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So this is a mod I've been working on for quite a while now. I've been aiming to 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!
Upgraded cars that feel faster, hit harder, and handle better. The mod's main focus is improving the car-on-car combat so ramming is a viable option like in the old Carmas.
More content such as powerups, expanded car customisation, game modes, ped variation, and level settings. Tonnes of cut content has been restored too.
Enhanced AI that can wobble recover and use weapons more among other changes to make them feel like proper opposition in the competitive modes. Classic Carma's AI is the same as vanilla except you only get 1 car chasing you instead of 2.
All kinds of things have been tweaked along with many fixed oversights, hopefully making C:MD feel more polished.
Here's an abridged list of the main changes:
► Show Spoiler
Rebalanced cars for car-on-car combat.
Less slippery handling overall.
Better sense of speed.
Many new powerups and revamps of existing ones.
New times of day and weather settings.
Upgrades are now bought with credits.
You no longer start with both the Eagle and Hawk, only the car for the driver you picked.
All skins and rims are unlocked from the start.
'80s Time Warp's amazing custom engine sounds are included along with the expanded customisation mod.Here's a link to her thread.
Tonnes of restored content, including textured interiors for most of the cars and a big upgrade for City B.
Trailers were given a purpose! Now you get a minor speed and damage boost while they're attached.
Improved the tutorials as well as added an in-game guide known as the Carmapaedia.
Physical effects for wrecking cars:
The wrecked car jolts, bodywork may fly, glass may smash, tyres may pop, etc.
The camera shakes when a car blows up near you.
Nearby peds and objects get blown away from the explosion.
Various ped improvements:
Behaviour tweaks so they're a bit more reactive.
More variation + restored Reincarnation peds.
Peds are always shown on the map.
AI opponent updates:
You'll only get 1 opponent chasing you at a time in Classic, and no opponents will chase you in Death Race unless provoked.
Opponents are stunned for twice as long (8 to 16 seconds depending on the hit, vs 4 to 8 in vanilla).
Opponents can repair and wobble recover in the competitive modes.
This allows the action to keep going instead of having those times when every opponent is crippled. The frequency of them doing so differs depending on the mode, e.g. it's frequent in Death Race but more lenient in Car Crusher.
Opponent powerup gifting - now you'll see them use weapons more!
It also differs depending on the game mode, e.g. they're occasionally gifted ped weapons in Classic Carma whereas they're more relentless with offensive weaponry in Car Crusher.
Game mode revamps/additions:
Ped Chase has been revamped into Carnage Accumulator, based off a mode of the same name in C1 - now it's about killing the most peds.
A few new Death Race variants have been added - two are about wrecking and another is about surviving.
There's also a new mode which acts like a spinoff to Carnage Accumulator.
Changes to respawning:
You no longer respawn in Classic Carma.
You no longer lose your inventory PUps by respawning. Instead you lose your active PowerDowns.
Respawning gives you a short variant of Invulnerability.
Manually unwasting is usually a cheaper option since you don't get the Invulnerability.
Freeplay improvements (courtesy of Trent):
There's an option to choose the opponent count in Freeplay (up to 30 opponents).
Proper opponent randomisation, with randomised skins too.
...and a whole lot more.
The long list of changes and additions:
► Show Spoiler
Cars:
► Show Spoiler
A vast rebalancing:
Every car has been reworked. There might be minor imbalances but hopefuly you won't feel utterly handicapped by any of the cars.
Car-on-car orientated:
Crashing is encouraged once again! Every car should be able to wreck any other through ramming, excluding the Suppressors of course. :B Even the APC is wreckable without powerups if you can keep smashing it well enough. The game should feel a bit more like the originals now. There's also no issue with playing on hard since your damage output generally remains the same for each difficulty, it's just that the AI do slightly less damage to you on easy and medium (plus time and credit bonuses/costs change obviously). That said, results can be varied - see the note at the bottom.
Handling and performance changes:
The cars are faster and feel less slippery overall. Almost all of the cars handle considerably different to their vanilla counterparts, but many of them still contain unique characteristics. Just beware that fast sports cars may have RWD-styled handling so you'll still have to be careful with them.
Better sense of speed:
The FOV is now a lot higher and the third-person camera has been repositioned to suit it better. The camera also has a very minor shaking effect for when you're going fast, and Motion Blur is back too which also helps.
Physical wastage effects:
Wrecking a car now comes with physical effects - the car jolts, bodywork may fly, glass may smash, tyres may pop, etc. The camera also shakes when a car blows up near you, and nearby peds/objects get blown away too. Hopefully explosions will feel dynamic and more like proper booms instead of just some fancy particle effects!
APO changes:
The Armour and Offensive upgrades were rebalanced to allow for better car-on-car combat, and Power in general has been boosted to make the cars feel a lot faster than in vanilla.
The frustrating APO parts limit has been removed, allowing you to max out your cars.
Upgrades are now bought with cash.
Note:
► Show Spoiler
The big pro is that using cash is more reliable than the token system (which might decide to not spawn any even when driving an unupgraded car with no tokens left), and that credits earnt past the credits goal still count towards something. The con is that it might take more effort to max out a car using cash than with tokens.
The big missing feature is the ability to sell upgrades which would've made this system much better than vanilla, so while I'm fairly happy with the upgrading in its current state, I can't help but feel that it could be better if selling is even possible.
All of the skins and rims should be unlocked from the start - thanks goes to Trent for this.
Restored interiors - most of the interiors are no longer pitch black and instead have textures again!
Screenshots:
► Show Spoiler
Every car now has the 'peds on map' powerup by default:
I never liked the idea of needing to find a hidden powerup just to see the peds on the map. If you wanna win by killing every ped, just go for it! Those hidden 'peds on map' barrels now give you a big credits bonus instead.
You no longer start with both the Eagle R and Hawk R:
Now the career is closer to the original Carma! Picking the driver matters more since you only get the one respective car now, and you'll have to then steal the other one. You also now have to steal the Tez Eagle and Iron Hawk at the end of the game.
Included '80s Time Warp's work on the custom engine sounds and expanded customisation:
Now the cars have new and improved engine sounds, and also share wheels with each other for extra customisation. However, as wheel sets were only made with the respective car in mind, just beware of mechanical parts clipping through the wheels on certain cars.
Regenerating powerups for certain cars:
The Tashita now has a weaker variant of Afterburner that half-recharges every minute - the nitrous canister in the boot actually has a purpose!
The Electric Blue has regenerating Electro-Bastard Ray which balances the car a little bit and allows zapping peds to be a choice.
The Rig O'Mortis has a unique variant of the Pelvic Thrust - a reference to another black semi-truck from another car-combat series :p
Most cars have had tweaks to their cockpit views.
The Plow has a roof camera instead of a useless cockpit view.
Trailers were given a purpose!
Now trailers (including caravans) will give you a minor speed and damage boost while they're attached.
Hevy Impaler has a chance of spawning with a caravan.
Eagle R has a purple skin as well as some extra rim variants using content from C:R.
Hawk R has a red skin.
DeGoryUn also has a new skin - a rainbow skin from C:R that was unused this whole time!
Cleaver and Shredlight no longer have 'weaponised' wheels by default for the AI:
Ever got frustrated with the fact that ramming these cars from the side often did absolutely nothing, no matter how hard? For some reason wheel blade 'weapons' introduce collision fuckery that basically blocks damage, making it a real test in patience to ram these cars to death. Now the AI's wheels behave just like any other, allowing you to enjoy ramming them from any angle. You still have the option to use weaponised variants however, so you can still enjoy ripping apart peds and opponent wheels with these cars.
'Subpressor' -> 'Suppressor', and 'Super Suppressor' -> 'The Oppressor':
'Super Suppressor' was a bit unimaginative in my opinion, and since the 6-wheeled Suppressor is never coming officially, there's no need for its temporary name. :p
Tashita's blade is now lower - now it has that classic OG look!
Preview:
► Show Spoiler
APC touch-ups:
The APC has had some slight tweaks done to its textures. It also has reskinned wheels based on the old concept art / pre-alpha version (which the Suppressor also uses). The APC in general is a lot weaker than in vanilla so you can enjoy wrecking it via ramming, although its strength gets a buff when the player is driving it (like with the Plow and Rig O'Mortis).
Siamese Dream has proper thrusting power - you can potentially fly around the map if it's pointed in the right direction!
Blitzkrieger has "tank steering" - so now you can turn it while stationary! Hold the Handbrake while at a slow enough speed to do so.
The Plow's bucket is crushable, but no longer flappable.
I know it's a shame to remove a feature, but the upside is that head-on collisions against the Plow should be a lot better now. An addon is available to restore this feature however.
Several oversights/quirks fixed.
Mostly to do with glass parts actually; some cars didn't have the 'ejection smash' setting for the windscreen, almost no head/taillights emitted glass shards, and some of them had unused glass damage textures. The Tropikill's strange glass damage textures were also sorted out. Also fixed an issue with glass on the official cars not repairing (like after you pick up Smash My Bitch Up for example).
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My note about the combat:
► Show Spoiler
Though I feel it's much easier to smash things about in this mod, it can still be iffy at times due to other problems with the game. It all heavily depends on the circumstances, so if the AI are squirming around and ruining head-ons like they always do, or the level is cramped or there's a fucktonne of obstacles all over the road (or all of the above), you might still struggle to smash up strong opponents.
Despite this, I'm still very pleased with how the combat feels compared to the vanilla game. It's not perfect and it's not the ideal Carmageddon 1-esque experience I'm hoping for (gradual but reliable damage rather than cars that can feel too soft), but dealing damage is still a lot easier than in vanilla so I hope you'll enjoy smashing into your opponents and not feel compelled to spam powerups.
AI:
► Show Spoiler
The AI are now gifted powerups - now you'll see them use weapons more!
More info:
► Show Spoiler
While it'll be weird to see the AI gain PUps out of nowhere, they aren't able to go for barrels so this'll keep things interesting!
It also differs depending on the game mode you're playing. For example, they're occasionally given ped weapons for Classic Carma, whereas they're given more of them for Carnage Accumulator (aka Ped Chase), and then for something like Car Crusher they're more relentless with offensive weaponry compared to the other modes. This allows them to be more competitive and not just completely useless! :B
You can also disable it in Freeplay by setting the powerup option to off/no respawn, so PUpless derbies are possible!
Opponents are stunned for twice as long - 8 to 16 seconds depending on the hit, vs 4 to 8 in vanilla.
Opponent repairing and wobble recovering in the competitive modes:
The opponents can occasionally use Instant Repair to fix themselves as well as wobble recover, allowing them to keep themselves in the action rather than remaining crippled until the end (or they die). The frequency also differs depending on the particular mode.
It takes a bit longer for an opponent to decide to chase you in Classic Carma. You'll also only have one opponent chasing you in this mode.
The AI no longer chase you in Death Race unless provoked.
Powerups:
► Show Spoiler
New powerups!
There are many new additions, including oldies such as Greased Tyres and Turbo Nutter Bastard Nitrous, and new ones such as Attractive Lass and Death From Above. There are over 70 new PUps in this mod.
PUp barrels have a new look to them:
The outline is gone and they don't glow so heavily. Bonus barrels are also distinctive now; credit barrels are green and random bonus barrels are white.
Risky Dips - visually-marked randomised PowerDowns:
PowerDown barrels (such as Jelly Suspension, Bouncy Bouncy, etc) are now randomised Lucky Dips, marked with the respective PowerDown icon. However, the randomisation for these pickups are what I consider 'biased', so a Fragile pickup has a high chance of giving you Feelin' Fragile (or a variant) but it's not guaranteed.
Basically now there's a risk vs reward factor involved with picking these marked barrels up, so you can decide whether or not to take the gamble on one.
Guide:
► Show Spoiler
Slaughter Mortar variants: Buckshot - double mortars that are fired much faster, good against hard-to-hit targets! Scattershot - a plethora of mortars fired with a wide spread. Chopper - a red mortar that also splits an enemy car in half. Bomber - a black mortar that explodes on contact and inflicts full explosive damage on anyone caught in its radius, including you if you're not careful!
Self-Abuse:
The most useless "weapon" in the series has been revamped to be a more useful ped weapon. Instead of showering the place with your bodywork, you now fling it forwards. For killing a ped with your detached bodywork, you'll get a nice "Collateral Damage" bonus, which gives you x25 the points per ped. Though it depends on the car obviously, it won't be useful with a cop car for example! You also get 1000 credits for using it to help with repair costs.
Self-Detonator:
A revamp of the Earthquake Bomb - you blow yourself up to cause damage! The damage output is high, but you also trash your bodywork as a trade-off.
Sell Your Soul:
Trade in a random amount of PUps for a credits bonus along with a chance of spitting out a special Lucky Dip barrel. PowerDowns also have a very high chance of being taken compared to PowerUps so you could also use it as a one-time Cancellificatiniser.
Opponent Stun Ray:
C:R's Freeze Ray is back in a new form. Frustrated with an opponent who just won't hold still? Stun them! They lose power and apply the handbrake when affected.
Armourgeddon:
Makes your car stronger and heavier (and a bit slower). Imagine it as Granite Lite!
Stick Insects!
Although this was never fully implemented in C:MD, the unused 'stick' condition looks good enough on its own so I've made it a variant of Dismemberfest.
The unused 'Fat Bastards' condition is also used as a cosmetic effect for Helium-filled Peds.
The Afterburner now has proper thrusting power - you can potentially fly through the air with it!
Global Instant Repair - repairs every non-wasted vehicle in the level on pickup.
Fun fact: Stainless planned and tested a similar PUp during the pre-alpha, but ended up removing it!
The standard Instant Repair is now an inventory powerup.
The Ped Tosser and limb slicer PUps now come with numbered uses, instead of oddly being on timers.
Groovin' Peds now has randomised music with tonnes of tracks.
Ped Napalm is also another mortar variant since the vanilla PUp is janky as hell - the numerous pickups make it a rewarding weapon with its decent explosive radius and Barbeque Bonuses for frying peds. It can also be used to pelter opponents though the damage isn't as powerful as regular mortars.
Turbo Opponents now gives the AI different kinds of turbo, and also no longer gives you turbo.
Jelly Suspension has been revamped to feel more chaotic like C1/2's counterpart. Vanilla C:MD's Jelly Suspension is now a variant instead.
New and improved Oil Slicks From Your Arse:
What used to be one of the most useless PUps has now been revamped into a proper weapon - Oil Slick puddles will have an active effect for 30 seconds after being dropped, and any opponent who drives over it will be very slippery for a moment. Not only is it now properly useful for escaping opponents, but it also 'tags' them too, so in the right situation you can cause an opponent to spin out and slide into a wall, causing damage and potentially even a wreck.
Improved and rebalanced PIS:
Not only is it more responsive to open and navigate, but most of the PUps have had their prices rebalanced. Also, PowerDowns are now free because why would you pay to destroy your own car (plus repairs)?
The boosts have been given more 'oomph' with new sounds, 'Hot Rod' flames, and camera effects.
An upgraded Silent But Deadly:
The gas cloud not only stuns opponents but it'll do continuous damage against cars that stay inside the gas, with the potential to wreck opponents. As a ped weapon it's also farther-reaching with more credits earnt for peds killed with it.
The cheap instakill rays are gone.
Instead the opponent morphing rays have been merged into a single randomised ray weapon, which'll never kill by itself and instead still requires the affected car to be hit for it to die.
The self-morphing PUps (e.g. Spazzed) should no longer instantly kill you.
Your car is immortal for a few seconds when you pick one up, but the mechanical damage from it still remains. Look at your health when you pick one up as your engine might be completely destroyed.
..and many more tweaks and additions not listed here.
Peds:
► Show Spoiler
Much more variation!
C:R peds make a return, and there are several additional skins and changes for a tonne of peds.
e.g. traffic wardens are back, male scooterists are a thing, the old lady has more colours (and may use the walking stick), the cows use their unused skins, etc.
Randomised damage for ped weaponry:
The blades and spikes no longer have just one effect - they can slice in half, cut limbs and even impale depending on the car. Electrocution kills also have some variation depending on the PUp.
General tweaks to their behaviour:
They are now more easily startled, cower/plead longer, and see you coming from further away.
Flagman improvements:
The flagman now has randomised appearances with varied clothes, skin types, glasses, beards, etc. There's also a variation of flagman offsets so he's in the middle for a third of the levels and on the right for another third. Also fixed the bug where he waved the flag when you jump started the race.
C1-styled point system:
The default amount of points for ped kills is now 150, with certain types of peds giving you more than that (200 for old-timers, 350 for traffic wardens, etc).
Time bonuses for ped kills have been changed to 10, 8 and 5 seconds for easy, medium and hard respectively.
The bonuses that pop up frequently (e.g. "Mercy Killing", "Bacon Slicer", "Cat 'n' Mouse", etc) are now more uncommon.
There's a bunch of new bonuses for specific ped types.
They have a lot more blood in them so they won't die almost as soon as they lose a limb.
This also gives 'Fast Bleedout' a proper use now!
Levels:
► Show Spoiler
Many races now have different times of day and weather settings.
Improved race routes:
Every single level in the game has been tweaked in some way to improve racing on them. Death Race should hopefully feel more polished compared to before!
The Landing Pads has a 'crusherless' variant.
The gravity is a little bit higher.
Upgraded PUp placement:
Every level has more PUps featuring the new weapons, as well as expanded/new secret areas to reward exploration. :B
Merged C:MD's PUp placement with C:R's to restore what was removed. City B and the Reprocessor were hit very hard during the transition to consoles!
New/tweaked background ambience.
Upgraded City B:
Various touch-ups were made as well as restoring *tonnes* of cut content, so overall the level should have more personality!
Petrol pumps in the city maps are properly explosive now.
Many things which used to weirdly glow in the dark no longer do so.
Effects:
► Show Spoiler
Car explosions are quicker and more intense. Car fires are brighter and also light up the world.
Crashes should feel a bit more extreme.
There's more shrapnel and glass to go around! Plenty of effects also have longer lifespans, so they should no longer disappear in mid-air like in vanilla.
Better blood - now the blood is chunkier and darker.
Driving over a blood pool leaves bloody tyre tracks.
The stars for stunned opponents have been removed - there's an addon if you want to restore this however.
Invulnerability and Immortality now have blue and green (respectively) acme-like effects.
No more guesswork when they're involved!
As mentioned above, Motion Blur is finally back and working!
For some reason the effect didn't seem to work at all in the vanilla game.
Depth of Field is disabled for the main cameras during gameplay.
I think a lot of us can agree that DoF has always been a terrible effect for driving with, but now (if you wish) you can leave it enabled so its other uses remain (e.g. for the pause screen, action replay, etc.)
Sounds:
► Show Spoiler
Wastage explosions and glass shattering now have much needed debris sounds in them.
Crashes should sound more severe:
Crumpling and glass damage now use their more 'extreme' sounds by default.
New voices for ejections:
Drivers now use a variety of sounds, most of which are from FlatOut 2. Max and Die use their sounds from Carma 1, with an option to use the regular voices. ED 101 and Stig/Don also have their own voices.
Meatier ped-killing sounds:
C:R's impact sounds were added into the mix so you'll hear even more meaty sounds from running peds over.
Varied announcer lines:
Now you won't always hear the same lines when you wreck someone, get wrecked, steal points, etc. The new lines from Carmageddon Crashers are also used. Sometimes the announcer won't say anything too (which is deliberate, it's not a bug :P).
The cars have a variation of startup sounds - a lot of them from '80s Time Warp.
Peds on wheels now have roaming sounds.
The start and end sounds for stunning AI have been disabled.
I feel they're pretty obnoxious with how often they're played. I think they also hurt some of the satisfaction of smashing into cars by drowning out the crash sounds. That said, the stunned loop sounds are kept as they're quite nice and subtle.
An addon is available if you want the sounds back though.
Menus & HUD:
► Show Spoiler
Improved tutorials!
The game now features a Carmapaedia! A nifty guide to various aspects of the game in case you need to revise on something.
The Interactive Tutorial is not only optional now but it's also been vastly updated with more info and a better way of handling certain lessons.
Tutorial cutscenes no longer skip themselves after a short amount of time.
The HUD/camera shake effects have been improved.
The bonus callouts have a new look and were raised a bit.
The hold-ups when you boot up the game have been removed, so no more waiting around for nothing!
More Freeplay options:
The pre-alpha options are back, so you can enable a non-grid start for Classic Carma, turn off the game mode elements, and enable the PIS overdraft. You can also change your driver to any other - credit goes to Trent for this. There are also a lot more time/target/lap settings too.
You can now choose the opponent count in Freeplay - now you can play with up to 30 opponents in one event!
You'll find the setting in the Advanced Options menu. Massive thanks to Trent for making this possible after I found out how to get >5 cars without Cheat Engine.
Note:
► Show Spoiler
Just beware that having tonnes of opponents could potentially increase the chance of the game crashing.
I've had issues with it, but I also know some people have zero issues with maxing out the opponent count, even with weaker PCs. I have a feeling the game behaves weirdly on different PCs. I guess just remember that YMMV!
The player's race grid slot and opponent skins are randomised for Freeplay - more great things from Trent. The player's slot is also randomised for career too.
Game modes have HUD messages for when an opponent gets a point/kill/suicide/etc.
There's an experimental in-game option to disable the race HUD, under the Gameplay options.
Game mode tweaks:
► Show Spoiler
Career improvements:
Some events in career mode have been changed to avoid repetition. The amount of credits you need to progress has also been raised to stop you from getting to the point where you're unlocking chapters 2-3+ nodes ahead.
Changes to respawning/unwasting:
You no longer respawn in Classic Carma. For every other mode you respawn with a shorter Invulnerability.
You no longer lose your inventory PUps by respawning, so getting wrecked should feel a lot less frustrating in those situations where it isn't safe to repair. You also now lose your active PowerDowns after dying.
Unwasting costs nothing in the competitive modes. You still have to pay for repairing the car, just not for bringing yourself back from the dead. The upside is that it can be cheaper than respawning (very cheap if you have an Instant Repair at hand), but the downside is that you don't get the Invulnerability.
Carnage Accumulator - an updated version of Ped Chase:
The mode has been revamped to be more than just a Checkpoint Stampede clone, now it's a "kill the most peds" mode (based on C1's MP mode of the same name). Target peds are still a thing but now they give you bonus points (6 per kill on large maps, 3 for most arenas and only 2 for the tiny maps). You can also steal between 1-10 points depending on how many points the opponent has. For balancing reasons, the Electric Blue isn't allowed to use its Bastard Ray in this mode.
There are also a few modes which act like challenge variants of Death Race:
Two are about causing destruction and getting rewarded for it, and the other is about surviving until the race is complete.
There's also a new mode which acts like a spinoff of Carnage Accumulator - it's a bit like a mission with two objectives you need to complete to win.
You get less credits for killing cars who have no points in Races/Stampedes/Accumulators:
This is so useless opponents can't be farmed for shitloads of credits all the time.
Cops no longer appear in the other game modes.
The recovery delay from MP is in single player too:
2 seconds for Classic Carma, 5 seconds for Fox and 3 seconds for the rest.
Note:
► Show Spoiler
This feature is a bit buggy when you're wrecked in Classic Carma unfortunately, for some reason there's an extra delay after the timer is up.
The default time and score limit for the other game modes has been raised all around.
The starting credits is 0 by default.
Tweaks to bonuses:
Many style bonuses have higher credit multipliers, so now they should feel a bit more rewarding and give you more incentive to pull them off. For example, "Liquidiser" Bonuses and "Get Yer Flaps Out" give you 3x and 5x the points respectively. "Stitch That" also gives you triple points so lugging that heavy tail around could be worth the effort. The multiplier for "Award for Outstanding Achievement" (killing a ped with a detached tail) is now 25x, considering the wasted time from trying to do it :p (etc.)
PUp respawn is disabled for career Classic Carma events.
Plus many, many more changes that either I've forgotten about or are too minor to be listed.
Put every .zad inside the zip file into the ZAD folder
...and that's it!
To install an addon, just drop that into the ZAD folder too.
IMPORTANT: If you're using the GOG or the unpatched Steam version then you must rename scripts.zad to something else (e.g. _scripts.zad), otherwise the Overhaul and any other script mods will not work.
Allows '80s Time Warp's Megapack to work properly with the Overhaul. Open the .zip and drop both zads into the ZAD folder as usual.
Please note: The Megapack and Overhaul are not balanced for each other - the Overhaul's rebalancing applies to the official cars only. Generally the Megapack's cars are stronger than the official cars.
Changes:
► Show Spoiler
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 '80s Time Warp's big rigs while still retaining the regenerating PUp from the Overhaul.
Undamaged glass is now invisible when using the cockpit views.
A big portion of the sounds for the Overhaul and Megapack have been disabled for stability reasons.
More info:
► Show Spoiler
It's mostly the variation for large groups of powerup sounds (e.g. for Groovin' Peds). The game has some 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.
Freeplay Companion: [Updated 17/04/2024]
This is for when you've completed career and want to go into Freeplay.
What this does is:
Randomises the level settings.
Swaps the cop cars to include Suppressors, and slightly bumps up the speed/weight of the CU:NT and APC since it seems cops use tier 1 upgrades in Freeplay.
Allows the cops to be manually selected as opponents.
Free APO Upgrades: [Updated 20/12/2022]
Another Freeplay-centric addon, mainly intended for addon cars so you'll be able to give them upgrades regardless. Download
Silent Groovin' Peds: [Updated 08/09/2023]
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
Flappable Plow Bucket: [Updated 28/05/2023]
A mod that lets you flap the (non-crushable) bucket again. Just be aware that head-on collisions against it are a bit naff. 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 stun effects: [Updated 20/12/2023]
If you liked the spinning stars and the *whack* sound when you stun an opponent, this brings them back. Download
Disable AI PUp gifting: [Updated 20/12/2023]
Allows you to remove the AI gifting system entirely, regardless of the game mode and powerup setting. Note this does not disable the normal PUp gifting (which gives the player PUps as well). Download
A note for making addons:
► Show Spoiler
To get this mod working on vanilla versions of C:MD, I had to make sure all .lua files were renamed back to .lol, since raw lua files can't override lol ones. So basically if you're looking to make any addons for this mod, just make sure the lua scripts end with lol, otherwise they might not work.
Also make sure the zad name is named correctly so they load *after* the main mod, which you can do by throwing in an extra 'z'. For example, since the main mod files are z_mod_ST_Overhaul_v1_1_xxx, the flappable Plow bucket addon is z_mod_z_flappable_plow_bucket.
Uncompiled Scripts:
The lua scripts in the mod were compiled for better performance, so if you'd like the raw Overhaul scripts to use for your own mods then here they are: Download
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.
To enable the beta patch's sandbox mode, you'll need to do this:
Create a folder called ZIP_MODS in C:MD's root folder
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, tools, 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 Death From Above and Concrete Cow), fixing up and improving the >5 opponent feature with better vehicle/skin randomisation, and the name for the 'Scattershot' PUp
- ManIkWeet for his tools that allowed me to edit the game's text, merge C:R+MD's PUp placement, and compile the lua scripts
- '80s Time Warp for her wheel customisation mod, custom engine sounds, and for putting the Concrete Cow model in-game. A big massive thanks to her for helping to troubleshoot problems and making new engine builds for the Overhaul.
- Errol for his tools and contributions towards modding
- dfy23 and ManIkWeet for the Body Slammer idea
- Veritas for the Stainless intro removal
- L1ttlePupp3t, Mugmag, StreakOne111, and the other cunts over in Carma Clowns for testing
- John Romero/id Software for a few of the exit messages :p
- DMA Design for the idea behind Kill Frenzies and generally the influence GTA 1 and 2 have had on me
- Team 17 as Worms too has been a big source of inspiration
Resource credits:
► Show Spoiler
Stainless Games, Bugbear Entertainment, id Software, Activision, Team 17, Sandblast Games, THQ (the old/dead one), some sounds from ZapSplat, Criterion Games, Imagexcel, DMA Design, Running With Scissors, and other places I couldn't remember.
PUp resource credits:
'Beer' by dDara (Piss Artist), 'Disc Brake' by Alexandr Cherkinsky (Brake Failure), 'Pedal' by Daniel MacDonald (Lead Foot), 'Hand' by Sasha Willins + 'Handbrake' by Panyawut Norrasing (Instant Handbrake), 'Heart' by Creative Outlet + 'Pulse' by TNS (Faint-of-Heart Peds), 'Money Bag' by RROOK (Mega Bonus), 'Money' by Nick Levesque (Secret Stash), 'Splatter' by DesignContest (Buttery Bastard), 'cough 2' by Brian Saputra (Bad Air), 'Leaf Blower' by Lars Meiertoberens (Object Blower), 'Moon' by Jory Raphael (Lunar Gravity), 'Stars' by Jonas Nullens + 'Saturn' by Trevor Dsouza (Zero Gravity), 'Earthquake' (Bloody Hell, An Earthquake) and 'shipwreck' (Going Down) by Luis Prado, 'dynamite' by zidney (Dynamight), 'drivetrain rwd/fwd' by Wireform (Fast and Loose/FWD Fuckery), 'Shock Absorber' by Thuy Nguyen (Rock Springs), 'explosion' by Hea Poh Lin (Explosively-Excitable Peds), 'Jelly' by ATOM (Jelly Suspension), 'Puddle' by Ozza Okuonghae (Oil Slicks From Your Arse), 'Snail' by parkjisun (Mollusc Opponents), 'equipment silmple body armor' by Maxicons (Armourgeddon), 'volcano eruption' by Santiago Arias (Vesuvian Corpses), 'Super Fat' (Fat Bastard), 'storm' by Nabilauzwa (Heavy Rain), 'globo inflandose' (Helium-Filled Peds) by JuanLasso, 'gambling' by Vectors Point (Gambling PIS category), 'snowflake' by Vasily Gedzun (Deep-Frozen Opponents), 'steering' by Hamed Mirhashemi and 'sync' by P.J. Onori (Corrupted Steering), 'Lightning Bolt' by Xela Ub (Zap-O-Matic), 'Fist' by Cuputo (Car Fu), 'Magnet' by sandra (Attractive Lass), 'scythe' by Amethyst Studio (Second-Hand Kills Category), João Paulo for Concrete Cow's normal map, 'medication allergy' (Mutant Corpses) and 'Adam Embarrass' (Nudist) by Khoon Lay Gan.
*This has the original AI gifting system that gifted timed PUps, which at times broke and ended up giving the AI permanent Invulnerability/Immortality. Timed PUp gifting was quickly removed in v0.9.0b and didn't return until almost 2 years later in v0.9.7!
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?
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
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.
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:
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! Can't wait to see how this mod will evolve.
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?
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
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.
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
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
Specific driver models for the cops would be nice but it's beyond the scope of this mod
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
Specific driver models for the cops would be nice but it's beyond the scope of this mod
I didn't know there was a driver picker. Thank you!
Don't worry about the cops driver model. It's just a small idea.
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 :)
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
Hopefully the next big version will get released sometime next week
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.
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
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?)
STShotgun wrote: ↑Sun Feb 14, 2021 7:20 pm
Hopefully the next big version will get released sometime next week
...well that never happened
It was long overdue but the next big update is here! The scope 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
Hope you guys enjoy the new update!
Changelog:
► Show Spoiler
v0.9.1 highlights:
Cars:
The Bear has been given an upgrade - it's heavier, it hits harder and all its parts won't detach at the slightest bit of crushage. It should feel meaner now.
The Twister and Annihilator are heavier - they should properly wreck shit now instead of bouncing off cars.
Electric Blue's powerup has had a rework - instead of a permanent powerup, it now works the same way as Tashita's Afterburner in that it has limited use while regenerating over time. This balances the car a little bit and allows zapping peds to be a choice, so you can use different ped weapons or just run them over if you wish. An addon to restore the vanilla powerup is also available.
Siamese Dream has been given thrusting power for when its wheels are off the ground.
Turbine cars no longer suck in ped corpses.
The Degoryun and Volkswerker aren't so easily wrecked now. They're not tougher but they should take more damage before they die.
The Plow, Volkswerker and Degoryun do a bit more damage.
The KVN has been given a bit more grip for its rear wheels.
Tashita's handling has been revamped.
The camera has been tweaked again to boost the sense of speed further.
The rate of repair is back to vanilla - now repairing isn't so expensive overall.
The recovery delay for Classic Carma is now 2 seconds.
The Suppressor should hopefully no longer need to be completely flattened just to be wasted.
The Oppressor has also been given an upgrade - the offensive has been boosted and it now weighs 25000kg (with the trailer weighing 20k). Also fixed Stainless' oversight for The Oppressor's shiny tyres when punctured.
Many of the heavy cars were given more torque - The Plow and Rig for example can push most of the cars with ease. The Oppressor now has the most torque in the game and can even push the Suppressor around.
The CU:NT does slightly less damage but it's also heavier and has a bit more torque - hopefully you'll be able to get more solid hits with it. Classic Carma CU:NT cops are a bit lighter so you can still push them around a bit.
The APC is a bit softer.
There are 'new' variants of the Eagle's rims, using content from C:R - 3 are imported straight from C:R (usually at the end of the list), and another 3 mix C:MD's rims with C:R's tyre textures.
AI:
It takes longer for the AI to be gifted PUps.
There's been an attempt to lessen the chance of an AI ruining a head-on crash.
The AI can shoot multiple mortars and mines.
The AI should take almost no damage from each other in Classic Carma.
Powerups:
Even more PUps included! New weapons, goodies and powerdowns in this version.
PUp barrel changes - outlines were made invisible (although you'll still very slightly see it depending on the lighting), credit barrels are now green, and random Bonus barrels are white. Barrels also 'glow' less.
Powerdown barrels are visually marked, so now you can always decide whether or not to take the gamble on one.
Mortars and mines are back to their original destructive power in the non-Classic modes. However..
Mortars and mines only do very minimal mechanical damage against the cops. This only applies to proper Classic Carma cops - police car *opponents* will take damage as usual. Chopper also has a proper explosive effect on cops.
The Classic Carma variants of Mine Shitting Ability and Slaughter Mortar have their own icons.
Mortars/mines, bombs and 'Car-Fu's now give you extra credits for killing peds with them - now there's incentive to use them as ped weapons!
Silent But Deadly now has a large range for killing peds, also making it a viable ped weapon. Ped kills have also been given some randomisation so they no longer die all at the same time.
Immortality and Invulnerability now last for 90 and 75 seconds respectively in Classic Carma, and 35 and 30 seconds for non-Classic events.
The regular Acme now uses a vanilla-like effect, and the red Acme effect is now used by a new variant.
Jelly Suspension has been revamped to feel more chaotic like C1/2's counterpart. Vanilla C:MD's Jelly Suspension is now a variant instead.
Burn Baby Burn has been given some visual flair as well as an inventory version of this PUp. Fire kills have also been given some randomisation.
Air-Control Freak - does exactly what it says on the tin, it lets you steer in mid-air!
Opponent Stun Ray is now a time-based PUp, like how the Freeze Ray worked in C:R.
Opponent Tosser has been given a major power boost.
Pelvic Thrust is a bit more powerful.
Mutant Tail now works the same as vanilla. I used to have it timed for non-Classic modes but for some reason the Mutant Tail occasionally breaks on pickup so this change had to be made.
Fixed oversight with the Temporary Rapture effects not working. Abductionator's effects are also more blue.
Object Blower now blows away detached vehicle parts.
Hopefully fixed issue with electro 'fire' kills not coming up as yours.
The big credits bonus from the 'peds on map' barrel has been changed - the common bonus is now 25k, with 50k being uncommon, 75k is rare and 100k is very rare.
'Timed Ped' barrels are no longer all random in Classic Carma.
'Misc' PUps are mixed into 'Timed Ped' barrels in non-Classic modes.
Sell Your Soul now requires you to hold down the use button for a second before activating. You also get more credits from it - 7500 with a barrel, 10k without.
Spinnertron is now back to its vanilla charge (30 seconds per pickup, capped at 90) and is more than three times as strong.
The 'gravity' PUps are now randomised with their respective bias.
Self Abuse no longer takes away Immortality.
Underwater Ability is now 30 seconds instead of 60.
Groovin' Peds has extra tracks, bringing the total up to 38.
The PIS has been updated with tweaks and expanded with the new PUps.
Opponent-affecting PUps are now compatible with >10 cars in a race.
Peds:
Even more variation - more C:R peds have been added, more variants and *many* minor tweaks across the board.
Peds are a little bit heavier.
Peds no longer glow so strongly.
Improved explosive damage against peds - they will fly about and maybe lose limbs if they're caught in the blast radius.
Cows are no longer so difficult to kill.
Hazmat visors are now translucent.
Fixed oversight with penguins and hazmat/cash cows not using their bloody/charred textures.
Fat peds can run a bit faster.
Levels:
Tweaked the fog for the night settings - now it's not pitch black and super thick.
The fog for the sunset Refinery Island is thicker.
The 'Peds on map' barrel for Oil Be Blowed (Ice Bridge) is now in a different spot.
There are more kangaroo PUps in the desert 'Town' level (12 now vs only 5 in vanilla).
A handful of PUps on the Refinery Island have been replaced with different ones (mainly with random 'Timed Ped' barrels, as there were none before).
A few PUps on Satan's Tower have been replaced - Wall Climber is now present so you can grab those hard-to-reach PUps more easily now. Also, PUps that were previously only for 'combat' game modes are now present in all of them.
Some of the Acme and Granite barrels on City B have been replaced with Lucky Dips (random black barrels).
Sounds:
More vehicle startup sounds have been added.
Peds on wheels now have sounds for moving around - Stainless had this feature set up but it ended up being unused!
Almost every level has had changes to their background ambience.
Career:
There's now only one Fox 'n' Hounds event - the others were replaced with different modes.
Other tweaks to certain events.
The Suppressor is introduced later in career.
Improvements to bonuses:
Many style bonuses have higher credit multipliers, so now they should feel a bit more rewarding and give you more incentive to pull them off. For example, "Get Yer Flaps Out" and "Nice Shot Sir!" give you 5x and 6x the points respectively. "Stitch That" gives you a 3x bonus so lugging that heavy tail around could be worth the effort. The multiplier for "Award for Outstanding Achievement" (killing a ped with a detached tail) is now 20x, considering the wasted time from trying to do it :p (etc.)
The bonuses that pop up frequently (e.g. "Mercy Killing", "Bacon Slicer", "Cat 'n' Mouse", etc) are now more uncommon.
There's also a bunch of new bonuses for specific ped types.
-----------------------
..and many, many more changes not listed here.
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.
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.
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
As for the beta patch, I'd imagine it's only accessible through Steam unfortunately
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.
Thanks for the kind words dude, I'm glad you're enjoying it
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
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
v0.9.2 highlights:
Cars:
Added '80s Time Warp's incredible work on the engine sounds. Not only are the official engines improved but there's plenty of new sounds, so now there's a lot of variation across the board!
All of the cars now have their proper toughness and speed stats in place. Big thanks goes to Trent for his speed testing map.
Armour and Offensive upgrades now matter like in the default game, although the 'gap' between the first and the last upgrade isn't as wide as vanilla. Tokens are also a bit more common, seeing as you'll definitely need them now.
Siamese Dream was given another upgrade - it has the potential to reach unfathomable speeds!
The Annihilator has been beefed up too - it's heavier (now 1.5 tonnes), has more acceleration, has a higher top speed, and generally shouldn't be so much of a pain to drive. Hopefully it won't feel as useless overall as it did previously. Vlad even feels like a properly dangerous opponent now.
The CU:NT has also been given a weight, speed and stability upgrade. CU:NT cops in Classic Carma however have less weight and offensive capability, so you can still enjoy pushing them around without the downside of having a useless CU:NT yourself.
Tweaks were made to wheels with blades. Wheels for Cleaver and Shredlight no longer have functional weapons for the AI and instead these opponents have simple wheels now. It was insanely frustrating to fight these cars as wheel blade 'weapons' would block *ALL* damage if they were hit, regardless of the strength. I've buffed the toughness of these cars a bit to compensate, but I've also made 'weaponised' variants available in case you still wanna use the original deadly wheels.
Detached parts return to the car faster when repairing.
DeGoryUn's offensive is a little bit higher, and the car should hopefully resist a bit more damage. It also has a new skin - a rainbow skin from C:R that was unused this whole time!
Shredlight, Tez Eagle, and the Hawk R should take less damage before being wasted.
Snaky Bastard and Tropikill have very minor thrusting power in the air. The turbo acceleration sounds for these cars (plus the Annihilator) are also more intense.
Fixed issue with final-tier opponents not appearing much in career.
Opponents take less world damage in general, and even less so in Classic Carma.
You get double the credits for wasting cars in Classic Carma.
Wrecked cars now respawn with Invulnerability for 10 seconds. (another thanks goes to Trent for his help)
Rig O'Mortis can hopefully withstand frontal collisions better than before, and its armour is also slightly boosted when driven by the player too. The Rig's trailers have also had a weight boost.
Hevy Impaler hopefully won't be 1-shotted by being hit in the back anymore.
The APC was made even more soft - hopefully crashing it to death won't take as painfully long as it still did before. To compensate, you get slightly less credits for wasting it.
The player takes slightly less damage from the AI now, even less so on easier difficulties.
The ability to give the AI gimped steering when you face them has been made more extreme (to counter the AI's infuriating ability to predict your movement and its nasty side-effects on the gameplay), so now the AI will have almost no steering for a brief moment if you're close enough and facing them. Hopefully now you're able to get some good head-ons!
Hopefully fixed issue with ped kills from slicing limbs with car weapons not awarding you.
Hawk R now has a red skin.
Tashita now has occasional Nitro/Turbo boost for the AI, like how the AI Electric Blue occasionally has Electro-Bastard Ray gifted to it.
The KVN's windscreen is now invisible for the cockpit view when it isn't damaged. The new KVN skins have also had the interior texture updated to use the (non-darkened) beta version as a base - you'll need to use the 'restored interiors' mod to see the changes though.
Tropikill's windscreen is now always invisible for the cockpit view, even when damaged.
Many little quirks and oversights with the vehicles have been fixed:
Eagle R's damage normal map has been touched up with an unused variant from C:R, so now it has a bit more detail.
Cleaver's normal maps have also been touched up - they had weird inconsistencies and the damage normal in particular needed more crumple detail.
Tropikill now uses its damage normal and specular maps, as for some reason they were unused for every skin except the special one.
The damage normal maps for Tropikill, Iron Hawk and Volkswerker have been given an extra layer of crumple detail.
Fixed issue with glass for a lot of the cars being 'glowy'.
Snaky Bastard's engine now has the vibrating effect, and Snaky's special skin now uses its damage texture, which for some reason was in C:R but wasn't included for C:MD. (how??)
Stiffshifter's rearmost window can actually break and smash now, as for some reason it was never set up to use its damage textures. Quite an oversight, but hey ho!
Taillight cases for the Tez Eagle and Razorbill can actually smash now - the damage textures didn't even have that detail!
Sorted the weirdly-rotated taillights for Towmeister.
Nudist should no longer detach the rear wheels for DeGoryun and Hawk R.
Ejecting the driver from the Crazor will now smash the windscreen instead of the rear window.
Previously-static exhausts for plenty of cars now vibrate.
Iron Hawk's in-car cam is now a proper cockpit view again instead of a roof camera - the obnoxiously shiny glass has finally been fixed.
Caddy's glass has been tweaked so now it no longer looks invisible from the outside.
Blitzkrieger also has a proper cockpit view too - more usable than vanilla if you don't mind a bit of geometry in the view.
Siamese Dream also has a cockpit view again too, although this time it's on the driver's side. (why was it set for the smaller cockpit in the first place anyway?)
Razorbill's interior camera has also been restored.
Many other interior cameras have been properly centered and/or adjusted for better visibility.
Powerups:
Even more new PUps! More weapons, powerdowns, and goodies are included.
The PUp loading screens have finally been updated. The new PUps appear with unique backgrounds, outdated entries have been tweaked, and entries for removed pups have been, well, removed. Also added entries for Helium Filled Peds, Fast Bleedout, and Turbo Opponents as they were missing. (dammit SCi!)
Proper locational damage is a thing with explosives now. The camera also shakes if you're close to a mortar explosion.
The collect sounds for PUps shouldn't have '3D' effects so now you can hear them in full (and without the doppler effect). The collect sounds for 'global' PUps should also play regardless of whether or not you picked them up.
Sell Your Soul has been given some extra polish: It no longer takes every PUp every time and instead just has a high chance of taking every individual PUp. Also fixed oversight with it not taking away the new PUps from v0.9.1. You can also find this PUp in Lucky Dip barrels now.
The wheelie effect for Hot Rod shouldn't be quite so extreme.
Turbo Nutter Bastard Nitrous is a lot more powerful. It also shouldn't be so common in Turbo Opponents.
Instant Handbrake can eject the driver if the car is going fast enough (unfortunately with a side effect where the driver will be ejected even if they're not in the car). The driver's velocity also depends on your speed - the faster your car goes, the harder the driver is ejected!
Oil Slicks From Your Arse has been revamped into a proper weapon - Oil Slick puddles will have an active effect for 30 seconds after being dropped, and any opponent who drives over it will be very slippery for 3 seconds. Not only is it properly useful for escaping opponents, but it also 'tags' them too, so in the right situation you can cause an opponent to spin out and slide into a wall, causing damage and potentially even a wreck.
Stinger (for opponents) also has the Oil Slicks' ability too.
Lunar Gravity now only halves the gravity and lasts for 20 seconds now.
Physics-based ped PUps (Ped Tosser, Ped Tumbler, Ped Vac, etc) no longer make corpses scream when you use them.
Ped Tumbler now gives you cash for juggling peds, so you'll have a proper reason to use the weapon for its intended purpose!
Opponent Bodywork Vac also gives you cash for using it on cars.
Vanilla's "Self-Abuse", which was possibly the most useless weapon in the series, has been reworked into a more useful item - now it shoots your bodywork forward and kills peds! It also makes getting the "Collateral Damage" bonus (a x25 credit multiplier) actually possible, so it should be rewarding to use. The PUp previously known as "Self-Abuse" has been renamed to the "Self-Detonator". Speaking of which...
Self-Detonator should have more killing power against close-range opponents. Invulnerability is also no longer taken away either.
Mortars/mines have a rare chance to split an opponent.
Hopefully lessened 'tagging' issues for Opponent Repulsificator and Car Fu.
Fixed issue with Dismemberfest kills not awarding you.
Piss Artist now has random burp sounds (with varied pitches), à la Carma 2's Drink Driving.
Solid Granite Opponents now lasts for 40 seconds in Classic Carma and 25 in the other modes.
Turbo and Mega Turbo are a bit more powerful - they were originally lowered but now the power is closer to vanilla, albeit still a bit less.
Wall Climber is no longer found in random Handling barrels.
Instant Repair's cap is now 5, and the cap for Free Recoveries is now 15. These PUps plus Free Repairs are no longer randomised in non-Classic modes.
Random 'Bonus' barrels now give you randomised time/credit awards, a bit like in the other Carmas.
Most 'full' powerups award you less credits.
PUp respawn in career has been enabled for non-Classic events (but it's still disabled for Classic Carmas).
PIS Improvements:
The ability to buy PUps in career has been enabled again.
Many PUps have had their prices rebalanced. For example, many ped PUps are very cheap now so you could keep buying them to help clear a level, whereas car-offensive weapons are more expensive. Also, powerdowns are now free (because why would you pay to destroy your own car, plus repairs?).
The issue with PUps being locked out depending on the game mode has hopefully been fixed.
The PIS is a bit more responsive to open and navigate.
Peds:
The flagman now has new variants as well as different voices.
Many of C:R's ped impact sounds are mixed in.
Levels:
The National Park's night time setting has been redone so it's no longer weirdly shiny. Also sorted the bright/weird car and water reflections for many of the settings (mostly the night and sunset ones).
Fixed City B's default setting, so now it has its proper sky and sunlight again.
The draw distance for City B has been increased.
Also increased the draw distance for the Refinery Island map, as well as some others which had inconsistencies.
The foggy setting for the Rig Wreck has been darkened a bit.
The grey foggy settings for the Industrial Reprocessor and City A & B have been redone.
The grey foggy setting for The Cattle Grid/Beef Curtains has been replaced with City B's 'bloody' setting.
The night setting for the Underground Temple now has a night sky again. This setting also has also been randomised with a cloudy sky too.
There's a new daytime setting for the Industrial Reprocessor map.
The Desert Town map has a new 'bleak' setting.
The Electro-Bastard Rays in the corner of the City A stadium and the Desert Town hangar are now biased-random pickups like the powerdowns - these two barrels have a high chance of giving you Electro/Burn Baby Burn, but it's not guaranteed.
The 2nd and 3rd route for the Reprocessor now use their unique loading screens, as for some reason they were set to use the 1st's... (why??)
Clouds were fixed for plenty of settings.
The Iceberg, MagNuChem Arena and Temple maps now have the additional 'combat' PUps enabled for every mode.
New loading screens for most of the routes.
Effects:
Motion blur is finally back! For some reason it basically did nothing in the vanilla game, and for ages I had to disable the effect altogether due to some bugs in the Overhaul... but no longer is this the case! :)
Smoke looks more intense for damaged/wasted cars.
Tyre smoke is a bit thicker.
Sell Your Soul has an effect when you use it.
Misc:
The custom text has finally been sorted out - no more ugly markers! Massive thanks to ManIkWeet for his tool that allowed me to do this. Hopefully it works for every language the game supports, but if it's broken for you (or there's any odd missing text) then let me know.
Entries for all of the style bonuses were added to the loading screens too.
The bonus for killing a ped with an elderly ped, "Coffin-Dodger Action", finally works! Possibly for the first time in C:MD too.
Hopefully fixed the new bonus multipliers/chances for other languages.
There's a lot more time/laps/target settings for game modes in Freeplay.
The completion bonuses for Classic Carma have been tweaked - no more <1000 credits each time.
All Ped Chase events in career now have a time limit.
The career event 'flavour' text is no longer hidden behind game mode text you've seen a million times already, so now you can easily read the event descriptions! A lot of the game's flavour text has been spiced up in many areas too.
Freeplay Addon:
The APO is now the same as default.
-----------------------
Plus many, many more changes not listed here.
The 'Restored Interiors' mod has also had a big update too. Here's the changelog for that:
► Show Spoiler
The KVN and Crazor have had their interiors restored. (massive thanks to Trent for giving me the opportunity to restore these)
Rig O'Mortis uses its cockpit textures now. (massive thanks to '80s Time Warp for fixing up the beta version for this)
Many cars have had their untextured doors fixed.
Towmeister has also had its interior restored. (turns out using content from final C:R didn't work this time, had to use content from both the pre-alpha and 'gold' release!)
Annihilator has had its interior texture properly sorted out.
The Plow's interior uses its normal map. (still no diffuse texture with any detail sadly, it's never had one to my knowledge)
Siamese Dream's left-hand side cockpit has its interior texture.
Hevy Impaler's steering wheel now uses its texture. (woo!)
Eagle R, Tashita, and Rig O'Mortis now have the textured steering wheel from the Eagle R's pre-alpha counterpart.
Countslash's steering wheel has been smoothed out and given a higher res texture from the Twister's.
Last edited by STShotgun on Sat Oct 09, 2021 4:50 pm, edited 7 times in total.
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
Great work
Cheers Tosh, appreciate it
EDIT: Big thanks to '80s Time Warp for fixing the issue, the Rig O'Mortis seems to be stable! Uploaded v02c of the Restored Interiors mod.
Old post:
► Show Spoiler
Also a heads-up for anyone using the Restored Interiors mod, I've only just realised the fact that scrolling to Rig O'Mortis in the garage while it's locked will not only crash the game, but somehow reset recent career progress :x
I've just uploaded a new version with the main interior being back to vanilla. This was only an issue while it's locked though, so if you want to restore the interior again then go into z_mod_ST_z_restored_interiors_v02b.zad, then go into the Rig_O_Mortis folder and rename c_Body_.mdl and extingush_.mdl back to c_Body.mdl and extingush.mdl respectively.
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?
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
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 Are there any other details (or examples) you can share for it?
Well, happy holidays everyone! Here's a big update for the mod as my xmas gift to the community
Changelog:
► Show Spoiler
v0.9.3 highlights:
Freeplay:
This mode has been given a major upgrade! Massive thanks to Trent for making these big changes after I found out how to get >5 cars without Cheat Engine.
You can finally choose the number of opponents! Up to 30 AI cars can be in the event. ...if the level has the space for it at least! (unfortunately it seems like playing with many opponents seems to be crash-happy right now. Feels like disabling the AI gifting by changing the PUp setting or using the addon helps to reduce it, but I'm not sure. YMMV)
Opponents are fully randomised for freeplay too, so you won't need the Freeplay Companion just for randomised cars anymore. (doesn't matter what part you're up to in career either)
Opponent skins are randomised.
The player is put into a random slot on the grid.
Included Trent's tweaks to the spawning system that works around the issue of the game forcing a grid start if there's too many cars.
Career:
Upgrades are now bought with credits:
This is a big experimental change which allows you to upgrade using 'cash' instead of tokens. The big pro is that using cash is more reliable than the token system (which might decide to not spawn any even when driving an unupgraded car with no tokens left), and that credits earnt past the credits goal still count towards something. The con is that it might take more effort to max out a car/all of the cars using cash than with tokens. The big missing feature is the ability to sell upgrades which would've made this system much better than vanilla, so while I'm fairly happy with the upgrading in its current state, I can't help but feel that it could be better if selling is even possible.
You no longer start with both the Eagle R and Hawk R, and instead you only get the car for the respective driver you pick, so now it's a bit closer to Carma 1! The Tez Eagle and Iron Hawk are now only stealworthy when you've unlocked the final chapter instead of around mid-game, so they're more like end-game rewards.
You can also steal the CU:NT and APC at the end of the game. For some reason the CU:NT doesn't seem to unlock when you've completed all of the events, and getting 100% just for the APC isn't very fun... so now you have a more fun way of unlocking them!
The first-time Carma tutorial is now absent, and instead it goes to the career menu after choosing the difficulty.
The player is put into a random grid slot for career too.
A few events have been moved around so there's a bit more variation for Classic Carmas now.
Most events in career now have a time limit. I've also fixed the playlist messages for events with a score target and a timer, so now it'll tell you 'be the first to hit the target' instead of 'do the most in x minutes'.
Hopefully fixed wrecked cars respawning after the event has finished.
Altered the names/descriptions for a few events.
The career event names and descriptions are now in English for the other languages since much of the text was changed around and rewritten, so it might've been nonsensical for particular events.
Game modes:
Ped Chase has had a revamp and is now known as Carnage Accumulator:
The mode has been revamped to be a "kill the most peds" mode instead of a Checkpoint Stampede clone. You can steal between 1-10 points depending on how many points the opponent has. The Electric Blue isn't allowed to use its Bastard Ray in this mode either. I originally wanted this to be its own mode and have both this and Ped Chase, but unfortunately the AI doesn't work if the mode is its own lua script, so it was either one or the other.
Carnage Accumulator has a live ped counter on its HUD and Classic Carma has a checkpoint counter. (doesn't look the best but it'll have to do for now)
There are also two "new" modes which act like challenge variants of Death Race. One is about wrecking and the other is about surviving.
Fox 'n' Hounds has had a *visual* makeover and is now known as The Gauntlet:
The AI's nonsensical and player-obsessive (but sadly unfixable) behaviour goes against the entire point of the mode and makes it a boring exercise in frustration, rather than the simple pursuit mode it's supposed to be. So, why not just pretend it's actually a challenge for the player instead? :p The AI has a little performance boost for the mode and can repair more often, so hopefully the mode will feel more meaningful as disguised "missions". Kangaroo On Command and Bubble Car are no longer allowed in the mode either. To compensate the player, the damage output is a bit higher against the opponents.
Death Race/Checkpoint Stampede/Carnage Accumulator: Wrecking cars with no points give you less credits than cars you can steal points from.
Completing a lap gives you more credits.
Wrecking a cop in Classic Carma awards you a minute.
The overall damage output is higher in Car Crusher.
The non-Classic modes have the mini HUD messages from multiplayer for when another player gets a point/kill/suicide. You also get a message if an opponent commits suicide in Classic Carma as well.
You no longer lose your PUps by respawning in the non-Classic modes - now manually unwasting is a potentially cheaper option to respawning with Invulnerability.
I made this change since the timer made it very frustrating to manually unwaste during situations where you have no choice but to die again (maybe multiple times), forcing yourself to risk infuriating deaths just to keep your PUps. The AI in C:MD keep charging into you even if you're dead (wasn't the case in C:R), and sometimes the timer screws you over anyway and respawns you when you die again after repairing, since the timer doesn't reset when you get wrecked a second time.
Unwasting in Classic Carma is more expensive.
Hopefully fixed wrecked cars respawning after the event has finished.
Cars:
Wrecking a car now comes with physical effects - the car jolts, bodywork may fly, glass may smash, tyres may pop, etc. The camera also shakes when a car blows up near you, and nearby peds/objects get blown away too. Hopefully explosions will feel dynamic and more like proper booms instead of just some fancy particle effects!
Every car now has a little damage multiplier for crushing downwards. It's not a lot, and definitely nowhere near as much as the super heavyweights/monster trucks, but it's still enough to make landing on a car feel more satisfying.
Tweaked the stealworthy unlock nodes for many cars so unlocks are spread out a bit more. The cars also have 'full' names for the stealworthy messages as a little bonus.
Added the tough trailer hitches that were supposed to be in the last version, but got accidentally reverted due to some dev issues... oops!
Trailers have a small Acme Damage boost while driving around with them - heavy trailers have the equivalent of an Acme Lite and the caravan has a very small damage boost.
Trailers also give you a weight and speed boost. I know it's unrealistic but it helps with the heavy trailers. It's also probably the only way to give caravans any real use in the game. Caravans are a bit lighter too.
Mutant Tail also has the same boosts as the trailers, although less so. The Tail is also heavier to compensate, which should help with killing peds.
Eagle R/Tez Eagle use the mixed-C:R/MD rims by default.
Stiffshifter has a beefier engine sound.
Slightly boosted the offensive stats for the lightweight cars.
Boosted the Annihilator's offensive a bit further.
The first Power upgrade is slightly faster.
All of the skins and rims should be unlocked from the start, so there's no need to use carmodgeddon_enable.zip anymore. (another thanks goes to Trent for his UI Cheats mod)
KVN has an extra wheel variant.
Glass is a tad more resistant to shattering.
Tracked cars are a bit more drivable without tracks than before, and their tracks are also a bit more resistant to damage as well, so no longer can you completely cripple tracked cars by lightly hitting them!
Added some 'wheelspin' effects for jump starts.
The APC is even softer than before since it *still* felt a bit too tough for ramming. Its strength does get buffed when you drive it though (like with the Plow and Rig O'Mortis).
AI:
Opponents no longer have the momentary handling nerf since it had the tendency to break and last forever.
Opponents can use Instant Repair often in non-Classic modes (although it's less frequent for Car Crusher so you don't get frustrated when your opponents keep repairing).
The AI PUp gifting system has had an upgrade! Now it differs depending on the game mode you're playing:
Classic Carma: Opponents are occasionally gifted Ped weapons.
Death Race, Checkpoint Stampede, and Fox: Largely the same system as before.
Ped Chase/Carnage Accumulator: They're gifted a variety of PUps like before, but with a strong bias towards ped weapons.
Car Crusher: Not only are they gifted powerups more frequently, but they're also more relentless with offensive weapons too.
The system is now activated through the game mode scripts themselves, so addon cars will use the gifting system regardless of whether or not they've been updated for the Overhaul.
The PUp gifting is also disabled if you're not using the "respawn" option (unless it's Classic Carma, where it's only disabled if it's set to "off").
(Sadly the gifting system seems to not work on some matches, where either a few opponents aren't gifted weapons or the system just isn't active in general. I'm not sure what's causing the issues)
Powerups:
Opponent Tosser's tagging timer has been extended so opponents can fall back down and splat on the ground, and you'll be rewarded for it.
There's a slightly higher chance Indecisive Gravity will return back to normal while it's active.
The Secret Stash PUp barrel (formerly Peds Shown On Map) is now green instead of the usual orange Timed Ped barrel.
Anvils use a different tagging system which hopefully works better than before. It feels like Concrete Cow has been vastly improved with the new system so kills with it hopefully shouldn't come up as suicides.
The 'double tap' time for the PIS is shorter so hopefully there's less chance of accidentally buying a PUp when you meant to select it.
PUp barrels respawn faster.
Air Control-Freak now has very subtle effects, as well as a way of removing the PUp if you don't want it.
Cars now properly slow down by being stunned.
Opponent Bodywork Vac sucks off body parts quicker and has a chance of ripping off mechanical parts (wheels, engines, etc), increasing the chance of it actually being able to wreck a car. (don't rely on it though)
The Silent but Deadly 'stunned' time for the player is a bit shorter compared to the AI's.
Levels:
Toned down the glowy effect for billboards - something which was also supposed to be in the last version but got accidentally reverted too. Whoops!
Added an extra checkpoint to the Hell Hall arena so the race route makes more sense.
Fixed an oversight with glass in the Desert Town not making a sound when smashed.
Sounds:
Randomised the announcer lines for winning, losing, and jump starting.
Effects:
Tweaked the car explosion effects so hopefully they look more 'fiery' than before.
Misc:
There's an experimental in-game option to disable the race HUD, under the Gameplay options. There's also the option to disable the Auto-switching PUps while you're in a race too. (it was there but commented-out... why?)
The bonus callouts were raised a bit.
The ticker text scrolls by a little bit faster.
The 'customise' button for Freeplay's race grid screen actually goes to the customise menu instead of just the skins.
There's a new 'random car' image based on the pre-alpha's.
The values for the 'starting credits' option have been updated.
There's a handful of exit messages, instead of just the one.
Updated the URL on the main menu to a properly active Carma site :B
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Plus many more minor changes.
Last edited by STShotgun on Thu Jan 20, 2022 5:14 pm, edited 5 times in total.
Got another update out! For once I was able to do a smaller, quick-ish update instead of another major one after an eternity Hope you guys enjoy the release!~
Changelog:
► Show Spoiler
v0.9.4 highlights:
Cars:
The cockpit cams for Eagle R, Tashita and Hevy Impaler were raised a bit.
The Plow's bucket is a tad softer.
Cleaver no longer has the low steering angle from vanilla, now it can steer as well as any other racer. This means the wheels clip through the bumper when steered all the way, but at least the car feels less awkward to drive now.
The Tez Eagle is now known as the Iron Eagle like in Crashers, which pairs it with the Iron Hawk. The "Tez" name is now left to its flavour text.
The trailer buffs should support '80s Time Warp's content too.
Annihilator has had yet another minor handling and offensive buff. Hopefully now it'll feel worth using instead of feeling like it's just Siamese Dream on hard mode.
Added text support for MM's cars, as well as the Carrerasaur and Monsterbug from FatCat. (80s Time Warp's cars and the Overhaul-Megapack patch will need to be updated before it works though)
Powerups:
Another new PUp joins the mix.
Electro-Bastardised Opponents is a bit shorter in Carnage Accumulator.
Slightly toned down Slaughter Mortar/Mine's killing power for Classic Carma.
Ped weapons are now super cheap again.
Softie Opponents now lasts for 25 seconds for Classic Carma.
Some categories in the PIS have been moved around.
Aerial Attack is now called Death From Above.
Removed the raycast setting from the Anvil Launchers so they'll fire regardless of whether or not it thinks geometry is in the way (when it often isn't).
Pinball, Gravity From Jupiter, and Lunar Gravity barrels are now marked like the other 'biased' powerdown barrels.
Instant Repairs and Free Repairs are randomised again in non-Classic modes.
Mutant Tail is slightly heavier.
AI:
Opponents are gifted ped weapons slightly less often in Carnage Accumulator.
Opponents repair slightly less often for Death Races, Stampedes/Accumulators, and Car Crushers.
Opponents no longer have a speed boost in Drive to Survive.
Opponents in Classic Carma have a slight handling nerf to fight against the problem of them unintentionally avoiding head-on collisions. It's also in Drive to Survive to hopefully lessen some aimbot frustration.
Levels:
There are a few extra Solid Granite barrels in the National Park for Classic Carma (there was only 1 in the whole map normally, you might've gotten an extra 1 or 2 depending on the route).
Replaced the Upgrade Tokens on the Reactor arena with mostly random Weapon barrels, along with a few Lucky Dips.
Replaced the Upgrade Tokens with white Bonus barrels for City A, Refinery Island, Satan's Tower, Iceberg, and the Rig Wreck since they either had very little of them, or had none at all!
Randomly replaced the white Bonus barrels with time and credit barrels for the Town since it had the opposite problem - mostly the former with almost none of the latter!
Gas pumps have bigger explosions and remain on fire for a bit.
Game modes:
Hopefully fixed issue with the physical wastage effects not working for the event-ending wreck, or when a cop suicides/is wrecked.
You're no longer allowed to buy PUps in career Carnage Accumulator events.
Added a message for when an opponent wrecks another in Classic Carma.
HUD:
Cleaned up Classic Carma's checkpoint counter and restored the vanilla UI backplate asset since the shortened one isn't needed (and looked bad anyway).
Combos for killing peds now go beyond '10x'.
Combos are only cosmetic and don't actually multiply credits so this is just a change that allows you to see how far your kill combo can go. At least you'll no longer hear a constant *DING-DING-DING* whenever you get a timed ped-killer! The 'time gap' for getting a combo is more lenient too.
Misc:
The 'tagging' timer has returned, although it's just under 2 seconds (not 3 like in vanilla).
As much as I hate the way it works, the core is too dependant on this system and too many problems arise from making the timer super short, despite the game benefitting from (almost) non-existent tagging in other ways. What this means is that you're once again able to get wicked environmental kills by punting opponents into walls, but the con is that bullshit underserved kills might come up (both for the opponents and for you), as well as anticlimactic kills (where it's not the big hit that kills the opponent, it's the gentle environment hit that does). I at least hope with the physical wastage effects those anticlimactic kills should still feel more satisfying than in vanilla.
Added a Cleaver image into the mix for the main menu.
Added loading screen images for the cars :)
-----------------------
..and much more not listed here.
Also updated some of the addons: the Freeplay Companion, Flappable Plow Bucket, Silent Groovin' Peds, Disabled AI PUp Gifting, and the Free APO mods all got updated. Didn't mention before but the Restored Stun Sounds mod also got updated for the last release too.
Did you install the beta patch? You should be able to have modded career saves if you're running that version on Steam. The vanilla version on the other hand locks many things down if you're playing with ZAD mods, where you're basically stuck with Freeplay only.
v0.9.5 is well underway! Upped a vid showing an experimental upgrade for the AI, which hopefully can make them feel closer to actual players in the competitive modes
Shokomi wrote: ↑Sun Feb 27, 2022 11:48 pm
STShotgun, I have been reading your work here and I am really impressed.
Thanks
Shokomi wrote: ↑Sun Feb 27, 2022 11:48 pm
However i did not recall you fixing the problem with the Pups quantity?
I've tweaked the quantity for many PUps, but I tried to keep them fairly balanced so one pickup wouldn't be too OP.
Shokomi wrote: ↑Sun Feb 27, 2022 11:48 pm
Let me explain..
I love the springattack what makes cars fly like crazy but you only get 1 upgrade per crate.
In C2 you get 3 springattacks. and 3 kangoroo on command?
With the Opponent Repulsificator, I split them into two versions: one for Classic Carma (1 per pickup but with a cap of 3), and one for the other modes (with a cap of just 1). Before C:R's 2nd post-launch update, the weapon used to give you 3 per pickup with a cap of 15, but they changed it for balance reasons.
For the Overhaul I kept it in a similar state but I extended the cap for Classic Carma since levels can have multiple Opponent Repulsificator pickups, sometimes right next to each other so the others can go to waste if you pick one up (same reason why I extended the cap for Slaughter Mortars in Classic).
Shokomi wrote: ↑Sun Feb 27, 2022 11:48 pm
How can I change these settings?
In a PUp's xml file you can find the settings Set_ActivationCount and Set_Cap to change the pickup count and max cap respectively.
I should point out that the majority of PUps have duplicate versions (mostly with PISFix at the end which sorted an annoying issue with the PIS locking away PUps), so if you wanna mod the PUps then you'll have to make sure you do the appropriate changes for every version of a PUp.
Shokomi wrote: ↑Sun Feb 27, 2022 11:48 pm
And also, why is not anyone making new carmods?
As far as I know, '80s Time Warp is still working on new content for the game at least. Sadly C:MD is a niche game with a small community so unfortunately there's just not many people interested in modding it, let alone making new cars for it since it can be a massive job depending on the quality you go for (especially if you want to make something that matches the official cars).
Personally speaking, I'd like to make cars for C:MD if it was in better shape, but even now C:MD has critical flaws which still make the gameplay often infuriating, and these issues are hardcoded so I can't fix them. Namely it's the anti-fun AI and slippery blood pools. There are other issues that constantly annoy me (like the non-randomised music and the fact that headlight shadows are completely broken), but if the issues with the AI and blood were fixed in particular then I think I'd enjoy making new cars.
So for me as of right now (and probably forever onwards if these issues aren't patched in the future) I don't think it's worth the time. I wouldn't be surprised if there are plenty of others who would make new content but feel the same way about the game.