STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [13/08/2022]

The 2016 reincarnation of Carmageddon! Discuss, mod and troubleshoot!
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Shokomi
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Re: STShotgun's C:MD Overhaul v0.9.6 - 29/03/2022

Post by Shokomi »

Hey Cheers to you STShotgun.

I am having trouble with mods again. Despite i have the Beta release, when i insert Zad files and start the game it says that i messed around with the files and I am unable to load your mod but the Pup mods work for some reason.

And btw where can i download your new mod version?
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Re: STShotgun's C:MD Overhaul v0.9.6 - 29/03/2022

Post by STShotgun »

Shokomi wrote: Tue Mar 29, 2022 7:00 pm I am having trouble with mods again. Despite i have the Beta release, when i insert Zad files and start the game it says that i messed around with the files and I am unable to load your mod but the Pup mods work for some reason.
What mods do you have loaded in the ZAD folder?

Shokomi wrote: Tue Mar 29, 2022 7:00 pm And btw where can i download your new mod version?
Same place in the OP as before
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Re: STShotgun's C:MD Overhaul v0.9.6 - 29/03/2022

Post by Shokomi »

Ok, weird, I Tryed your update and now it seems to work.

Other mods? well

The 80s car mod and the pups upgrade and the pups add on i think...
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Re: STShotgun's C:MD Overhaul v0.9.6b - 02/04/2022

Post by STShotgun »

To coincide with '80s Time Warp's Compatibility Patch update, I've released a minor update for v0.9.6 too :smile:

Changelog:
► Show Spoiler
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [07/04/2022]

Post by STShotgun »

Decided to start putting up dev versions of the Overhaul if anyone wants to try them. :smile: They're just below the Download section on the OP.

There's also a link to a WIP Megapack patch, which you run alongside the current Megapack-Overhaul compatibility patch.

I won't be making a post for each dev update, so just check the dates in the title for a new version. :smile:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [07/04/2022]

Post by Shokomi »

STShotgun I wrote on your new thread. Did you see it?

Cheers!!!
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [07/04/2022]

Post by Avallach »

Hello!

First thank you for this amazing overhaul, I've played over 10 hours with it already and I'm having a blast. The speed sensation, the damage, everything feels in place and the balance is great!

If I may bother you about one change only:

"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"

I'm ok with the other game modes, but for classic it feels a bit weird sometimes imo, one car is fighting you then he suddenly drive away and another one goes after you and this repeats over and over in a very coordinated way, I would prefer the good old mess in classic mode if possible.

I would like to know if it's straightforward to change this behavior, and if yes which file/value I should edit. Thanks again!
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [07/04/2022]

Post by STShotgun »

Shokomi wrote: Sat Apr 16, 2022 7:07 pm STShotgun I wrote on your new thread. Did you see it?
Yup, just replied :smile:

Avallach wrote: Sun Apr 17, 2022 11:14 pm Hello!

First thank you for this amazing overhaul, I've played over 10 hours with it already and I'm having a blast. The speed sensation, the damage, everything feels in place and the balance is great!
Cheers, I appreciate it :beer:

Avallach wrote: Sun Apr 17, 2022 11:14 pm If I may bother you about one change only:

"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"

I'm ok with the other game modes, but for classic it feels a bit weird sometimes imo, one car is fighting you then he suddenly drive away and another one goes after you and this repeats over and over in a very coordinated way, I would prefer the good old mess in classic mode if possible.

I would like to know if it's straightforward to change this behavior, and if yes which file/value I should edit. Thanks again!
Yep it's pretty easy to change this. Go into the Scripts folder, then game_balancing.lua, then scroll down to the Classic Carma section.

Currently these are the AI settings in the Overhaul:

Code: Select all

AI_attackers_timer				= { easy = {time = 40			}, 			medium = {time = 40			}, 			hard = {time = 40			}, },
AI_attackers_count				= { easy = {count = 1			}, 			medium = {count = 1			}, 			hard = {count = 1			}, },
AI_opportunistic_timer			= { easy = {time = 60			}, 			medium = {time = 60			}, 			hard = {time = 60			}, },
node1_AI_attackers_timer		= { easy = {time = 40			}, 			medium = {time = 40			}, 			hard = {time = 40			}, },
node1_AI_attackers_count		= { easy = {count = 1			}, 			medium = {count = 1			}, 			hard = {count = 1			}, },
node1_AI_opportunistic_timer	= { easy = {time = 60			}, 			medium = {time = 60			}, 			hard = {time = 60			}, },

For vanilla it would be this:

Code: Select all

AI_attackers_timer				= { easy = {time = 17.5			}, 			medium = {time = 17.5		}, 			hard = {time = 17.5			}, },
AI_attackers_count				= { easy = {count = 2			}, 			medium = {count = 2			}, 			hard = {count = 2			}, },
AI_opportunistic_timer			= { easy = {time = 17.5			}, 			medium = {time = 17.5		}, 			hard = {time = 17.5			}, },
node1_AI_attackers_timer		= { easy = {time = 30			}, 			medium = {time = 30			}, 			hard = {time = 30			}, },
node1_AI_attackers_count		= { easy = {count = 1			}, 			medium = {count = 1			}, 			hard = {count = 1			}, },
node1_AI_opportunistic_timer	= { easy = {time = 60			}, 			medium = {time = 60			}, 			hard = {time = 60			}, },
So you could copy and paste that over to revert the AI's behaviour for Classic. :smile:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [07/04/2022]

Post by Avallach »

STShotgun wrote: Wed Apr 20, 2022 10:32 am
For vanilla it would be this:

Code: Select all

AI_attackers_timer				= { easy = {time = 17.5			}, 			medium = {time = 17.5		}, 			hard = {time = 17.5			}, },
AI_attackers_count				= { easy = {count = 2			}, 			medium = {count = 2			}, 			hard = {count = 2			}, },
AI_opportunistic_timer			= { easy = {time = 17.5			}, 			medium = {time = 17.5		}, 			hard = {time = 17.5			}, },
node1_AI_attackers_timer		= { easy = {time = 30			}, 			medium = {time = 30			}, 			hard = {time = 30			}, },
node1_AI_attackers_count		= { easy = {count = 1			}, 			medium = {count = 1			}, 			hard = {count = 1			}, },
node1_AI_opportunistic_timer	= { easy = {time = 60			}, 			medium = {time = 60			}, 			hard = {time = 60			}, },
So you could copy and paste that over to revert the AI's behaviour for Classic. :smile:
Wow, somehow I completely missed the "AI_attackers_count" line when I checked the file lol. Thanks a lot for answering and thanks again for the overhaul it honestly renewed my love for the game. All the best!
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [07/04/2022]

Post by STShotgun »

Avallach wrote: Wed Apr 20, 2022 9:17 pm Thanks a lot for answering and thanks again for the overhaul it honestly renewed my love for the game. All the best!
I'm glad to hear that, cheers :beer:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [05/05/2022]

Post by drnod »

What a great mod, feels very professional and totally not like a mod at all. The new AI is much more fun to scrap with esp when they do unexpected things like use pups.

If your open to suggestions may i suggest you put in a gatecrasher pup that lets you teleports to the biggest group of cars so you can get granite and then use the pup to teleport to a scrap?
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [05/05/2022]

Post by STShotgun »

drnod wrote: Sat May 07, 2022 7:47 am What a great mod, feels very professional and totally not like a mod at all. The new AI is much more fun to scrap with esp when they do unexpected things like use pups.
Thanks, I appreciate it :beer:
drnod wrote: Sat May 07, 2022 7:47 am If your open to suggestions may i suggest you put in a gatecrasher pup that lets you teleports to the biggest group of cars so you can get granite and then use the pup to teleport to a scrap?
That's a neat idea, though I'm not sure how it could be done in the game
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [19/05/2022]

Post by Eversmile »

STShotgun wrote: Mon May 09, 2022 2:12 pm
drnod wrote: Sat May 07, 2022 7:47 am If your open to suggestions may i suggest you put in a gatecrasher pup that lets you teleports to the biggest group of cars so you can get granite and then use the pup to teleport to a scrap?
That's a neat idea, though I'm not sure how it could be done in the game
How about teleporting all opponents to you?
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [19/05/2022]

Post by STShotgun »

Eversmile wrote: Tue May 24, 2022 8:52 am
STShotgun wrote: Mon May 09, 2022 2:12 pm That's a neat idea, though I'm not sure how it could be done in the game
How about teleporting all opponents to you?
Same issue really, I'm not sure how to implement a teleporting PUp :lol:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [05/06/2022]

Post by STShotgun »

Recently been messing around with a feature which allows the Blitzkrieger to turn while stationary. :smile:


I've also updated the link to the WIP update as well if anyone wants to try it. :smile:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [05/06/2022]

Post by Eversmile »

STShotgun wrote: Sun Jun 05, 2022 10:42 pm Recently been messing around with a feature which allows the Blitzkrieger to turn while stationary. :smile:


I've also updated the link to the WIP update as well if anyone wants to try it. :smile:
great idea
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by hazardic »

hey just wonder - is there a separate mod for this possibility by Trent "There's an option to have more or less than 5 opponents in Freeplay"? i do remember there was one as standalone but i can't find any for now... was it at all?...
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by STShotgun »

hazardic wrote: Thu Jun 09, 2022 7:02 pm hey just wonder - is there a separate mod for this possibility by Trent "There's an option to have more or less than 5 opponents in Freeplay"? i do remember there was one as standalone but i can't find any for now... was it at all?...
Here it is. I found the old standalone mod but it didn't work right since it was still a WIP at the time, so I used an updated script for it and tweaked a couple of things. I tested it a few times before posting here and it worked fine so hopefully it'll continue to do so. :smile:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by hazardic »

STShotgun wrote: Fri Jun 10, 2022 11:18 am
hazardic wrote: Thu Jun 09, 2022 7:02 pm hey just wonder - is there a separate mod for this possibility by Trent "There's an option to have more or less than 5 opponents in Freeplay"? i do remember there was one as standalone but i can't find any for now... was it at all?...
Here it is. I found the old standalone mod but it didn't work right since it was still a WIP at the time, so I used an updated script for it and tweaked a couple of things. I tested it a few times before posting here and it worked fine so hopefully it'll continue to do so. :smile:
wow! thanks a bunch :rockon: though will it work with non overhauled and non-beta patch, since there is lua files instead of lol?
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by STShotgun »

hazardic wrote: Fri Jun 10, 2022 11:39 am wow! thanks a bunch :rockon: though will it work with non overhauled and non-beta patch, since there is lua files instead of lol?
You're welcome :smile: I didn't think about the non-beta version actually. lua files can't seem to replace lol files, so I've just updated the mod to include lol files too. I don't have a copy of the non-beta version so I can't test it, but hopefully it'll work. :smile:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by hazardic »

STShotgun wrote: Fri Jun 10, 2022 11:51 am
hazardic wrote: Fri Jun 10, 2022 11:39 am wow! thanks a bunch :rockon: though will it work with non overhauled and non-beta patch, since there is lua files instead of lol?
You're welcome :smile: I didn't think about the non-beta version actually. lua files can't seem to replace lol files, so I've just updated the mod to include lol files too. I don't have a copy of the non-beta version so I can't test it, but hopefully it'll work. :smile:
ok thanks. and last question about this - what should i see and/or turn on to make it happen let's say appear 9 opps? i mean - what's the way i see the mod is working?
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by STShotgun »

hazardic wrote: Fri Jun 10, 2022 12:07 pm ok thanks. and last question about this - what should i see and/or turn on to make it happen let's say appear 9 opps? i mean - what's the way i see the mod is working?
After dropping the zad in, you just go to the Advanced Options in Freeplay and you should see a bunch of new settings there
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by hazardic »

STShotgun wrote: Fri Jun 10, 2022 12:11 pm
hazardic wrote: Fri Jun 10, 2022 12:07 pm ok thanks. and last question about this - what should i see and/or turn on to make it happen let's say appear 9 opps? i mean - what's the way i see the mod is working?
After dropping the zad in, you just go to the Advanced Options in Freeplay and you should see a bunch of new settings there
nope, new options here...
sign*
welp seems i have to apply beta patch. didn't want it until it will be final
the main issue in this story is that CarmodgeddonUpdater from Trent ain't available so having a bunch of mods i should figure out how to repack'em by myself
Edit: it works only after renaming scripts.zad and while i stored there some of my car lol edits now i just wonder how to make'em work again
Last edited by hazardic on Fri Jun 10, 2022 1:23 pm, edited 1 time in total.
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by STShotgun »

hazardic wrote: Fri Jun 10, 2022 12:07 pm nope, new options here...
Did you rename scripts.zad to something else? (e.g. scripts_.zad)

I installed the GOG version of C:MD to test it, at first it didn't work but then I remembered someone at Stainless made a pointless change to C:MD, so script mods won't load if scripts.zad isn't renamed. Once it was renamed, it worked :smile:
hazardic wrote: Fri Jun 10, 2022 12:07 pm welp seems i have to apply beta patch. didn't want it until it will be final
Unfortunately it's not worth waiting for the experimental patch to be finished because it's not likely it'll ever be finished. Stainless were on the path to finish it but they sold the IP before they could do so. :sad:
hazardic wrote: Fri Jun 10, 2022 12:07 pm the main issue in this story is that CarmodgeddonUpdater from Trent ain't available so having a bunch of mods i should figure out how to repack'em by myself
I know there's something up with the Carma Tools site which causes browsers to block downloads from it, so I've upped it to Google Drive if you need it. :smile:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by hazardic »

STShotgun wrote: Fri Jun 10, 2022 1:16 pm
hazardic wrote: Fri Jun 10, 2022 12:07 pm nope, new options here...
Did you rename scripts.zad to something else? (e.g. scripts_.zad)


I installed the GOG version of C:MD to test it, at first it didn't work but then I remembered someone at Stainless made a pointless change to C:MD, so script mods won't load if scripts.zad isn't renamed. Once it was renamed, it worked :smile:
yeah i edited my previous post to highlight it that i also did remember it :smile:
STShotgun wrote: Fri Jun 10, 2022 1:16 pm Unfortunately it's not worth waiting for the experimental patch to be finished because it's not likely it'll ever be finished. Stainless were on the path to finish it but they sold the IP before they could do so. :sad:
right! so seems at least your overhaul should be final
STShotgun wrote: Fri Jun 10, 2022 1:16 pm I know there's something up with the Carma Tools site which causes browsers to block downloads from it, so I've upped it to Google Drive if you need it. :smile:
thank you so much - i will need it since obviously beta patch is a must

anyway, the rest of the questions which bother me - should i somehow rename zad file to make work my own edits with edited Car_stats.xml and a bunch of vehicle_setup.cfg?
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by STShotgun »

hazardic wrote: Fri Jun 10, 2022 1:28 pm yeah i edited my previous post to highlight it that i also did remember it :smile:
I see, I thought you meant "No new options here" :lol:
hazardic wrote: Fri Jun 10, 2022 1:28 pm anyway, the rest of the questions which bother me - should i somehow rename zad file to make work my own edits with edited Car_stats.xml and a bunch of vehicle_setup.cfg?
I think scripts.zad is the only thing that needs to be renamed if you're using the non-beta version, then any other kind of mod should work. Just make sure your mods get loaded last (e.g. start the file name with z_mod_[*].zad, etc)

It's also worth pointing out that you don't need to rename scripts.zad for the beta patch, thankfully :smile:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [06/06/2022]

Post by hazardic »

STShotgun wrote: Fri Jun 10, 2022 1:47 pm

It's also worth pointing out that you don't need to rename scripts.zad for the beta patch, thankfully :smile:
exactly why this patchy should be selected :smile:
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [25/06/2022]

Post by CzechDeath »

Allright

Now that I gave it 10 solid hours I gotta say. The vehicular combat is finally the sutisfying good old carmageddon, No longer it is like trying to hit two lubed up boxer gloves together, Now the heavy vehicles are tough, heavy and have serious torque!

Just like it was in the old carmas. Not glass cannons that can get stopped by CUNT. No this feels as it should.

This excellent ballancing and amazing car overhaul ensures me even more in my position that the humongous amount of old and new pups need to take a back seat to let the car combat shine.

Regular car's handling and acceleration feels more modern and on point and the current map design actually feels like it was designed for cars that can handle like this, I can't explain it, but the way the cars now turn and drift, very often compliments the turns and twists and the jumps in the maps.

Camera could sit bit higher overall, but the fov and sense of speed is all there.

Suggestions requests: CUNT needs to go back to being a joke car. (restored vanilla settings of CUNT and I personally like that better) Anihilator needs to be lighter. Find out how Mad Mike added the pneumatic brakes sound effects to his truck and add those amazing effects to heavy vehicles (Plow, APC, Supbpressor, Super Suppressor, Rig O Mortis)
Renew mortar and mine self damage (not your fault - off in vanilla aswell)

SUPER AMAZING HIGHLIGHTS!: Your choice to make Plow's Bucket non-flappable is *CHEFS KISS*. Making Subpressor's brakes actually effective is great choice. I mean it was very funny Stainless, but in the long run it was fkin bullshit and I had to tell my mom! The rig O mortis finally feels like a truck. It was so underwhelming in vanilla so thank you!

And lastly the impossilbe - it would be amazing if there was a way to fix the fucked up renderer - namley the broken headlight shadows (and other dybamic shadows - casted by lamps etc. Just play reincarnation for sec and you will see immidietly what I mean) and also the horrid LOD/culling - The chain of the mines appears like 2m in front of the car, and lot lot more horrid popup, blury textures etc.)
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [25/06/2022]

Post by STShotgun »

Thanks for the feedback :smile:

CzechDeath wrote: Mon Jun 27, 2022 3:43 pm Camera could sit bit higher overall, but the fov and sense of speed is all there.
The camera is something I'm experimenting a lot with but I'm probably gonna raise it a bit for the next update.

CzechDeath wrote: Mon Jun 27, 2022 3:43 pm Suggestions requests: CUNT needs to go back to being a joke car. (restored vanilla settings of CUNT and I personally like that better)
Reverting the CU:NT back to vanilla is not something I'd like to do for the main mod, though there's still tweaking to be done for its current form. You could include the vanilla setup.lua and Structure.xml in a personal addon, then replace the balancing lines in its Structure, which I think should work:

Code: Select all

CVehicleCharacteristics:Set_DefenceGeneral( 1.3 )
CVehicleCharacteristics:Set_DefenceAgainstCars( 0.5 )
CVehicleCharacteristics:Set_Offence( 0.2 )
CVehicleCharacteristics:Set_ValueFactor( 2 )
(Obviously if you manually change the numbers then just make sure to remove the -- at the beginning of the lines, otherwise it'll be commented-out.)

CzechDeath wrote: Mon Jun 27, 2022 3:43 pm Anihilator needs to be lighter.
tbh it took me a long time to fine-tune the balance for the Annihilator so it's useful compared to the other super-fast cars :lol: The issue with the Annihilator is that its hot-rodded handling makes it much more of a chore and a pain to use, especially compared to something like the Siamese Dream.

When its weight is too little, it tends to suffer from C:MD's signature greased-up combat xD So often I'd try to attack an opponent and I'd just ping to the side instead because the game wasn't happy with me not being perfectly lined-up.

Over the course of developing the mod I've gradually increased the weight to lessen this issue, and I think I've hit the sweet spot where it might have pretty unstable handling, but it's still effective against enemies. Now I can reliably charge into enemies and actually smash them.

CzechDeath wrote: Mon Jun 27, 2022 3:43 pm Find out how Mad Mike added the pneumatic brakes sound effects to his truck and add those amazing effects to heavy vehicles (Plow, APC, Supbpressor, Super Suppressor, Rig O Mortis)
This isn't something I'd like to add to my mod tbh, but if you're using a personal addon alongside the Megapack, you can add this bit of code to a vehicle's Structure.xml to add those sounds:

Code: Select all

CVehicleCharacteristics:Set_AerofoilOpenSound("Truck_Air_Brakes_Release")
CVehicleCharacteristics:Set_AerofoilCloseSound("Truck_Air_Brakes_Deploy")
CVehicleCharacteristics:Set_AerofoilSoundLump("c_Body")
CVehicleCharacteristics:Set_AerofoilUpSpeed( 1.0 )
CVehicleCharacteristics:Set_AerofoilDownSpeed( 0.5 )

CzechDeath wrote: Mon Jun 27, 2022 3:43 pm Renew mortar and mine self damage (not your fault - off in vanilla aswell)
This is something I've thought about for a while, it's on my to-do list :smile:

CzechDeath wrote: Mon Jun 27, 2022 3:43 pm And lastly the impossilbe - it would be amazing if there was a way to fix the fucked up renderer - namley the broken headlight shadows (and other dybamic shadows - casted by lamps etc. Just play reincarnation for sec and you will see immidietly what I mean)
As much as I'd love to see the downgrades reverted, we really do need Stainless for it :sad:
(or maybe if we're super lucky another modder could fix the headlight shadows issue, but it's definitely not something I can do)

There are plenty of things I'd like to see reverted actually, such as the ambient occlusion (C:R's looked a million times better), the motion blur (I might've found a way to enable it for C:MD again, but it's still not that good compared to C:R's iirc), and above all, the car reflections.

That was the biggest disappointment for me, I was looking forward to seeing C:MD's new cars with those sexy reflections from C:R, but nope, that was all gone. Imagine spending so much effort to make the cars look really good, only to make them look worse later on xD

CzechDeath wrote: Mon Jun 27, 2022 3:43 pm and also the horrid LOD/culling - The chain of the mines appears like 2m in front of the car, and lot lot more horrid popup, blury textures etc.)
Not sure if this is something that can be done from the mod's end atm. You might've seen this guide for setting the LoD, if you've tried it does it not fix the issue?
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CzechDeath
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [25/06/2022]

Post by CzechDeath »

Yeah,

That graphical downgrade hit me hard too - it is not even full downgrade, some of it really is just fucked up expedition/export. Like the dynamic shadows are there, they are just being culled all the time cause of wrong settings in level files (found out by trent) - there even is still quallity settings for that in the menu.

Back then when I was making the comic, I got my hands the build that still ran on CR - ambient oclussion and underwater shadows bug as well as poor reflections all that was already downgraded. I told the devs it is very noticable, and basically first they didnt know what I mean xD - classic and then it was like PC will have CR quallity, this is for consoles. (which made no sense xD)

So I am in the same camp as you - they finally polished up CR, made it look and work amazing and then fucked it up in CMD instead of expand the good version they had.

and Im not even talking about broken detailed models in several levels (pipes, fans, missing store textures etc) and broken cardans (they don't spin in CMD) ...

Maybe one day if I learn to mod better, I could backport CMD content to CR. (cars, levels - dont need cyclists xD or trailers)

SIGH what a mess and what a shame.

THank for the guide link - I did not know about that one. =) gonna check it out
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glide
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [25/06/2022]

Post by glide »

Is there a way to modify the powerups? I tried changing some values in the ZAD file (xml files) and it doesn't do anything.
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [25/06/2022]

Post by STShotgun »

glide wrote: Wed Aug 03, 2022 8:39 am Is there a way to modify the powerups? I tried changing some values in the ZAD file (xml files) and it doesn't do anything.
Assuming you're only trying to mod the vanilla PUps, are you modifying the 'PISFix' files too? Most of the vanilla PUps have a duplicate which keeps the PIS selection from breaking. They're what you actually pick up in the game, the regular/non-PISFix versions are basically dummy files.

A handful of PUps also have different versions for different modes (e.g. labelled with 'Classic' for Classic Carma, or 'Comp' for competitive). Just make sure you mod each respective version of a PUp and it should work.
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [25/06/2022]

Post by glide »

STShotgun wrote: Wed Aug 03, 2022 7:45 pm
glide wrote: Wed Aug 03, 2022 8:39 am Is there a way to modify the powerups? I tried changing some values in the ZAD file (xml files) and it doesn't do anything.
Assuming you're only trying to mod the vanilla PUps, are you modifying the 'PISFix' files too? Most of the vanilla PUps have a duplicate which keeps the PIS selection from breaking. They're what you actually pick up in the game, the regular/non-PISFix versions are basically dummy files.

A handful of PUps also have different versions for different modes (e.g. labelled with 'Classic' for Classic Carma, or 'Comp' for competitive). Just make sure you mod each respective version of a PUp and it should work.
Yes I tried changing the PISFix files also and it doesn't do anything.

Edit: tried in Death Race mode and it works :cool:
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pantheon0918
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [13/08/2022]

Post by pantheon0918 »

Hi I love you STS shotgun
Finally I can relive my childhood in satisfaction

The whole team of the developer should all be fired and have you on the team at the first place

One question tho , do this mod affect getting steam achievements? I only have 0.97 installee
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Re: STShotgun's C:MD Overhaul v0.9.6b [02/04/2022] / v0.9.7 WIP [13/08/2022]

Post by STShotgun »

:beer:
pantheon0918 wrote: Thu Aug 18, 2022 12:22 am One question tho , do this mod affect getting steam achievements? I only have 0.97 installee
Unfortunately having any mod will disable the ability to earn achievements.