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Topic: Custom Car Pack 1 (Read 69932 times)
Purple44
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Posts: 3661
Re: Custom Cars Number Avabilities!
«
Reply #180 on:
May 02, 2007, 09:22:00 PM »
Here the patch I used:
patch1.bfs
CustomCarMod_v1_2.bfs
SingleRaceOptions_90cars.bfs
fo2trackpackfinal-1.bfs
reverse-tracks-final.bfs
CustomCarModCarPack1.bfs
I don't see CustomCarMod_v1_2.bfs in your patch file. You need this bfs for the carpack to work. The FO 2 track pack has a tweak version of the database from the CustomCarMod_v1_2.bfs. That why you see cars listed in car select menu in game, but you are missing the rest of the files to make Custom Car Mod work.
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Here a link to thread of my first track for Flatout:
Obstacle course track for FOv3 - page 2
Take many helping hands to make your first track.
drag_racer
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Canadian Drag Racer
Re: Custom Cars Number Avabilities!
«
Reply #181 on:
May 02, 2007, 09:28:00 PM »
oh, I just thought that you guys would've included the Custom Cars Mod with the Car pack.
Maybe you should for the final version.
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Shadow
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Re: Custom Cars Number Avabilities!
«
Reply #182 on:
May 03, 2007, 04:00:56 AM »
We can't put any script files in the carpack,aka anything car mod,, what happens when car mod updated etc,, then the carpack would overrite car mod with older files,, soooo lol have to keep separate
Also , once the car mod updated,, the trackpack final will no longer work properly as the database included in trackpack. So if an update to database used in an updated carmod, trackpack will need a re release
«
Last Edit: May 03, 2007, 04:02:40 AM by Shadow
»
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GulBroz
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Re: Custom Cars Number Avabilities!
«
Reply #183 on:
May 03, 2007, 07:06:22 AM »
Quote from: Shadow on May 02, 2007, 10:46:44 AM
Gulbroz also sent a "car name mod" which rocks.Now as you scroll thru the cars, the car names appear instead of car 46, car 47 etc. So all the name files are in the pack, only we need to update custom car mod for the scripts to work the car names, or have name mod.bfs included with carpack1 rar to add into patch file
I'll try to update CustomCarMod tonight, with the name mod (making an "unofficial" V1.3 from V1.2 - we'll have to take care that Muratus starts with this new one if he extends the number of cars above 90...).
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kolnedra
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Re: Custom Cars Number Avabilities!
«
Reply #184 on:
May 03, 2007, 11:11:13 AM »
okay me and my friend did some testing, about 10 cars work, the others dont, when we choose them, it changes them to an original one like the kart changes into the crusader when chosen, and this with pretty much every car, which quite sucks =(
note: this was on lan
mods installed: mur's full roam, carpack, carmod
thats all, any other people have this problem as well ?
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Purple44
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Re: Custom Cars Number Avabilities!
«
Reply #185 on:
May 03, 2007, 12:50:46 PM »
Kkolnedra, please open your filesystem and patch files and copy what listed and paste into a post here so we can take a look at the actually bfs file you are loading.
And you are using CustomCarMod_v1_2.bfs ( v1.2 )?
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Here a link to thread of my first track for Flatout:
Obstacle course track for FOv3 - page 2
Take many helping hands to make your first track.
Purple44
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Posts: 3661
Re: Custom Cars Number Avabilities!
«
Reply #186 on:
May 03, 2007, 12:54:33 PM »
All 45 skin #2 started without an error.
Hmm nobody stepping forward to test today, skin #4 on all the 45 custom cars?
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Here a link to thread of my first track for Flatout:
Obstacle course track for FOv3 - page 2
Take many helping hands to make your first track.
GulBroz
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Re: Custom Cars Number Avabilities!
«
Reply #187 on:
May 03, 2007, 02:16:14 PM »
Quote from: Shadow on May 02, 2007, 10:46:44 AM
Well carpack1 compiled into one .bfs weighing in at 516 meg roughly using gulbroz's 1.3 smartpacker. If it were not for gulbroz, the pack would weigh in at 1.01 gig lol with the 1.2 packer.
Are you sure the .bfs you send to Purple (and that is hosted at
www.shackspace.com
) is the one packed with V1.3 bfspacker? Because the .bsf I extracted is 1GB...
BTW, the CustomCarMod_v1_3.bfs is ready (see attachment). Only thing changed since V1.2 is some moded scripts (10 new ones, and 2 that were already there and where I added the name mod). The database is the same...
I'll try to test skin#4 on new cars.
@drag_racer: no tire proble here, using this patch file:
Code:
patch1.bfs
CustomCarMod_v1_3.bfs
fo2trackpackfinal-1.bfs
CustomCarModCarPack1.bfs
fo2camsfinal.bfs
nointromovies.bfs
Maybe you should add CustomCarMod (V1.2 or V1.3) to your patch file...
Edit:
!! ATTENTION !!
The initial CustomCarMod_v1_3.bfs file was buggy (in fact, not really, but it did not work without the CustomCarPack1.bfs because of missing files with default car name - the "Car NN" names).
For the 2 people that downloaded the file, please get the new one (same link below), that's you Purple, and a mysterious one...)
Sorry for the inconvenience...
«
Last Edit: May 03, 2007, 05:05:50 PM by GulBroz
»
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Purple44
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Re: Custom Cars Number Avabilities!
«
Reply #188 on:
May 03, 2007, 03:30:07 PM »
Just tried out v1.3 of custom car mod and it compatible with FO 2 Track Pack.
It great having the names of these cars in game. Half the cars I don't know what kind of car they are.
THANKS GulBroz for this tweak!!!!
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Here a link to thread of my first track for Flatout:
Obstacle course track for FOv3 - page 2
Take many helping hands to make your first track.
GulBroz
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Posts: 644
Re: Custom Cars Number Avabilities!
«
Reply #189 on:
May 03, 2007, 05:14:30 PM »
Just finished testing skin#4 on all new 45 cars, they're all working
But I found a problem with car#76 (1975 Nova):
1) Engine is at full rpm all the time, once you have accelerated to full speed
2) It looks like something prevent the car from accelerating (top speed 200km/h at end of "drag strip" track)
I checked also with just the bfs for that car: car76_1975ChevyNova_v1_1.bfs (from the dowload section); it's the same
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Purple44
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Re: Custom Cars Number Avabilities!
«
Reply #190 on:
May 03, 2007, 05:15:50 PM »
Ok I got the updated version of CustomCarMod_v1_3.bfs.
My money on Heddly as the "mysterious one".
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Here a link to thread of my first track for Flatout:
Obstacle course track for FOv3 - page 2
Take many helping hands to make your first track.
Heddly
FOJ Supporter
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Posts: 1997
Heddly's Splace
Re: Custom Cars Number Avabilities!
«
Reply #191 on:
May 03, 2007, 05:34:14 PM »
Quote from: Purple44 on May 03, 2007, 05:15:50 PM
Ok I got the updated version of CustomCarMod_v1_3.bfs.
My money on Heddly as the "mysterious one".
I got the update,going to test when I get home from work.I'll see what skin is left then.
Hope you had a lot of money on me Purple.
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My Real Cars
drag_racer
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Posts: 1214
Canadian Drag Racer
Re: Custom Cars Number Avabilities!
«
Reply #192 on:
May 03, 2007, 06:05:15 PM »
Quote from: GulBroz on May 03, 2007, 05:14:30 PM
But I found a problem with car#76 (1975 Nova):
1) Engine is at full rpm all the time, once you have accelerated to full speed
2) It looks like something prevent the car from accelerating (top speed 200km/h at end of "drag strip" track)
Heddly, do you think you could check to see what is causing that?
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Heddly
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Heddly's Splace
Re: Custom Cars Number Avabilities!
«
Reply #193 on:
May 03, 2007, 06:21:58 PM »
I'll have a look at it drag_racer.
I have started testing skin3.
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My Real Cars
Shadow
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Posts: 2174
Re: Custom Cars Number Avabilities!
«
Reply #194 on:
May 04, 2007, 04:10:30 AM »
LOL Drag, that was mentioned to you before and you stated you wanted it that way
I'm not looking back in posts,, but someone mentioned it I believe in a thread.
Gulbroz, I only have your version of packer /unpacker on my system.
Well something got fouled , my last pack into .bfs was just over 500 meg, then I dropped in the car names files which you sent instead of the names i made, since I put 67 mustang, where you had 1967 mustang etc. Liked it better and repacked... lol my bfs is a gig too.
edit: Gul, I think I broke the packer lol, twice in a row now it packs as a gig in size.
«
Last Edit: May 04, 2007, 04:22:04 AM by Shadow
»
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