Streets of Rage mod - Cadillacs & Dinosaurs

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  Cm_Blast on Wed Jul 22, 2015 4:30 pm

I got owned by the Barbons too. Even in the first Barbon boss fight can kill me one live (although I don't use the Up+C to avoid the throws), but I wasn't sure it is because they were so hard or if I'm just had the old habit in the Sor 5.1 (Playing in normal) when fighting 2 Barbons as Axel3 isn't a special threat.

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  HeroBorn on Tue Aug 11, 2015 8:05 pm

I haven't been here in a while! Smile I've never heard of Cadillac and Dinosaurs. I'll look into it. In the meantime, I'm downloading this mod now.
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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  Saven on Tue Aug 11, 2015 10:58 pm

HeroBorn wrote:I haven't been here in a while! Smile I've never heard of Cadillac and Dinosaurs. I'll look into it. In the meantime, I'm downloading this mod now.

Surprised

GO PLAY THE ORIGINAL NOW!!!!
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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  HeroBorn on Tue Aug 11, 2015 11:33 pm

Ok. Very Happy
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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  vince on Fri Aug 21, 2015 2:51 pm

Hi! Just test the new version.
For information, the mods that try to adapt a game with SorMaker are not the ones I prefer, because I feel the creators try to imitate the original game, more than doing a good mod (some details looks too artificial: the crushers with dinosaurs feet, the human/dinosaur hybrid played by a pink Mr. X...). But that is just my personal feeling, maybe this kind of mods are more appricated by people how played a lot to the original game.
Anyway... The mod is good to play, the maps are nice, and the customized objects are excellent! Strange the rolling stones make a mtal noise, but I think you don't have the choice.
So, thank you for this release.
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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  Cm_Blast on Fri Aug 21, 2015 3:44 pm

vince wrote:Hi! Just test the new version.
For information, the mods that try to adapt a game with SorMaker are not the ones I prefer, because I feel the creators try to imitate the original game, more than doing a good mod (some details looks too artificial: the crushers with dinosaurs feet, the human/dinosaur hybrid played by a pink Mr. X...). But that is just my personal feeling, maybe this kind of mods are more appricated by people how played a lot to the original game.
Anyway... The mod is good to play, the maps are nice, and the customized objects are excellent! Strange the rolling stones make a mtal noise, but I think you don't have the choice.
So, thank you for this release.

I always try to imitate the original, so if someone play the game and know that in stage X the stage starts with some dinosaurs, I want to give them those dinosaurs. I tried to use at least a similar feeling: the velociraptor only throws you (as Ash), the Triceratops looks big and threatening, but is really easy to avoid him (like Bongo).

Of course, would better If I choose exactly the enemies I want, but there are lots of mods doing that (I have some mods too using my own will to do it). This other type of mod is more oriented to make people think: "I'm not sure if I playing a Sorr mod based on C&D or a C&C hack with Sor characters in it".

Thanks for playing!

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  BigDarsh on Tue Aug 25, 2015 7:47 pm

vince wrote:Hi! Just test the new version.
For information, the mods that try to adapt a game with SorMaker are not the ones I prefer, because I feel the creators try to imitate the original game, more than doing a good mod (some details looks too artificial: the crushers with dinosaurs feet, the human/dinosaur hybrid played by a pink Mr. X...). But that is just my personal feeling, maybe this kind of mods are more appricated by people how played a lot to the original game.

I share your opinion overall, original mod have more appeal than tribute. In my case, I have played a lot capcom beat em up and this is what make the tribute formula frustrating some time. You miss a lot of feature like hidden items, pit combat, weapon management, destructible environement/layer. So when I play a tribute mod, I try to understand what the modder can do and what the modder can't.

Most of CM Blast's tribute are good but always lack of stuff here and there. Some are limitation of sormaker, other is his own vision of the original game which I respect. In example; Final Rage trilogy (augmented anthics) and The Punisher have roster based on visual and not on gameplay. That makes some battle a bit out of place gameplay wise, but visually speaking, it matches pretty good.

On the other hand, you have tribute like DDII and Rushing Beat from Don Vecta who go for gameplay more than visual regarding the roster.

All in all, it will always be gimmicky whatever the path the modder chose to highlight, and I respect both choice (even though I am more into gameplay but that just me). I even try to help them with sound modding when I can.

So when you know the original games, the tribute mods that you would like the most would not be the same that if you don't know the original game.

Those are my 4 favorites tribute mod :
DDII (best tribute so far)
Golden Rage (updated soon)
Alien vs Predator
Rushing Beat

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  Don Vecta on Tue Aug 25, 2015 9:28 pm

I always see tribute mods (this is MY vision of tribute mods, mind you), first, as a full visual recreation from the original one (precise palettes, precise enemy placement in normal difficulties, right music, etc.), but... dunno, the creative side of me always takes over and makes me do omakes (or additional exclusive content) while still keeping the theme of the tribute mod I'm working with. That said, like adding Mania exclusive enemies, hidden modes and routes, maybe remixes of the classic stage in a "Champion Edition" visual style, etc.

Cm_Blast's babies are quite fun, I must say, and especially the recent ones start to take off and add even cooler features (for example, the hidden path in The Punisher that takes you to the deleted plane scene... or the amazing AvP with full intros, cutscenes credits and endings from the original), but yeah, I was always critical by not adding those extra features like a good rewarding ending (the credits screen is always an anticlimatic way to beat a great mod), but then again, he's improving quite a lot and delivering better and deeper mods.

I, for one, truly enjoy well executed tribute mods, and I'm sure Cm will deliver even better ones. (Say, Dungeons & Dragons collection? *nudge nudge*) Smile

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  BigDarsh on Tue Aug 25, 2015 10:07 pm

I just noticed I might have sound a bit harsh toward CM Blast which was not intended. I like CM Blast tribute, even love some of them. He knows that I like his work since we know each other pretty good by now but my last message don't really reflect that fact. Not only CM Blast improve his skill in modding, but he is also creative. To reflect that, here is my top 4 CM Blast tribute mods with comments.

Alien vs Predator
okay, I work on it, but this is not why it is #1. The roster fits the gameplay, the palettes are great, this mod is really good tribute with a lot of attention on details.

The Punisher
The version for v5.1 has a lot of nice touch. Aside from the roster ennemy, which can be perfected, it is really good. Cutscenes, ending, object, weapons, it's very enjoyable.

Double Dragon Game Boy
For the sake of creativity. Just look at the palette and the custom options setup that make the mod slow paced with his own identity both visually and gameplay wise. It may seems gimmicky but I have a tons of respect for this mod.

Pretty Soldier Sailor Moon
How many people used layers from this watered down final fight clone ? A tone. I would  say 50% of mods released used thoses gorgeous visual material either raw or adapted (Rescue Metro City, HUNTER, SoR at the movies) because let's be honest : Pretty Soldier Sailor Moon has awesome visual. CM Blast is the guy who say "hey why not make a tribute ?" . That's why is the 4rth on my list.

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  Cm_Blast on Wed Aug 26, 2015 2:59 pm

When I do this mods my first step is going in a 1:1, trying to match original and mod. For example the speed I always use in backgrounds is 0.8, and Match! Is curious how many CPS games have the exact same speed for their backgrounds.

If in a game is missing a hidden item (being there in the original game) is because I don't know they are. I like beat em ups games and played them, but I am too straightforward playing games so I barely found secrets items.

In the punisher mod, for example. There is a reason for the truckers guys there, and no only for the visual.
My first option were including Donovan, but, thinking in normal (and this is from the Sorr 5.0 version), Donovan 2 is so slow, and the Donovan 3 is too quick. A single trucker in mania is hard, but in normal with a weapon are more slower than Don3. And because the weapons they drop, you can use them to kill them without too much problem. In mania weapons are useless at least you are using adam or so. But in normal all characters has (better or worse) advantage using them.

I know is a problem with pro players because if you play in mania those guys are insane. But for me is impossible to know if they really so hard. If I play the original Sorr game in mania with any other guy than Shiva I can't beat it the game, but for you guys is like a piece of cake.
At least when I create the hard/very hard or above enemies in the mods I always play once in very hard with Shiva and try to beat the mod: "If I can beat it, anyone can beat it".

I am not creative, so most the time is about reflect the mod I am doing. Centered in the scenarios and the place of the enemies and their palettes. At the end I left the enemies like that so the one playing can say "this mod is reminding my childhood". Also, most of this mods were done with the 5.0 version. I played all of them with several characters with his original pause delay. Using Axel2 in Knights of the round was really hard, but I least I could beat it.

I don't know how to do cutscenes. I mean, the images don't go to the center because the black space in bottom. The AvP cutscenes were done entirely for BigDarsh. If it weren't for him you'll never have that gorgeous scenes.
I could record the original cutscenes and extract every frame of it. But not sure if my computer can't handle that.
For example: I needed to export the layer from the credits in the AVP. Well. I open Fpg edit, use the export option to a BMP aaaaand, the program gets blocked. Then My computer creates a file without extension, 0 Kbs and I couldn't deleted even after restrating the pc (other layers can be exported withough any problems).

Anyway, Cadillacs and dinosaurs and Warriors of Fate have simple cutscenes, maybe I could try to do them. At least I know I can do somethings like I did in "The punisher" and "Double dragon gameboy".

This Vecta, always teasing me with the D&D. How many games you want to be butchered for me? XD.

I want to say: AvP is the best mod so far. That's for sure.

The Punisher is a pretty game by himself. The number of objects is big and unique (the chairs in the first stage are the only chairs in the whole game, and lots of other objects only appear in one scene). Is easy make it looks good.

I started the Double Dragon for gameboy as a experiment. The limitations in the gameboy don't let more than 2 enemies in screen, plus the black and white theme and the scenarios. Was an idea to explore a bit.
Need to say, DD2 is not a true Double Dragon game. They only took a Japanese beat em up and transformed into a DD one, that's because barely resemble the style or enemies from the arcade.

The first one is a true DD game, and with all the platforming and the absence of Z axis in some scenes could give a new feeling to players in this new situation. The Double Dragon 3... well, that game is a disaster. The hit-box is horrendous. I dare you to try that game and beat the first level (can be done once you know the trick, but the game defies logic).
I did it because the idea of shopping looks interesting.

You are right. The scenarios in Sailor Moon are being used in lots of mod (I even have "mamporros a Gogo" with them). I feel curious about the original game. And the game itself is ok. Maybe is not better than the Capcom ones. But is playable. Plus if you are fan you will like seeing your favourite Sailor Moon showing her in a anime style when you use the special move (Police Call). Also, depending of the number of cristals you have the animation is different, that's a tease too.

For example, the last level (you can find in sprite-resource). Is not well ripped. The first section in the original level is a bit bigger , having a repetition in the floor. Anyway, this game have all enemies at first round and that's something different too.

Just for the record: Anyone can feel free to download any of my mods and change the enemies or whatever they want. I'm not going to pursue people for doing this.

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  BigDarsh on Wed Aug 26, 2015 9:24 pm

Cm_Blast wrote:Anyway, Cadillacs and dinosaurs and Warriors of Fate have simple cutscenes, maybe I could try to do them. At least I know I can do somethings like I did in "The punisher" and "Double dragon gameboy".
Honestly, your Punisher mod cutscene are great. When I first played it, I was really surprised you put effort to make them and it's work like a charm. Look at mod like Gang of Fury or even Hunter, the cutscenes in those mods are pretty simple and still are great.

Don't confuse "technically gorgeous" and "this is what I have to do". Modern video games are plague by technical performance and some game designers just forgot the purpose of a cutscene. It's not a technical show (even though it can be a nice layer) just for the sake of being it. It's a change of pace in the game that is used to install an atmosphere and to develop background for characters and scenario.

So yeah SoR at the movies and Alien vs Predator contain "blockbuster technical cutscenes" but this is not mandatory at all. On the other hand Cadillacs and Dinosaurs mods has no cutscene at all and that's the kind of thing that don't help the player that don't know the original game to get involve in the mood. Your Punisher mod prove you have the skill to make some great cutscenes, accept it my friend ! Wink

Need to say, DD2 is not a true Double Dragon game. They only took a Japanese beat em up and transformed into a DD one, that's because barely resemble the style or enemies from the arcade.
Kunio Kun series is the first BTU licence created by technos japan and start in 1986 with a title named Renegade in western countries. Renegade is the first modern beat them up which will give all the gameplay basis for the second licence of the studio: the famous "Double Dragon" in 1987. Double Dragon II came out in 1988 and will be one of the main inspiration for Capcom to create Final Fight in december 1989.

I make this history breakdown because the japanese beat em up name "Double Dragon II Game Boy" is from the Kunio Kun series, the father of the gendra we all love. Wink

The first one is a true DD game, and with all the platforming and the absence of Z axis in some scenes could give a new feeling to players in this new situation.


Here is a misunderstanding my friend. Double Dragon Nes came out in 1988 and is very different than the arcade version, the same for Double Dragon II Nes which is very different than the arcade version. The plateforming and absence of Z Axis is something very common in Beat em up from the old era (Bad Dude vs Dragon Ninja from Data East, Altered Beast from Sega, and Vigilante too).

But the "true Double Dragon series" is the arcade one, is modern BTU with Z Axis and no plateforming.

You are right. The scenarios in Sailor Moon are being used in lots of mod (I even have "mamporros a Gogo" with them). I feel curious about the original game. And the game itself is ok. Maybe is not better than the Capcom ones. But is playable. Plus if you are fan you will like seeing your favourite Sailor Moon showing her in a anime style when you use the special move (Police Call). Also, depending of the number of cristals you have the animation is different, that's a tease too.
To me, it's a lazy game. I mean, it used very old mechanics for 1995. Sure it's a nice tribute to the anime, but wow, it's really dated gameplay wise.

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  Cm_Blast on Wed Aug 26, 2015 10:33 pm

BigDarsh wrote:
Honestly, your Punisher mod cutscene are great. When I first played it, I was really surprised you put effort to make them and it's work like a charm. Look at mod like Gang of Fury or even Hunter, the cutscenes in those mods are pretty simple and still are great.

Don't confuse "technically gorgeous" and "this is what I have to do". Modern video games are plague by technical performance and some game designers just forgot the purpose of a cutscene. It's not a technical show (even though it can be a nice layer) just for the sake of being it. It's a change of pace in the game that is used to install an atmosphere and to develop background for characters and scenario.

So yeah SoR at the movies and Alien vs Predator contain "blockbuster technical cutscenes" but this is not mandatory at all. On the other hand Cadillacs and Dinosaurs mods has no cutscene at all and that's the kind of thing that don't help the player that don't know the original game to get involve in the mood. Your Punisher mod prove you have the skill to make some great cutscenes, accept it my friend ! Wink

That's I was saying. Someday I want to make cutscenes like this 2 games, or at least similar. My power rangers mod also have cutscenes like the punisher game, with some images changing (coloured when the text is referring to them or Black and white when isn't) plus the music changing in the middle of the cutscene.

The only thing is how to do when you "beat the game". I mean, you defeat the first boss, second level starts and you cutscenes trigger. But how can I do that in the already stage 8?
Later I saw people doing this things in their mods:
a) the final boss isn't set as a boss, so your character walks another scene, final cutscene and is over (the sonic mod had that, I didn't ever know were possible do a cutscene like that one).
b) jumping to stage <whatever> just to trigger the final cutscene with a "jump to end game" or similar.

I'm just need to think how to do this things. I am trying to make the items first because is the best I know how to do.


Kunio Kun series is the first BTU licence created by technos japan and start in 1986 with a title named Renegade in western countries. Renegade is the first modern beat them up which will give all the gameplay basis for the second licence of the studio: the famous "Double Dragon" in 1987. Double Dragon II came out in 1988 and will be one of the main inspiration for Capcom to create Final Fight in december 1989.

I make this history breakdown because the japanese beat em up name "Double Dragon II Game Boy" is from the Kunio Kun series, the father of the gendra we all love. Wink

Back in time, I always was wondering why Double dragon 1 and 2 in the gameboy were so different (talking about the era of no internet). The first was quick with platforming and the "muscles" (didn't know their names) that killed my life like mad. This other one didn't have any platforming, the subway is repeated twice, but at least I could play at 2 players coop (DD 1 for gameboy was only player vs player).

Anyway, selecting the names for the enemies for this mod was hard, I have no clue how to name them XD.

Here is a misunderstanding my friend. Double Dragon Nes came out in 1988 and is very different than the arcade version, the same for Double Dragon II Nes which is very different than the arcade version. The plateforming and absence of Z Axis is something very common in Beat em up from the old era (Bad Dude vs Dragon Ninja from Data East, Altered Beast from Sega, and Vigilante too).

But the "true Double Dragon series" is the arcade one, is modern BTU with Z Axis and no plateforming.

I was refering about Sorr mods. I though about creating a mod withough Z axis: maybe could work into the Sorr style, or maybe not. For that reason I created my Altered Beast mod. You barely can count it as a mod but as a experiment.

Later doing Double dragon 1 (for gameboy) several scenes have no Z axis and platforming. I have not played all the mods over there, so I don't know if someone did it before.

I never played DD Nes, only the gameboy ones. I remember playing a DD game in Ms-dos, I think. I also remember being weapons to pick up. the DD2 game have enemies with weapons by they never drop anything.

To me, it's a lazy game. I mean, it used very old mechanics for 1995. Sure it's a nice tribute to the anime, but wow, it's really dated gameplay wise.

Well, you know. A game based in an already famous anime. Things happens.
Is like the Power Rangers Movie beat em up I mencioned (only megadrive). The game have a very nice control. You even could run in diagonal and never stop (doing a circle with the control your character don't stop running). Plus the combos and aerial attacks, I mean, this game have 4 different jumping attack depeding if you are standing, walking, backwalking and running.
But of course, the game is too easy because the IA.

The oozeman enter in "ooze" form doing a formation, then they stand up and fight. The Putty patrol does the same thing, but they aren't invincible. The player can kill like 70% of this guys before they even end his "formation".
Also the IA don't recognizes that you are invincible for some seconds after being hitted and try to hit you again, you can hit them with a full combo doing more damage than he did to you.

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  Don Vecta on Sun Feb 05, 2017 2:08 pm

Reviving an old thread (but with a great mod):

I was watching this longplay and found out there's a lot of hidden items behind the trees and the books at Fessenden's library that didn't appear in this mod.



Perhaps this mod needs a bit of an update with breakables, consumables and other small details? Razz

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  vince on Mon Feb 06, 2017 9:45 am

Don Vecta wrote:Perhaps this mod needs a bit of an update with breakables, consumables and other small details? Razz
And real dinosaur feet that try to crush us Smile
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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  Cm_Blast on Thu Feb 09, 2017 3:11 pm

I have like 5 mods I want to update some day. At least cutscenes, music that loop and maybe X and Y enemies changed to a easy enemy, some custom objects. Even If I don't go deeper, at least doing "the basic".

The only thing I though so far is to make the "hard or above" enemies making them to only 2 players, so mania players still have the extra "very hard or above" enemies but not filling with lots of enemies while the player is alone (and if you play in mania and 2 players then all those enemies, as expected, will appear).

And, depending of the mod, maybe even the very-hard or above enemies being removed and just adding the ones I feel I should add, like with the Simpsons one. The very-hard/mania enemies are inspired from the original game but I just add on my own criteria.

In sort... one day I will do something with this mods and others.
In this one maybe in the desert making the police call the "special feature" for that level with several police icon to get and use, in The Punisher new yellow map-stuff, in the king of dragonds defeating bosses trigger the stage-clear, in Captain Commando swaping jacks for galsias123...

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Help.

Post  jlenoconel on Fri Jun 16, 2017 12:36 am

I'm not able to move past the part in stage 3 where you fight the dudes on the bikes. It kinda just stays on that part of the level and I can't progress.

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Re: Streets of Rage mod - Cadillacs & Dinosaurs

Post  Cm_Blast on Sat Jun 17, 2017 12:26 pm

jlenoconel wrote:I'm not able to move past the part in stage 3 where you fight the dudes on the bikes.  It kinda just stays on that part of the level and I can't progress.  

Have you activated the double-boss cheat? If that's the case the game is trying to spawn the second boss (another biker) but don't appear on screen, so you can't defeat the level.

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hello could you help me how to put the pallets?

Post  megamem on Sun Sep 03, 2017 4:10 am

I am grateful to all of you for dedicating yourself to reliving this classic, I really love this game, but I do not understand much of programming, there is a mode called: BATTLE_FOR_RIO_2_V3.01_FOR_SORR5.1. In this mode does not work well in my sormaker, I have several questions to ask: 1 - where does the version v.5 of sor remake? 2- Where do I put the palettes of some mods? 3 - Do you have any whatizap group? If someone can help me, excuse my English, I'm Brazilian.

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