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Emi Javi.
User deleted
emm en realidad el problema me lo hacia en algunos mapas , hasta en multiplayer desde mucho antes de que lo modificara ! Estaba virgen ! jajaja
Y si en el main street paso.
Esas fotos que aparecen arriba del foro de que carmageddon son ??? estan re buenas jaja !
A ver si entendi , lo que dice el readme sobre maps peds y cars ... supuestamente son agregados , Pero NO REEMPLAZADOS! cierto ?? osea no se elimino a nadie de lo original ??? osea se expandio !
Y los originales de las demos y otras , no salen en el readme porque no los hicieron ustedes ''???? es asi ???. -
.QUOTEY si en el main street paso.
Yo lo configuré para que aparezcan los peds comunes y los robots.QUOTEEsas fotos que aparecen arriba del foro de que carmageddon son ??? estan re buenas jaja !
Son unas cuantas, preguntame de alguna y yo te contesto.QUOTEA ver si entendi , lo que dice el readme sobre maps peds y cars ... supuestamente son agregados , Pero NO REEMPLAZADOS! cierto ?? osea no se elimino a nadie de lo original ??? osea se expandio !
Exacto, se expandió.QUOTEY los originales de las demos y otras , no salen en el readme porque no los hicieron ustedes ''???? es asi ???
A que originales te referís?
Y no me borrés los posts, tal vez haya gente con las mismas dudas.. -
QTZ.
User deleted
Removing all colored versions of Hawk and Eagle will cause problem in network mode. There must be at least 6 hawks and 6 eagles. Those cars are for fair play game - where each player have same car. (In SP there is beta version of Hawk II for colored versions which have Eagle II setup instead, so it's not fair anyway, but I have fixed this in MC1SE). If you don't want to play same cars for each player you can remove those cars, but set other to 'hawk' and 'eagle' to have at least 6 of both.
I have fixed a bug, but I have no time to make patch, so quick instruction here:
Open COLICIUM.TXT and search for:CODE21.9,3
(at end of file) and replace with this:CODE21.933
This will fix respawn outside track in network mode (I reported few days ago).
There is also 46 powerups not 45 as is set (Number of pedestrians).
I have noticed, you Mastro, has moved powerup barrels down on this track, but I think if you want them down this will be better to make copy and keep those at original position too, what you think?
Edit: added additional info.
Edited by QTZ - 3/5/2014, 22:29. -
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Ah cool, nice find. . -
QTZ.
User deleted
This is one of thousands similar errors I have found and fixed already (usually just "typos", but some are critical)
What about other bugs I mentioned? Those are 3D related, so I hope you will take care of them .
(I have added more info and question above). -
.I have noticed, you Mastro, has moved powerup barrels down on this track, but I think if you want them down this will be better to make copy and keep those at original position too, what you think?
Really? I don't remember doing that... it's weird.. -
Alex Self Apoc. 9.
User deleted
Hey! found a SUPER SUPER SUPER SUPER SUUUUPEER SIMPLE way...
to get Robots mode for Carma 1!
Simply rename 'BORING.TXT' into 'PEDESRTN.TXT'
and rename 'PEDESTRN.TXT' into 'BORING.TXT'
Replace all blood-skid marks with oil skid marks, and Replace the sound the robots make with the sound 'ARA' makes when it gets hit, It works for me.
I translated my ENTIRE MC1SE into Spanish, But I can't find the sound the robots make when they go 'BLAAH'
Could some one help?
I've been adding cars to my Carmageddon 1: Mastro like CRAZY. Currently have 118 cars ingame, counting hawks and eagle re-colours.
Found some textures that I could have mastro Modify 'VANELLOP.PIX'. -
QTZ.
User deleted
@Mastro
The barrels are on "down floor" instead of "upper" as is in other versions of C1... maybe you have taken this txt from such ancient version then?
@Alex
Robots in full mode (as you just set partially) and zombies are set up in MC1SE patch 3 - just run proper batch file to start. (Patch must be installed to fresh installation of MC1SE - don't use edited version - otherwise you will end with partially patched version). Without patch 3 you can run robots in limited mode - proper batch is included.
BTW: For regular C1 you may use Unofficial C1 Patch and set options you want (it switch *all* required files automatically) - also there are build-in translations (C1 only of course). You can learn there how to made proper translation for all texts in game.
To see which files are switched - look Swap Patch files - this is DOS based tool so need 8.3 path to work.
Edit: added Swap Patch info.
Edited by QTZ - 8/5/2014, 00:54. -
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Ya está en MODDB: www.moddb.com/mods/carmageddon-special-edition
Aunque no puedo subirlo al server de la web.. -
QTZ.
User deleted
1. There is still no patch 3 applied (it's same version so it's at least patch 3 compatible)
2. There is no info about patch 1
3. There is no info about patch 3 (+2 in one)
4. You have used my screen-shots which one of them shows one of patch 3 fixes (you may use those screens anyway if you like, however info is welcome).
5. You have used screen shot from moby-games which show regular Splat Pack... and moby-games logo...
6. Archive is unnecessary big - just use solid and best options - it give about 50% smaller rar for download.
7. Multi player mode work correctly (except for few single player add-on tracks which are without check-points), so this is also multi player.
8. To allow this work on modern PC there is only batch and reg included, but we still need to download wrappers separately, there is also no HD experimental expansion info.
9. I'm still finding bugs...
Please explain why you don't want patch 3? If there is something you don't like I will explain why I included that or remove if it's not necessary.. -
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Enlace ED2k para la prosperidad.
Carmageddon Special Edition 1.2.0.0
Suelo estar conectado casi siempre todos los días, si alguien usa emule por estos lares agradecería colaboración para tener así mas fuentes.
Mastro, en cuanto el enlace tenga algo de popularidad te aviso y lo pones en el primer post, o si quieres ponlo ya y así gana popularidad desde el foro, como veas.. -
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Gracias Kalcos. . -
csm 87.
User deleted
csm87: existe algún truco para reducir la gravedad en C1 . -
QTZ.
User deleted
"-" key (minus) from numpad switch to "Nice and Fluffy" mode on the fly during game play (in full, non boring mode). . -
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Tenés que ir a la carpeta DATA y luego editar GENERAL.txt en la parte donde dice: gravity multiplier. Reducís la gravedad al colocar un número negativo muy alto y la incrementás de manera inversa.QUOTE"-" key (minus) from numpad switch to "Nice and Fluffy" mode on the fly during game play (in full, non boring mode).
He's asking about the gravity..