwards
________________________________________ Change log
► Show Spoiler
V8_DPL_Cerrano - '70 Piranha, '71 Lightning, Stodge Squad Car ('74)
- Copied and reversed Highload to improve looping
V8_DPL_Cerrano_Blown - Stodge Barger
- Copied and reversed Highload to improve looping
V8_HL_Charger - AAW Stinger
- Copied and reversed all drive sounds to improve looping
V8_HL_Charger (Blown) - Paralyser Trash Em
- Copied and reversed all drive sounds to improve looping
V8_FO2_Scorpion - Stodge Squad Car ('78)
- Changed mirror point in middle of highload to improve looping
- Extended Idle sound from 1200 to 1600 RPM
- Replaced loaded samples with Camaro Z28 sounds from Test Drive Unlimited. These are almost exactly the same, but highload doesn't seem to have the obvious mirror point
V8_M3_Potomac_Champion - Burner
- Simplified drive samples to 3 per channel (cut out the quitest low samples),
- Increased range for high samples
- Increased cross fade so louder sounds play for a great range of RPM
V8_M3_Fritz_Palatine - '69 Jefferson
- Simplified drive samples to 3 per channel (cut out the quitest low samples),
- Increased range for high samples
- Increased cross fade so louder sounds play for a great range of RPM
- Simplified number of drive samples and increased crossfade duration
- Increased Highload sample length
V8_M3_HotRod_Bucket - Senor
- Simplified number of drive samples and increased crossfade duration
- Increased Highload sample length
V12_M3_Sports_Car_A - Countslash
- Simplified drive samples to 3 per channel (cut out the quitest low samples),
- Increased range for high samples
- Increased cross fade so louder sounds play for a great range of RPM
I6_FO2_4 (Tashita)
- Copied and reversed Highload for better looping
- Extended Crossfades
- Adjusted Pitch RPM Reference
- Set Autopitch min to better sync pitches
- Reduced event volume by 8Db
I6_FO2_5 (DeGory Un)
- Extended Crossfades
- Adjusted Pitch RPM Reference
- Set Autopitch min to better sync pitches
- Reduced event volume by 8Db
Project_X
- Increased crossfade between track sounds
- Enabled Autopitch on track sounds
- Added an additional volume control for track sounds (universal 5 DB reduction across all RPM)
SportsCar
- Lengthened on_VeryHigh Sample and increased cross fades
Siamese_Dream
- Decreased Idle range to 0-600 RPM (Previously 0-1300)
- Low sample range is now 0-5100 RPM
- High sample range is now 800-6000 RPM
- Increased Autopitch min value for low samples
Euro_V8
- Added other highload sample back in at top of RPM range (it's only slightly faster/louder than current)
- Moved Highload down and increased crossfade
- Decreased reference RPM for pitching to 6000 RPM (previously 6500)
Reassigned engine sounds
- Countslash now uses V12_M3_Sports_Car_A
- Tashita now uses I6_FO2_4
- DeGoryUn now uses I6_FO2_5
V8_M3_Mus_A (Unassigned)
- Simplified number of drive samples and increased crossfade duration
V8_M3_Mus_B (Unassigned)
- Simplified number of drive samples and increased crossfade duration
V8_M3_Mus_C (Unassigned)
- Simplified number of drive samples and increased crossfade duration
V8_M3_Lassiter_Nightcrawler (Unassigned)
- Simplified drive samples to 3 per channel (cut out the quitest low samples),
- Increased range for high samples
- Increased cross fade so louder sounds play for a great range of RPM
V8_M3_Longhorn (Unassigned)
- Simplified drive samples to 3 per channel (cut out the quitest low samples),
- Increased range for high samples
- Increased cross fade so louder sounds play for a great range of RPM
Re: [REL: Experimental Branch Megapack Part II / Overhaul Mod Compatibility Patch - 05/10/87]
Posted: Fri Oct 08, 2021 4:55 pm
by '80s Time Warp
________________________________________ Compatibility Patch
For using Experimental Branch Megapack Part II with Overhaul Mod v0.9.2.
A little Compatibility patch to allow the Experimental Branch Megapack Part II to be used with the newest version of the Overhaul Mod (v 0.9.2) DOWNLOAD HERE
________________________________________ Installation
Extract the zad (z_zmod_ST_Overhaul_v092_MM_Megapack_Patch_211003-1449) into the games root directory, this will override the previous engine sounds & a number of sound effects as it will be loaded in afterwards
________________________________________ Change log
► Show Spoiler
1] Sound Effects Sounds_vehicles
Engine Start up Sound (MM & ST) have gone on a considerable diet to cut down on sound events
Most M3 engine starts are down to 1 event, with most engines sharing
Cut down on custom truck horns (MM)
some trucks have had to be re-assigned
Cut down on Police Sirens (MM)
Now 2 for Stodge Squad Cars
2 for C.U.T.E. '85
Removed all Future expansion/blank SFX (MM) - Engine Rattle Overlays, Diesel Overlays, Blowers, Air Brakes
Removed 50% of Max & Die Anna ejection sounds (ST)
Removed Door sound events (MM), these are not used anyway. Door sounds are local to each vehicle
Sounds_Powerups
Converted all .wav to .mp3 to save a couple of MB on memory
Cut down on sample calls on some power ups like ACME (gone from 10 to 5)
Note: - A massive portion of the Overhaul's sounds 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.
2] Engine Sounds
Removed all unused engine sounds (C2, FO2 Rockets, HTA_Alien, Some M3) to avoid risk of overloading game audio. See Note above for details
Removed 'Diesel_M3_SwatTruck' & Reassigned AC & DC to 'Diesel_M3_Hank_Compact'
Removed V8_M3_Fritz_Palatine & Reassigned '69 Jefferson Sovereign to 'V8_M3_Longhorn'
Total reduction in engine sounds = 20, 50 remain
Other adjustments
I6_FO2_4 - Increase Highload space
I6_FO2_5 - Increase Highload space
V8_FO1_Bonecracker - Increase Highload space, this decreases the pitch shift since high is so different to mid & low
3] Vehicles
All cars now have the Peds Shown On Map powerup by default and can leave bloody tyre tracks
Rig O'Mortis + Trailers is the version adjusted to be a closer match to '80s Time Warps big rigs while still retaining the regenerating PUp from the Overhaul
Undamaged glass is now invisible when using the cockpit views
Restores Overhaul Mod APO Definitions
Amended display values for top speed to reflect global changes made by the Overhaul Mod (theoretical 25% increase in top speed, % might be less on vehicles with less power &/or high drag coefficients
Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]
Posted: Fri Oct 08, 2021 10:12 pm
by Toshiba-3
Also, I usualy couldn't care less about engine sounds etc. Even play C1/C2 with all sounds muted. But yeah some of those new engine sounds are really great.
[REL: Experimental Branch Megapack Part II/Overhaul Mod Patch - Updated 09/10/87]
Posted: Sat Oct 09, 2021 10:27 am
by '80s Time Warp
Thanks Tosh, it was a lot of of work but it looks sounds like it was well worth the effort
Compatibility Patch Notes (09/10/1987 2021)
Experimental Branch Megapack Part II / Overhaul Mod v0.9.2
► Show Spoiler
Notes (09/10/1987 2021) 1] Engine Sounds
Re-assigned the following
'72 Moth Truck to Diesel_YTL_01 (Semi MK.II)
T-Bone Express to Diesel_YTL_03 (Fearliner Tow Truck)
MagNuChem Transporter to Diesel_M3_Hank_B (Haulthem Cabover)
2] Vehicles Road Fodder
C.U.T.E. '85
Increased Engine Resiliance by 3x
Decreased Whole Body Deformation factor by 1/7
Removed Engine Collision bounds multiplier
Increased distance required to 'wreck' engine damage system by 3x
Probe
Increased Engine Resiliance by 3x
Removed Engine Collision bounds multiplier
Increased distance required to 'wreck' engine damage system by 2x
Added 2nd PFX emitter to engine
Changed 'exhaust' PFX to small diesel smoke (electric motor is meant to be overheating/burning)
Heavyweight
Rig O Mortis
Material ID Fix on c_Body
Made Fire Extinguisher a proper part that can be detached
Also, in the unlikely event anyone is using the Experimental Branch Megapack without the Overhaul Mod. A separate patch that contains the same fixes will be going live the in same section soon.
Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]
Posted: Mon Nov 01, 2021 5:04 pm
by TTR
Hello, I'm very glad to find add-on cars for CMD, and your models are really great
The Abba Cab is definitively a great addition, Carma wise.
Keep up the good work
Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]
Posted: Mon Nov 01, 2021 5:48 pm
by '80s Time Warp
Thanks.
You have FatCat to thanks for the model of AbbaCab as they built it originally.
I gave AbbaCab a hefty overhaul for a lot of quality of life improvements like animating the suspension, jointed parts, lights, trailer hitch, proper truck performance, list goes on an on. So it was essentially a team effort.
There will be more to come in time, I'm messing around with Modular level tiles at the moment as the basis of a city. But it's going to be a long time before I have anything release-worthy.
There's screens on the Carmageddon Discord if you're on there. [Carmageddon Modding]
Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]
Posted: Mon Nov 01, 2021 8:25 pm
by TTR
Oh...it literally said it on the release picture too. Thanks for correcting me
When I played with the pack installed I did get the urge to play Vigilante 8 again (so I did not much later)
Yeah, I was already a member on the Discord channel, last year I did follow up on it but theres so many
I found the pictures, maps are always good to have! I will definitely get it when it'll be released.
Speaking about maps, would be cool, like the C1 maps for CMD, the C2 maps would be converted over hah.
Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]
Posted: Tue Nov 02, 2021 6:42 pm
by '80s Time Warp
No worries, glad you're enjoying it.
I'm not in the territory of doing conversions. I left that behind a long time ago haha.
Trent is working on the C2 cars, I don't know if he's planning on the levels too.
Re: The '80s Garage [REL: Experimental Branch Megapack Part II/Overhaul Mod 0.9.5 Patch - 13/03/88]
Posted: Sun Mar 13, 2022 12:20 pm
by '80s Time Warp
Update time:
A small Quality of Life update
______________________________________ For anyone new
Head to the Experimental Branch section for more details & full download/s if you haven't installed any of this before.
______________________________________ Compatibility Patch (02/04/1988 2022)
Experimental Branch Megapack Part II / Overhaul Mod v0.9.6 DOWNLOAD HERE
Updated 13/03/1988 2022
Notes (02/04/1988 2022)
► Show Spoiler
1] Overhaul Mod Compatibility
Merged changes from Overhaul 0.9.6 with Compatibility Patch (UI Text, Vehicle & Power-up Sounds)
Fixed '70 Picard Piranha Left door glass using wrong material when broken
Fixed CBT 'Dog-Nose' Hauler Roof Light that was non-smashable
(Possible) Fix for C.U.T.E. '85 Infinite repair loop
Value Factor Adjustments
Reduced all Reglation Heavyweight Trucks to a max of 3.0
Reduced all Oversized Heavyweights Trucks to a max of 4.0
Reduced all Trailers to 0.5
3] Model/Hierarchy
Fixed scaled quarter lights on Hevy Impaler & Stodge Barger
4] Textures
Added Damage textures to Abba-Cab Lights
5] UI Text
Added proper UI Text, thanks to STShotgun for this
Vehicle Names
Driver Names
Bios
Paint jobs
Wheel names
6] Overhaul Mod Compatibility
Merged the above changes with Overhaul Mod Compatibility Patch
Re-recorded Top Speed values with overhaul mod
______________________________________ Megapack Part II Service Patch (13/03/1988 2022) DOWNLOAD HERE
This is ONLY applicable if using Megapack Part II without the Overhaul Mod
Fixed '70 Picard Piranha Left door glass using wrong material when broken
Fixed CBT 'Dog-Nose' Hauler Roof Light that was non-smashable
(Possible) Fix for C.U.T.E. '85 Infinite repair loop
Value Factor Adjustments
Reduced all Reglation Heavyweight Trucks to a max of 3.0
Reduced all Oversized Heavyweights Trucks to a max of 4.0
Reduced all Trailers to 0.5
3] Model/Hierarchy
Fixed scaled quarter lights on Hevy Impaler & Stodge Barger
4] Textures
Added Damage textures to Abba-Cab Lights
5] UI Text
Added proper UI Text, thanks to STShotgun for this
Vehicle Names
Driver Names
Bios
Paint jobs
Wheel names
______________________________________
Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]
Posted: Tue Mar 29, 2022 2:40 pm
by mightymick
First of all: Thanks for fixing and making these car bundles, very epic!
'80s Time Warp wrote: ↑Wed Aug 14, 2019 8:39 pm
As cool as it would be to play with as many cars as you want - there is no fix for this, it would require an official patch to remedy any limits.
I found out I was crashing when I added some cars, and then found out its hard wired to have only 34, or 35 cars.
But wouldn't that mean I can only like add 4 or 5 cars from your collection and thats it?
The other original cars of the game itself, they can't be removed without multiplayer blocking the game right?
so that would mean I can only choose a few cars :(, its so hard to choose between them all haha, they are awesome. I hope there is a way around, or the normal cars can be unselected somehow.
Re: The '80s Garage [REL: Experimental Branch Megapack Part II/Overhaul Mod 0.9.6 Patch - Updated 02/04/88]
Posted: Sat Apr 02, 2022 10:19 am
by '80s Time Warp
mightymick wrote: ↑Tue Mar 29, 2022 2:40 pm
First of all: Thanks for fixing and making these car bundles, very epic!
'80s Time Warp wrote: ↑Wed Aug 14, 2019 8:39 pm
As cool as it would be to play with as many cars as you want - there is no fix for this, it would require an official patch to remedy any limits.
I found out I was crashing when I added some cars, and then found out its hard wired to have only 34, or 35 cars.
But wouldn't that mean I can only like add 4 or 5 cars from your collection and thats it?
The other original cars of the game itself, they can't be removed without multiplayer blocking the game right?
so that would mean I can only choose a few cars :(, its so hard to choose between them all haha, they are awesome. I hope there is a way around, or the normal cars can be unselected somehow.
Thank you for the kind words, a lot of work went into all of this :)
The experimental branch is perfectly content in single player with all 52 extra vehicles on top of the base 33.
As for multiplayer, I cannot help you there. If the experimental branch still has a limit on the amount of vehicles it can take, there is nothing I know of that can be done about it.
I would not advise removing official vehicles, the game might get unhappy given dependencies with unlockables that link to base vehicles, among other things. You could try replacing the base vehicles with custom ones, but that would take a bit of work, and some of the UI text would be wrong. I don't offer any support for this.
You can de-select vehicles in Multiplayer with the vehicle list options, but I don't know if that will help.
Re: The '80s Garage [REL: Experimental Branch Megapack Part II/Overhaul Mod 0.9.6 Patch - Updated 13/03/88]
Posted: Sat Apr 02, 2022 1:42 pm
by '80s Time Warp
Update time:
Service Update
______________________________________
Compatibility Patch (02/04/1988 2022)
Experimental Branch Megapack Part II / Overhaul Mod v0.9.6 DOWNLOAD HERE
Updated 13/03/1988 2022
Notes (02/04/1988 2022)
► Show Spoiler
1] Overhaul Mod Compatibility
Merged changes from Overhaul 0.9.6 with Compatibility Patch (UI Text, Vehicle & Power-up Sounds)
Thank you for the kind words, a lot of work went into all of this :)
The experimental branch is perfectly content in single player with all 52 extra vehicles on top of the base 33.
As for multiplayer, I cannot help you there. If the experimental branch still has a limit on the amount of vehicles it can take, there is nothing I know of that can be done about it.
I would not advise removing official vehicles, the game might get unhappy given dependencies with unlockables that link to base vehicles, among other things. You could try replacing the base vehicles with custom ones, but that would take a bit of work, and some of the UI text would be wrong. I don't offer any support for this.
You can de-select vehicles in Multiplayer with the vehicle list options, but I don't know if that will help.
U are welcome man, u deserve it, guys like u are true heroes, its amazing to reverse engineer all that game engine logic and whatever u need to get your car to actually be a car. so great job!
Ah I see, well thats great that it works like a charm in singleplayer, its a real enhancement to the game. to bad they had to hard code the limit in multiplayer!
And deselecting the cars with vehicle list is not working cause it won't respond, probably because I use StShotguns overhaul and tinkered with it xD
But its okay, I use random mode and then it does work! or if i select a category
Thanks for the help
Danilo wrote:I have just dowloaded all ods. I'm impressed for details and and the quality of these mods. So i have for you some questions:
1)Can someone do harvester mod? Harvester was camrageddon 2 vehicle.
2) Is there a level mod? Can someone do new levels mod ?
Thank you for the kind words. To answer your questions...
______________________________________________________
1) The closest thing out there to a harvester mod for C:MD is LuckyMikes conversion of the PedBasher from TDR2000. I don't know if these links are still valid, but here's it is. PedBasher Converted to C2 by Toshiba, C:R/C:MD conversion by LuckyMike https://www.dropbox.com/s/89wpd08kwrmf4 ... .rar?dl=04
Interceptor Converted from Mad Max to C:R/C:MD by LuckyMike https://www.dropbox.com/s/1ba4dkga8es39 ... r.zip?dl=0
______________________________________________________
2) Trent ported all of the Carmageddon 1 levels to C:MD as part of his C1 Pack.
Carmageddon 1 pack All C1 Vehicles & Levels converted by Trent http://www.carmatools.com/downloads/mod ... ngeBag.zip
______________________________________________________
Also, FatCat released a batch of content for CMD. Again, I don't know if these links are still valid.
New versions & DL links for Carrerasaur & Monsterbug have been provided by FatCat.
_____________________________ Carrerasaur By FatCat, wear/weathering by CzechDeath, also includes paint-jobs by Fr0nt, Deadhart, Psygery
Updated: 04th May 2020 (new link provided by FatCat)
Would someone be so kind to reup new versions for Carrerasaur & Monsterbug frome here? i did miss these updates.. and now mega link is gone
Re: The '80s Garage [REL: Experimental Branch Megapack Part II/Overhaul Mod 0.9.6 Patch - Updated 02/04/88]
Posted: Sun Jun 12, 2022 8:24 am
by '80s Time Warp
I do not have any of Fatcats other content. I think STShotgun had updated some of them to work with the Overhaul Mod, they might be able to provide you with a link.