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CzechDeath
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Post by CzechDeath »

UUUh juicy
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Post by AlexTSK »

hazardic wrote:btw guys will this thing with the name of the car in the garage ever be adjustable for modders? or it will always like uppercases and other crap?..
We can't name stuff yet sadly.
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'80s Time Warp
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Post by '80s Time Warp »


btw guys will this thing with the name of the car in the garage ever be adjustable for modders? or it will always like uppercases and other crap?..


We can't name stuff yet sadly.

Well, as it turns out, that is not entirely true.

After digging through Environment setup files, and then the games .exe to see if there were any hints about adding strings to the UI - it turns out there are methods which allow the setting of the driver name, driver bio & vehicle name locally from the vehicle_setup.lol.



Simply add this to the end of the vehicle_setup.lol

override_vehicle_name = "YOUR VEHICLE NAME HERE"
override_driver_name = "YOUR DRIVER NAME HERE"
override_bio = "YOUR DRIVER BIO HERE"
I didn't find anything regarding how to set the "Short" driver name, but the game will use the full length name in its place


This still leaves paint-jobs & wheels without any real UI text, but I guess you can fudge the localisation entry code to resemble the name.

EDIT: Back on topic, Nice Rolls there FC :)
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Post by hazardic »

yes this is possible! thanks '80s Time Warp! hope you will update your mode soon too

Awesome Rolls FatCat! will it be in CMD? =)
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Post by FatCat »

hazardic wrote:yes this is possible! thanks '80s Time Warp! hope you will update your mode soon too

Awesome Rolls FatCat! will it be in CMD? =)
maybe, it needs a hamster ornament tho.
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Post by LuckyMike »

Your limo is very good.

And you wanted to do a "dual monster" car.
http://www.carmageddon.com/forum/topic/29585?page=2


This project is still alive?
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Post by AlexTSK »

Nice discovery Mike, I'll have to implement this and update my mod :)
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Post by FatCat »

Does something bad happen if two or three cars are named the same thing?
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Post by '80s Time Warp »

yes this is possible! thanks '80s Time Warp! hope you will update your mode soon too
Those will come in due time. I am going to hold back with releases/updates until Minge has been updated for use in CMD.

Nice discovery Mike, I'll have to implement this and update my mod :)
It's pretty neat, although I wish there was a way to properly sort out paint scheme & wheel names. It's better than no text at all though :)

Does something bad happen if two or three cars are named the same thing?
There shouldn't be any problems from that.
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Post by Trent »

Awesome find, Mike! I've done a bit of digging through the exe for some updated and new settings and commands but hadn't got as far as cars yet, tidy to see you mining the data too :D

'80s Time Warp wrote:Those will come in due time. I am going to hold back with releases/updates until Minge has been updated for use in CMD
Hoping to have the CMD compatible version of Minge out this week. I added basic Max Damage support last week but unfortunately there are various differences between CR and CMD such as command line options and ZAD folder structures, so in order to retain C:R support I'm having to add separate settings profiles, launch options forms and such for each game and make it properly aware of which game is being used, rather than just looking for a different EXE file. On the plus side this means you'll be able to switch between CR and CMD modes and it will retain the relevant settings for each.
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Post by FatCat »

Hawk mk2, Abbacab, and RocketZX's download links have been updated to work properly with Carmageddon: Max Damage, Enjoy!! That's all of them updated for C:MD now. Hopefully this is the last time i have to port them to a new build. You can consult the first post of this page to go to each individual mod. http://www.carmageddon.com/forum/topic/27484





The limo is also undergoing some "changes"
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Post by Toshiba-3 »

Good work, FatCat
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Post by '80s Time Warp »

Trent wrote:Awesome find, Mike! I've done a bit of digging through the exe for some updated and new settings and commands but hadn't got as far as cars yet, tidy to see you mining the data too :D


'80s Time Warp wrote:Those will come in due time. I am going to hold back with releases/updates until Minge has been updated for use in CMD


Hoping to have the CMD compatible version of Minge out this week. I added basic Max Damage support last week but unfortunately there are various differences between CR and CMD such as command line options and ZAD folder structures, so in order to retain C:R support I'm having to add separate settings profiles, launch options forms and such for each game and make it properly aware of which game is being used, rather than just looking for a different EXE file. On the plus side this means you'll be able to switch between CR and CMD modes and it will retain the relevant settings for each.

Thanks Trent. That discovery was my only successful experiment yesterday hehe. :)

Awesome, looking forward to it.

Coming together nicely :)
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Post by hazardic »

amazing job FatCat! have you added driver/car names and bio? Or this is suspended until further edit?
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Post by LuckyMike »

It is necessary to add more wheels at the front of limmo. :-)
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Post by FatCat »

LuckyMike wrote:It is necessary to add more wheels at the front of limmo. :-)



Suppressor, watch out! There's a new king in town.
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Post by CzechDeath »

FatCat wrote:
LuckyMike wrote:It is necessary to add more wheels at the front of limmo. :-)




Suppressor, watch out! There's a new king in town.

haha I was gonna suggest double front wheels single rear ones. =D

This is but too brutal =D

However

FatCat wrote:



Limousine Rolls
This still pleases my eye the most... it is just so SO slick and sexy =D
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Post by nobby »

I rather like the double-rear wheel version. It elevates it from "stock" limo to something more Carmageddon. The double front wheel version looks too Gerry Anderson for my tastes.
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Post by FatCat »

everyone hates the 4 front wheels, i love em. But watch out folks, this car has some HIDDEN WEAPONS, about 20!!!
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Post by Fr0ntj3 »

20 wheel version gets my vote!
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Post by LuckyMike »

Fr0nt wrote:20 wheel version gets my vote!

Like this? :-)
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Post by CzechDeath »

FatCat wrote:everyone hates the 4 front wheels, i love em. But watch out folks, this car has some HIDDEN WEAPONS, about 20!!!
I just wrote that 4 front would be cooler than 4 rear...

nobby wrote:I rather like the double-rear wheel version. It elevates it from "stock" limo to something more Carmageddon. The double front wheel version looks too Gerry Anderson for my tastes.

LOL nob I had to google who the heck is Gerry Anderson %D
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Post by Fuelinjectedsuicidemachine »

Sure will have fun smashing this thing up, even if I'm not really a fan of those "moar wheeeels" creations. Just doesn't look aesthetic nor Carma like, IMO.

Really enjoying your mods, FatCat. The Carrerasaur must be the best handling car at the moment, even more so than Shredlight or others. It's just an awesome driving machine, if a little OP, hehe. Only issue is its parts become invisible, when splitted. Futurehawk also I think. Monster Beetle not so much. Abba Cab I don't know, didn't manage to split him so far. Also gave him a bit more truck like stats and resistances, if you don't mind. His stats were a bit odd, while the Monster Beetle and Carrera were mostly fine. But great work on the model nonetheless. Perfect futuristic imagination of Abba Cab well fitting the style of C: MD. This, the Monster Beetle and the Carrera should be official cars. I think it's my second favorite mod, only after the Carrerasaur right now. Oh well before I forget, can you set Abba Cab to attach trailers?
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Post by LuckyMike »

Fuelinjectedsuicidemachine wrote:...Perfect futuristic imagination of Abba Cab well fitting the style of C: MD. Oh well before I forget, can you set Abba Cab to attach trailers?

This is a racing truck, i think. Like this.


Maybe it does not require trailer?
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Post by FatCat »

On the case of Abbacab, the c_Fifthwheel actually can manage to attach trailers but.... for some reason the truck just... cant really handle it. Even if i increase the mass and power, it almost seems like the vehicle is too light for the trailers. So i disabled it...
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Post by Fuelinjectedsuicidemachine »

LuckyMike wrote:This is a racing truck, i think. Like this.
All trucks in Carma are racing trucks going by their acceleration and speed.

LuckyMike wrote:Maybe it does not require trailer?
It's not a matter of requirement, it's a matter of fun. ;)

@FatCat

Too light? Mother Trucker is laughable 2,5 tons, I set Abba Cab to 5 tons, increased his Power multiplier, didn't change anything on the torque curve yet.

Anyway, are you going to update the aforementioned cars, so they're no longer invisible, if splitted?
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Post by FatCat »

Fuelinjectedsuicidemachine wrote:
Anyway, are you going to update the aforementioned cars, so they're no longer invisible, if splitted?
How do i fix that?
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Post by LuckyMike »

'80s Time Warp wrote something about it. Something about new materials.
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Post by Trent »

'80s Time Warp wrote:
For example, any material on a vehicle referencing 'Simple_Base', will be made invisible when the vehicle is split. You can use 'Car_Shader_Base' in its place with "normal_n" as the normal map, and "spec_s" as the specular map. Both "normal_n" & "spec_s" are standard non_VT textures in CMD.
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LuckyMike
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Post by LuckyMike »

Just edit interior.mt2


Spoiler:


<?xml version="1.0"?>











Didj u rike it?
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Fuelinjectedsuicidemachine
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Post by Fuelinjectedsuicidemachine »

That does the trick! Much appreciated.
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Post by CzechDeath »

Fuelinjectedsuicidemachine wrote:

Too light? Mother Trucker is laughable 2,5 tons,

haha WHAT? Stainless always had the weirdest weights in their games ... truck should be like 10-15, Sup(b)ressor should be like 30 and so on %D I mean Righ o Mortis is lighter than Towmeister? what in the fuck is goin on there?
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Post by Fuelinjectedsuicidemachine »

Balancing? With the trailer attached it's probably the heaviest regular vehicle in the game. Even without trailer the truck hits hard and is hard to kill, but the weight feels really odd, lol. Towmeister is 2 tons btw. Also Heavy Impaler is 2,5 tons and not the 2,75 tons as listed in the stats sheet.
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Post by FatCat »

oh my, OH MY! I need to update all my mods to not use simple_base then.
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Post by FatCat »



Harmless... very expensive, luxury.

---------------------------


HARMFUL!!! WATCH OUT!!! SHARP!!!

---------------------------

By using aerofoil technology, you can have objects that can retract.
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