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The '80s Garage [REL: Experimental Branch Megapack Part II/Overhaul Mod 0.9.8 Patch (28/05/89), WIP: New vehicles]

The 2016 reincarnation of Carmageddon! Thanks, SCi!
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Re: '80s Garage

Post by '80s Time Warp »

i do it . but i can't play on line
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.
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Re: '80s Garage - REL '70 Picard Piranha

Post 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
Image
► Show Spoiler
________________________________________________________________________________________
Last edited by '80s Time Warp on Sun Jul 19, 2020 9:47 am, edited 1 time in total.
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Re: '80s Garage

Post by Toshiba-3 »

Finally got some time to re-install CMD and test it! It's a beauty :scool:
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Re: '80s Garage

Post by '80s Time Warp »

Thanks Tosh :)
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Re: '80s Garage

Post 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

LuckyMike also released some other conversions for C:MD.
Bloodmobile IV
C:R/C:MD conversion by LuckyMike

https://www.dropbox.com/s/x4ive23ln7jtw ... e.rar?dl=0

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. :sbsmile:

Also, any idea why your Plow mod is uh, not quite working properly for me, as you can see here?

Image

I've tried both installation methods, I get the same result.
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Re: '80s Garage

Post 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. :sbsmile:
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?

Image

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.
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Re: '80s Garage

Post 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.
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Re: '80s Garage

Post 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.
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Re: '80s Garage

Post 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! :ssmile:
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Re: '80s Garage

Post 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)

_____________________________
'70 Picard Piranha & '70 Clydesdale
- Fixed broken engine sounds

_____________________________
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.
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Re: '80s Garage - [REL] Trucks & Trailers

Post 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
  1. 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
  2. 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.

Video:


Full Package Notes:
► Show Spoiler
DOWNLOAD HERE
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Extra Images
► Show Spoiler
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Re: '80s Garage - [REL] Roadkill Crossover

Post by '80s Time Warp »

Wait... There's more......

_____________________________________________________
Roadkill

Reimagined versions of two cars from Roadkill have arrived



_____________________________
Monster - Version 1.0 [Released July 25th 1986 2020]
Version notes (Initial Release):
  • - Re-imagined version of the Monster from the Playstation 2/Xbox Game Roadkill
  • - Configured for use in CarMODgeddon
  • - Detailed Exterior and Interior
  • - Full engine and powertrain, with spinning pulleys, radiator fan and propshafts, with dual rumbling (vibrating) engines
  • - Animated suspension (Rear - live axle with trailing arms, Front - live axle with trailing arms), brakes & steering
  • - Animated driver & steering wheel
  • - Detachable body parts with opening doors, hood & tailgate
  • - Spinning Saw blades mounted to the front Push bar
  • - Working lights
  • - Custom wheels
  • - Normal & Specular maps setup on select materials
  • - Damage textures for body, lights and windows
  • - Custom Performance setup
  • - Custom Damage indicator
  • - UI Assets set-up (Minimap icon & Menu grid images)
  • - PBR Derived Body/Paint & Interior Textures
  • - Includes 8 alternate paint schemes/skins
  • - PBR derived damage textures for vehicle bodywork
  • - Added workaround UI Text for paint-job & Wheel names
  • - Includes 6 alternate sets of wheels/rims
  • - PBR derived tire textures for all wheels
  • - Added Basic UI Text for Vehicle Name, Driver Name & Driver Bio
  • - Added Custom Trailer Hitch with Tow-Bar Model
  • - Configured in-car camera
DOWNLOAD HERE
Image
► Show Spoiler
_____________________________
Primer - Version 1.0 [Released July 25th 1986 2020]
Version notes (Initial Release):
  • - Re-imagined version of the Primer from the Playstation 2/Xbox Game Roadkill
  • - Configured for use in CarMODgeddon
  • - Detailed Exterior and Interior
  • - Full engine and powertrain, with spinning pulleys, radiator fan and propshafts, with rumbling (vibrating) engine
  • - Animated suspension (Rear - live axle with trailing arms, Front - independant/double wishbone suspension), brakes & steering
  • - Animated driver & steering wheel
  • - Detachable body parts with opening doors, hood & trunk
  • - Working lights
  • - Custom wheels
  • - Normal & Specular maps setup on select materials
  • - Damage textures for body, lights and windows
  • - Custom Performance setup
  • - Custom Damage indicator
  • - UI Assets set-up (Minimap icon & Menu grid images)
  • - PBR Derived Body/Paint & Interior Textures
  • - Includes 7 alternate paint schemes/skins
  • - PBR derived damage textures for vehicle bodywork
  • - Added workaround UI Text for paint-job & Wheel names
  • - Includes 24 alternate sets of wheels/rims
  • - PBR derived tire textures for all wheels
  • - Added Basic UI Text for Vehicle Name, Driver Name & Driver Bio
  • - Added Custom Trailer Hitch with Tow-Bar Model
  • - Configured in-car camera
DOWNLOAD HERE
Image
► Show Spoiler
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Re: '80s Garage

Post by Toshiba-3 »

Fixed my main computer [for now] so had to test the good stuff!

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Re: '80s Garage

Post by '80s Time Warp »

Awesome, thanks Tosh! :smile: :cool:
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Re: '80s Garage

Post 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! :cool: Great Job :thumbsup:
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Re: '80s Garage

Post 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.

Uploaded the correct version, and updated the links in the Vigilante 8/Interstate '76 section.

Thanks :smile:
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Re: '80s Garage [REL] Experimental Branch Megapack

Post by '80s Time Warp »

_____________________________________________________
Release Time again

_____________________________________________________
Experimental Branch Megapack v1.0

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:
  1. Make sure you are running the experimental branch of the game
    - If you don't have it, go to here for instructions
  2. Create a ZIP_MODS folder in the root of the game
    - E.G. ...\Steam\SteamApps\common\Carmageddon Max Damage\ZIP_MODS
  3. Extract all of the .zip files from this archive to the ZIP_MODS directory
  4. Right click on the game in your Steam library, and go to 'Properties'
  5. Add the following to the 'Launch Options'

    Code: Select all

    -mod=FC_AC,MM_Audio,MM_T,MM_Tweaks,MM_V_01,MM_V_01_BD,MM_V_01_CBT,MM_V_02,MM_V_03,MM_V_RK,MM_V_Shared,MM_V_V8,MM_W_Cars,MM_W_Trucks
    NOTE: if you already have mods installed, then you do not need to add the '-mod=' again.
  6. Close the Properties and launch the game.
______________________________________
Video:

______________________________________
Contains:
44 Vehicles (1 new vehicle)
► Show Spoiler
29 Trailers (1 new trailer)
► Show Spoiler
Sound effects
► Show Spoiler
Minor Updates for the Experimental Branch
► Show Spoiler
Misc. Items
► Show Spoiler
______________________________________
DOWNLOAD HERE
______________________________________
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Re: '80s Garage - [REL] Experimental Branch Megapack

Post by Toshiba-3 »

Works great, looks good!

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Re: '80s Garage

Post by '80s Time Warp »

Thanks Tosh :smile:
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Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]

Post 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.


Head to the Experimental Branch section for details & download.
Image
______________________________________
Video:

VHS Style


Non-VHS Style

______________________________________
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Engine Sound Update for Experimental Branch Megapack Part II

Post 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
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Re: [REL: Experimental Branch Megapack Part II / Overhaul Mod Compatibility Patch - 05/10/87]

Post 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
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Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]

Post by Toshiba-3 »

:swheel:
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.
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[REL: Experimental Branch Megapack Part II/Overhaul Mod Patch - Updated 09/10/87]

Post by '80s Time Warp »

Thanks Tosh, it was a lot of of work but it looks sounds like it was well worth the effort :smile:

Got an update for the Compatibility patch up, same link as before. Head to the Experimental Branch Section.

Compatibility Patch Notes (09/10/1987 2021)
Experimental Branch Megapack Part II / Overhaul Mod v0.9.2

► Show Spoiler
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.
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Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]

Post by TTR »

Hello, I'm very glad to find add-on cars for CMD, and your models are really great :saston:

The Abba Cab is definitively a great addition, Carma wise.

Keep up the good work :swheel:
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Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]

Post 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]
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Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]

Post by TTR »

Oh...it literally said it on the release picture too. Thanks for correcting me :oops:
When I played with the pack installed I did get the urge to play Vigilante 8 again :grin: (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 :saston:

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.
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Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]

Post by '80s Time Warp »

No worries, glad you're enjoying it. :cool:

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.
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Re: The '80s Garage [REL: Experimental Branch Megapack Part II/Overhaul Mod 0.9.5 Patch - 13/03/88]

Post 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
Notes (13/03/1988 2022)
► Show Spoiler
______________________________________
Megapack Part II Service Patch (13/03/1988 2022)
DOWNLOAD HERE
This is ONLY applicable if using Megapack Part II without the Overhaul Mod


Notes (13/03/1988 2022)
► Show Spoiler
______________________________________
Just another '80s Dreamer....
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mightymick
pedestrian
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Re: '80s Garage - [REL] Experimental Branch Megapack Part II [26/09/87]

Post by mightymick »

First of all: Thanks for fixing and making these car bundles, very epic! :cool:
'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 :tongue: haha, they are awesome. I hope there is a way around, or the normal cars can be unselected somehow.
:grin:
When the walls around you start to crumble, dont be afraid, for these walls may have imprisoned you. :yingyang:
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'80s Time Warp
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Re: The '80s Garage [REL: Experimental Branch Megapack Part II/Overhaul Mod 0.9.6 Patch - Updated 02/04/88]

Post 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! :cool:
'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 :tongue: haha, they are awesome. I hope there is a way around, or the normal cars can be unselected somehow.
:grin:
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.
Just another '80s Dreamer....
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'80s Time Warp
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Re: The '80s Garage [REL: Experimental Branch Megapack Part II/Overhaul Mod 0.9.6 Patch - Updated 13/03/88]

Post 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
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mightymick
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Re: '80s Garage

Post by mightymick »

'80s Time Warp wrote: Sat Apr 02, 2022 10:19 am
mightymick wrote: Tue Mar 29, 2022 2:40 pm
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 :tongue:

But its okay, I use random mode and then it does work! or if i select a category :grin:
Thanks for the help :grin:
When the walls around you start to crumble, dont be afraid, for these walls may have imprisoned you. :yingyang:
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hazardic
motorised death
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Re: '80s Garage

Post by hazardic »

'80s Time Warp wrote: Sat Dec 29, 2018 5:14 pm
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

LuckyMike also released some other conversions for C:MD.
Bloodmobile IV
C:R/C:MD conversion by LuckyMike

https://www.dropbox.com/s/x4ive23ln7jtw ... e.rar?dl=0

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)


https://mega.nz/file/FFMBkarS#YAhMgBnWS ... ygxGBnIjrk
Image

_____________________________
Monsterbug
By FatCat, ConceptArt by CzechDeath


Updated: 03rd May 2020 (new link provided by FatCat)


https://mega.nz/file/UNcjGIpS#v3x02P6-C ... oqzvWuH8fA
Image

_____________________________
Rush 2049's Rocket ZX
By FatCat

https://www.dropbox.com/s/ecugr5q0rhhki ... X.zip?dl=0

_____________________________
AbbaCab
By FatCat, features paint-jobs by Helomyname

https://www.dropbox.com/s/u6kkinir7nfar ... b.zip?dl=0

_____________________________
Futurehawk MKII
By FatCat

https://www.dropbox.com/s/eixjvyuvp3849 ... 2.zip?dl=0

_____________________________
Eagle MKIII 2014
By FatCat

https://www.dropbox.com/s/vuvem90oh52ld ... 4.zip?dl=0

More content can also be found in Alex's Garage.
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 :sad:
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'80s Time Warp
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Re: The '80s Garage [REL: Experimental Branch Megapack Part II/Overhaul Mod 0.9.6 Patch - Updated 02/04/88]

Post 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.
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