Dear returning Carmageddon fans
These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
Max Damage Extra MP slots mod?
- Rippthrough
- hit n run
- Posts: 226
- Joined: Wed Jun 01, 2011 2:25 pm
Max Damage Extra MP slots mod?
Hi guys, long time no see!
Did the mod that (trent?) made for Reincarnation to allow more players in MP ever get ported over to Max Damage at all?
We've got a weekly MP session going and I'd like to get everyone in the same lobby if possible.
Did the mod that (trent?) made for Reincarnation to allow more players in MP ever get ported over to Max Damage at all?
We've got a weekly MP session going and I'd like to get everyone in the same lobby if possible.
Re: Max Damage Extra MP slots mod?
Nope, unfortunately the mod abused a bug which allowed unpacked content to be loaded on top of ZAD packed content without being hampered by the integrity checks which locked out MP and saving. That bug was fixed for Max Damage which made it pretty much impossible for the mod to work while still allowing MP to work.
a.k.a. Brent
- Rippthrough
- hit n run
- Posts: 226
- Joined: Wed Jun 01, 2011 2:25 pm
Re: Max Damage Extra MP slots mod?
Ah, that's a pity, 6 players just isn't enough :(
Thanks for the reply though Trent
Thanks for the reply though Trent
- Rippthrough
- hit n run
- Posts: 226
- Joined: Wed Jun 01, 2011 2:25 pm
Re: Max Damage Extra MP slots mod?
I'm guessing for that reason the peds in Multiplayer mod won't work any more either?
- Toshiba-3
- BRender Actor
- Posts: 5515
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
Re: Max Damage Extra MP slots mod?
I didn't know there's been a ped-in-MP mod..! How did it fare sync-wise?
Anyway very nice that you guys manage to have weekly MP sessions. There are still some players looking for people to join them in MP, be it on Steam or in the Carma Discord servers. The whole thing just lacks organisation.
Anyway very nice that you guys manage to have weekly MP sessions. There are still some players looking for people to join them in MP, be it on Steam or in the Carma Discord servers. The whole thing just lacks organisation.
Re: Max Damage Extra MP slots mod?
Where did you see an MP ped mode?
Peds have never worked in multiplayer as far as I'm aware. Stainless never managed to get them to be deterministic (e.g. so everyone's simulation is always identical) and they didn't sync them due to the huge amount of data that would need transfering.
Peds have never worked in multiplayer as far as I'm aware. Stainless never managed to get them to be deterministic (e.g. so everyone's simulation is always identical) and they didn't sync them due to the huge amount of data that would need transfering.
a.k.a. Brent
- Rippthrough
- hit n run
- Posts: 226
- Joined: Wed Jun 01, 2011 2:25 pm
Re: Max Damage Extra MP slots mod?
Eesh, not sure, back in the Reincarnation days, but I've slept since then.
Yeah, we're having Carma sessions late (GMT) on Saturday nights but the problem is we can't get the lobbies big enough for everyone, you're all welcome to join but I'm afraid I might have to kick people out when friends turn up with the small lobbies
Yeah, we're having Carma sessions late (GMT) on Saturday nights but the problem is we can't get the lobbies big enough for everyone, you're all welcome to join but I'm afraid I might have to kick people out when friends turn up with the small lobbies
Re: Max Damage Extra MP slots mod?
Strange, any idea what community you saw that in at least? Literally nothing on the official forums or the steam forums ever showed peds working in multiplayer, not even a proof of concept. I'd like to talk to the person who did it and hear how they did it, I'm pretty sure it must involve hacking the EXE or working memory as the ped count is forced to 0 in MP in the EXE regardless of what the gameplay scripts tell it, much like how the number of AI cars is locked in free play.
a.k.a. Brent
- Rippthrough
- hit n run
- Posts: 226
- Joined: Wed Jun 01, 2011 2:25 pm
Re: Max Damage Extra MP slots mod?
I honestly don't remember Trent - it's been quite a while, I thought it was on the forums but evidently not, but I can remember playing with settings as anything over about 50 peds started getting dicey. Maybe I'm remembering one of the old Carma's
Check who’s online
Users browsing this forum: Sonyc2104 and 242 guests