short answer is no, the longer answer is very long.
when i began modding this game, you couldnt do the things ive done to ultimate carnage. years have passed since then and a talented modder took on the challenge to make car modding (also tracks) possible. but its not as simple as taking 1 car from fo2 mod and plopping it onto ultimate carnage. they might use the same engine, but from a technical and artistic standpoint the games differ much.
ultimate carnage uses specular and normal maps, has much higher definition vehicles and are textured differently. if you put a fo2 mod as it is into ultimate carnage, it would stand out like a sore thumb. my quality standards dont allow me to push that out.
if your question was will i make new cars for ultimate carnage, the answer probably would still be no as the tools for ultimate carnage are very experimental by nature. i also dislike ultimate carnage for other various reasons
there is no anticheat to stop you from connecting to multiplayer. there is however logic from stopping you from playing with stock game. any mod for flatout2 that alters scripts and/or database affects online - it makes you matchmake with people also using the same mod.
the problem the guy has here went unanswered for years because it more reads out like he cannot stay connected to a lobby due to poor internet connection. thats just the nature of the game
This is ridiculous that your mod does not support Windows 7. What is the reason? This is just set of new cars, why do you doing such kind of limitations? It worth mentioning this game originally designed for Windows XP. With this mod you show disrespect for all retro owners which kind of bad (unless you are one of those AI BS or new generation of "javascript coders" in MS)
having windows 7 unsupported is not my doing. this "just a set of new cars" is a very limited way of looking at what the mod does. i had someone else write code for me because of my lack of coding capabilities and this problem stems from there. the module un-supporting windows 7 is the winmm.dll file which is a hook required for the "FlatOut2_selo_1.5.6_gcp.dll" file to work. and that file is mandatory for handful of features, including stuff for cars.
There however is a solution for the problem in hand. winmm.dll file included in the mod is written by someone called xnyadev. But there is a different winmm.dll file written by ThirteenAG, which supports windows 7. not sure about windows xp though. you can acquire this winmm.dll from a mod called zpatch, and then replace the winmm.dll file from it with mine, and then rename FlatOut2_selo_1.5.6_gcp.dll to FlatOut2_selo_1.5.6_gcp.asi and then it should all function as normal. i dont know wether im allowed to link zpatch or not, but you can find it by just googling "flatout 2 zpatch".
as to why the non-windows7-supporting winmm.dll is included in the first place is a very, very long story. not to mention nexusmods is just a small window to whats going on with my mod. whats actually happening is mostly over on flatout joint discord. for example the windows7 problem and the solution is already noted on the version 1.7.3 of the mod, which i havent uploaded yet here because its an absolute nightmare to serve more than a single platform, both to same degree of time and care.
and to your "(unless you are one of those AI BS or new generation of "javascript coders" in MS)" comment, id like to see you model cars from scratch, and then texture them from scratch, and THEN code neccessary changes needed to make the mod feel more complete. nothing in this mod was achieved easily and id like you to show respect for the division of work required to climb where the mod currently sits.
Sorry for being rude. You made a great job overall this mod is really fun, btw proposed solution fixed it for Windows 7. I did not want to insult, but first expression from endless failures of software which should not failure (there is no Dx13, Vulkan 3, VR, any other unneeded technology, no any dumb reason to prohibit execution on older OS) made me write original post.
Hey, just gonna say that, this mod is... Awesome as hell. it's perfect to add and use a new extra cars, including FO1 cars, FOUC cars, Vanilla+ cars, etc.
But if you're busy enough, you don't have to answer or reply, i'm just gonna ask you questions:
1. Is there gonna be 1.5 version or 2.0 version? 2. Will you gonna add a new cars from Flatout Tech Demo (from 2002), like Beetle and Skull? In a new version? I mean 1.5 or 2.0 3. Do you have some plans to update it? Like updating Fiat 126? 4. Is there a possible way to port this mod to Ultimate Carnage? 5. Can you change FO1 Steering (a bonus car)'s model? Because it feels really weird to see that FO1 Ranker 1 and FO1 Steering have the same model car. 6. How do you make these cars? For example: a model cars? i mean these models like Infernus, Fiat 126, etc.
If you're busy, then I don't want to bother you. Do what you want, I don't want to disturb you in your affairs, so do your thing, and I will greet you. Have a nice day!
1. yes, there already is a version 1.5 that is in beta stages. it includes flatout1 tracks, an updated uc chili pepper and clio v6. it isnt added here because again, its just a beta. u can find it in the flatout joint discord server if you so please. 2. getting my hand on them is 1 problem, and getting them to work and look nice is another. i would consider them in the future (like maybe months or a year from now). i do however not wish to port more UC cars as theyre very painful to work on, but grinder/bonecracker still could end up in my pack. 3. yes, not now though 4. no, there are simply no tools to mod that game 5. the fo1 steering is there to demonstrate well... fo1 steering, that was the easiest execution i came up at the time and kept it as is, i dont know what i would change it to other than a fo1 car. 6. i make them in blender, and port them to the game using zmodeler2. its not the easiest process and i dont have time to assist anyone with it, but if you tried im sure you'd get the hang of both.
bonus: im currently working on alpine a610 gta, speedbird gt from ncg(next car game aka wreckfest) and few other cars that are in the concept stage that will also be in 1.5. we occasionally play multiplayer with the current beta release of 1.5 and we've done so with every release before this one. this page serves more of just a mirror to the mod and a small window whats going on in flatout joint discord server.
Hello! Mod Works Fine, just there are 2 bugs, 1. I can only access Your Special Cars in Career mode (they dont appear in single race, single derby) 2. They HAVE NO SMALL PREVIEW Logos, like original cars.
I hope you fix it, or send me a way how to fix this bug.
first issue is because there is no game trigger to unlock the add-on cars, it is common practice that you use a different career profile and use GIEVEPIX cheat to play with the cars.
"They have no small preview logos" ? they do. this bug might have occured if you installed the game in filesystem instead of patch. Put the pack in patch after patch1.bfs or you might run into even more issues other than just "no logos".
there is no such thing as "patch.ini", only "patch" and "filesystem" they are essentially what makes the game load an archive. filesystem is used for base archives. and patch is used for when they made updates to the game such as 1.1 and 1.2 etc. if your game has neither patch or filesystem, it must mean that your game is unpacked. it is not recommended that you play unpacked as it is slower, and to play with my car pack- in unpacked state you would have to use bfs unpacker tool. my advice is that you buy the game from steam or acquire a better version of the game that is packed, and has a patch file.
unlikely, very unlikely. allthough there is a chance that eventually i will add all the ultimate carnage cars. im already working on a different mix of cars at the moment. currently about to finish supra abflug s900 that i modelled from scratch. also in progress is honda crx mugen that is scratch modelled aswell. there is bestia 1971 which is being slowly re-worked too, for being my first full-scale port. i also rebalanced fo1 cars and plan to rebalance few others. you can follow my progress in flatout joint over in discord.
28 comments
Is there a chance this mod getting ported too Ultimate Carnage too ?
It uses the same engine so idk if that is much work ?
ty for the mod btw^^
when i began modding this game, you couldnt do the things ive done to ultimate carnage. years have passed since then and a talented modder took on the challenge to make car modding (also tracks) possible. but its not as simple as taking 1 car from fo2 mod and plopping it onto ultimate carnage. they might use the same engine, but from a technical and artistic standpoint the games differ much.
ultimate carnage uses specular and normal maps, has much higher definition vehicles and are textured differently. if you put a fo2 mod as it is into ultimate carnage, it would stand out like a sore thumb. my quality standards dont allow me to push that out.
if your question was will i make new cars for ultimate carnage, the answer probably would still be no as the tools for ultimate carnage are very experimental by nature. i also dislike ultimate carnage for other various reasons
ye UC has some major downsides too
the problem the guy has here went unanswered for years because it more reads out like he cannot stay connected to a lobby due to poor internet connection. thats just the nature of the game
There however is a solution for the problem in hand. winmm.dll file included in the mod is written by someone called xnyadev. But there is a different winmm.dll file written by ThirteenAG, which supports windows 7. not sure about windows xp though. you can acquire this winmm.dll from a mod called zpatch, and then replace the winmm.dll file from it with mine, and then rename FlatOut2_selo_1.5.6_gcp.dll to FlatOut2_selo_1.5.6_gcp.asi and then it should all function as normal. i dont know wether im allowed to link zpatch or not, but you can find it by just googling "flatout 2 zpatch".
as to why the non-windows7-supporting winmm.dll is included in the first place is a very, very long story. not to mention nexusmods is just a small window to whats going on with my mod. whats actually happening is mostly over on flatout joint discord. for example the windows7 problem and the solution is already noted on the version 1.7.3 of the mod, which i havent uploaded yet here because its an absolute nightmare to serve more than a single platform, both to same degree of time and care.
and to your "(unless you are one of those AI BS or new generation of "javascript coders" in MS)" comment, id like to see you model cars from scratch, and then texture them from scratch, and THEN code neccessary changes needed to make the mod feel more complete. nothing in this mod was achieved easily and id like you to show respect for the division of work required to climb where the mod currently sits.
But if you're busy enough, you don't have to answer or reply, i'm just gonna ask you questions:
1. Is there gonna be 1.5 version or 2.0 version?
2. Will you gonna add a new cars from Flatout Tech Demo (from 2002), like Beetle and Skull? In a new version? I mean 1.5 or 2.0
3. Do you have some plans to update it? Like updating Fiat 126?
4. Is there a possible way to port this mod to Ultimate Carnage?
5. Can you change FO1 Steering (a bonus car)'s model? Because it feels really weird to see that FO1 Ranker 1 and FO1 Steering have the same model car.
6. How do you make these cars? For example: a model cars? i mean these models like Infernus, Fiat 126, etc.
If you're busy, then I don't want to bother you. Do what you want, I don't want to disturb you in your affairs, so do your thing, and I will greet you.
Have a nice day!
1. yes, there already is a version 1.5 that is in beta stages. it includes flatout1 tracks, an updated uc chili pepper and clio v6. it isnt added here because again, its just a beta. u can find it in the flatout joint discord server if you so please.
2. getting my hand on them is 1 problem, and getting them to work and look nice is another. i would consider them in the future (like maybe months or a year from now). i do however not wish to port more UC cars as theyre very painful to work on, but grinder/bonecracker still could end up in my pack.
3. yes, not now though
4. no, there are simply no tools to mod that game
5. the fo1 steering is there to demonstrate well... fo1 steering, that was the easiest execution i came up at the time and kept it as is, i dont know what i would change it to other than a fo1 car.
6. i make them in blender, and port them to the game using zmodeler2. its not the easiest process and i dont have time to assist anyone with it, but if you tried im sure you'd get the hang of both.
bonus: im currently working on alpine a610 gta, speedbird gt from ncg(next car game aka wreckfest) and few other cars that are in the concept stage that will also be in 1.5. we occasionally play multiplayer with the current beta release of 1.5 and we've done so with every release before this one. this page serves more of just a mirror to the mod and a small window whats going on in flatout joint discord server.
I did not include file extension with file name in "patch" file.
1. I can only access Your Special Cars in Career mode (they dont appear in single race, single derby)
2. They HAVE NO SMALL PREVIEW Logos, like original cars.
I hope you fix it, or send me a way how to fix this bug.
"They have no small preview logos" ? they do. this bug might have occured if you installed the game in filesystem instead of patch. Put the pack in patch after patch1.bfs or you might run into even more issues other than just "no logos".