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| Delorean (2.0) - File Description |
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Description: Changes some stats, and updates / changes the texture. Nothing major here I don't think, but all the same. Oh, and it has new sounds 
- SSA
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|  | | Delorean (2.0) - Screenshots |  | Screenshots: |  |

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| Delorean (2.0) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | Delorean (2.0) - Readme |  | Readme File: WHATS IS THE DE LOREAN (From Wikipedia)
The De Lorean DMC-12 is a sports car which was manufactured by the De Lorean Motor Company from 1981 through 1983.
It is most commonly known as the De Lorean, as it was the only model ever produced by the company. The DMC-12 featured
gull-wing doors with a brushed stainless steel body. It was famously featured in the Back to the Future trilogy.
http://en.wikipedia.org/wiki/De_Lorean_DMC-12
WHY CAN IT FLY
The Real De Lorean DMC-12 Could Not Actually Fly, But The Time Travelling On From Back To The Future II Could So I Based It Off
That One
WHATS DIFFERENT BETWEEN THIS AND V1
This De Lorean Features Sounds From Back To the Future 1 And 2, As Well As A Corrected Texture, And An Odf Moddifed For The Sounds.
CREDITS
Model = Admiral_Icehawk
Ship ODF = Admiral_Icehawk
Ship Physics ODF = Admiral_Icehawk
Textures = Admiral_Icehawk
Sounds = Recorded From Back To The Future 1 and 2
INSTALLATION
(If you already have the V1 installed you only need to add the odf, the sounds and the borg texture, everything else is the
same as version one)
1. Copy the folders into the Armada 2 folder except for HP Maps.
2. Open your gui_global.spr in the misc folder and scroll down to where is says
# Federation build buttons
@reference=128
@tmaterial=default
copy this line right below the @reference=64 line
b_delorean gbdelorean 0 0 64 64
3. Then scroll down to # Federation reference wireframes under the lines:
@reference=128
@tmaterial=interface
now add
deloreanw1 wfdelorean 0 0 128 128
4. Open tech1.tt and fulltech.tt in the techtrees folder and add to each file
delorean.odf 0
5. Next open a shipyard file and add
buildItemX = "delorean"
where X is the next available number
6. Add these lines to Event.dat below all the other lines to get the De Lorean sounds
#################################################################################
# Delorean SOUNDS
DeloreanAcknowledge{
Table
Sound <borg> "gvobor34.wav"
Sound <borg> "gvobor05.wav"
Sound <borg> "gvobor32.wav"
Sound <federation> "Delorean_acknowledge1.wav"
Sound <klingon> "gvokcc01.wav"
Sound <klingon> "gvokcc02.wav"
Sound <klingon> "gvokcc03.wav"
Sound <romulan> "gvorcc01.wav"
Sound <romulan> "gvorcc02.wav"
Sound <romulan> "gvorcc03.wav"
Sound <cardassian> "carcon_ackn1_move4.wav"
Sound <cardassian> "carcon_ackn2_move5.wav"
Sound <cardassian> "carcon_ackn3_move6.wav"
Sound <species8472> "spe_ackn.wav"
}
DeloreanSelect{
Table
Sound <borg> "gvobor17.wav"
Sound <borg> "gvobor61.wav"
Sound <borg> "gvobor18.wav"
Sound <federation> "Delorean_select1.wav"
Sound <federation> "Delorean_select2.wav"
Sound <federation> "Delorean_select3.wav"
Sound <klingon> "gvokcc16.wav"
Sound <klingon> "gvokcc17.wav"
Sound <klingon> "gvokcc18.wav"
Sound <romulan> "gvorcc16.wav"
Sound <romulan> "gvorcc17.wav"
Sound <romulan> "gvorcc18.wav"
Sound <cardassian> "carcon_select1.wav"
Sound <cardassian> "carcon_select2.wav"
Sound <cardassian> "carcon_select3.wav"
Sound <species8472> "spe_sel_1.wav"
Sound <species8472> "spe_sel_2.wav"
Sound <species8472> "spe_sel_3.wav"
}
DeloreanStop{
Table
Sound <borg> "gvobor22.wav"
Sound <federation> "Delorean_stop1.wav"
Sound <klingon> "gvokcc21.wav"
Sound <romulan> "gvorcc21.wav"
Sound <cardassian> "carcon_stop1.wav"
Sound <species8472> "spe_stop_1.wav"
}
DeloreanMove{
Table
Sound <borg> "gvobor11.wav"
Sound <borg> "gvobor12.wav"
Sound <borg> "gvobor13.wav"
Sound <borg> "gvobor14.wav"
Sound <federation> "Delorean_move1.wav"
Sound <federation> "Delorean_move2.wav"
Sound <federation> "Delorean_move3.wav"
Sound <federation> "Delorean_move4.wav"
Sound <klingon> "gvokcc11.wav"
Sound <klingon> "gvokcc12.wav"
Sound <klingon> "gvokcc13.wav"
Sound <romulan> "gvorcc11.wav"
Sound <romulan> "gvorcc12.wav"
Sound <romulan> "gvorcc13.wav"
Sound <borg> "gvobor34.wav"
Sound <borg> "gvobor05.wav"
Sound <borg> "gvobor32.wav"
Sound <klingon> "gvokcc01.wav"
Sound <klingon> "gvokcc02.wav"
Sound <klingon> "gvokcc03.wav"
Sound <romulan> "gvorcc01.wav"
Sound <romulan> "gvorcc02.wav"
Sound <romulan> "gvorcc03.wav"
Sound <cardassian> "carcon_move1.wav"
Sound <cardassian> "carcon_move2.wav"
Sound <cardassian> "carcon_move3.wav"
Sound <cardassian> "carcon_ackn1_move4.wav"
Sound <cardassian> "carcon_ackn2_move5.wav"
Sound <cardassian> "carcon_ackn3_move6.wav"
Sound <species8472> "spe_move_1.wav"
Sound <species8472> "spe_move_2.wav"
Sound <species8472> "spe_move_3.wav"
Sound <species8472> "spe_move_4.wav"
Sound <species8472> "spe_move_5.wav"
Sound <species8472> "spe_move_6.wav"
}
DeloreanRepair{
Table
Sound <borg> "gvobor26.wav"
Sound <federation> "Delorean_repair1.wav"
Sound <federation> "Delorean_repair2.wav"
Sound <klingon> "gvokcc26.wav"
Sound <romulan> "gvorcc26.wav"
Sound <cardassian> "carcon_repairs1.wav"
Sound <species8472> "spe_repairs_1.wav"
}
DeloreanAttack{
Table
Sound <borg> "gvobor10.wav"
Sound <borg> "gvobor45.wav"
Sound <borg> "gvobor08.wav"
Sound <klingon> "gvokbs06.wav"
Sound <klingon> "gvokbs07.wav"
Sound <klingon> "gvokbs08.wav"
Sound <romulan> "gvorbs06.wav"
Sound <romulan> "gvorbs07.wav"
Sound <romulan> "gvorbs08.wav"
Sound <borg> "gvobor31.wav"
Sound <klingon> "gvokbs01.wav"
Sound <romulan> "gvorbs01.wav"
Sound <borg> "gvobor63.wav"
Sound <borg> "gvobor18.wav"
Sound <klingon> "gvokbs17.wav"
Sound <klingon> "gvokbs18.wav"
Sound <romulan> "gvorbs17.wav"
Sound <cardassian> "carbat_attack1.wav"
Sound <cardassian> "carbat_attack2.wav"
Sound <cardassian> "carbat_attack3.wav"
Sound <cardassian> "carbat_ackn1_att4_move4.wav"
Sound <cardassian> "carbat_sel1_att5_move5.wav"
Sound <cardassian> "carbat_sel2_att6_move6.wav"
Sound <species8472> "spe_att_1.wav"
Sound <species8472> "spe_att_2.wav"
Sound <species8472> "spe_att_3.wav"
Sound <species8472> "spe_att_4.wav"
Sound <species8472> "spe_att_5.wav"
Sound <species8472> "spe_att_6.wav"
Sound <species8472> "spe_att_7.wav"
Sound <federation> "Delorean_attack1.wav"
Sound <federation> "Delorean_attack2.wav"
Sound <federation> "Delorean_attack3.wav"
Sound <federation> "Delorean_attack4.wav"
Sound <federation> "Delorean_attack5.wav"
}
#################################################################################
7. Once All This Is Done Enjoy Your De Lorean
LEGALITIES
THIS SHIP IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION OR PARAMOUNT PICTURES.
BACK TO THE FUTURE IS OWNED BY UNIVERSAL STUDIOS
DELOREAN DMC-12 WAS CREATED BY THE NOW BANKRUPT DE LOREAN MOTOR COMPANY
You may redistribute this ship mod or include it in your mod as long as you include
the credits above in your readme. Feel free to alter the odfs, textures and model if
you feel they look out of place in your game. If You Make A Better Model BE SURE TO POST IT
CONTACT INFO
Email = admiral_icehawkAThotmailDOTcom
DOT = . AT = @ Sorry For The Inconveniance
or just place your comments in the comments section. |  |

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| Delorean (2.0) - User Comments |
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The following comments are owned by the user that posted them. Armada 2 Files is not responsible for their content.
Total comments: 4 | Last comment: 01-01-2007 at 21:34
IKS_Yo_Mama From: (New York City) Joined: February 5th, 2005 Posts: 3497 | LOL! A Delorean... hehehehe..does it come with Dr. Brown (Christopher Lloyd) audio? |
MSB3000 Joined: December 21st, 2006 Posts: 36 | This is a very good mod. I like the new sound bites a lot.
Unfortunetly, the textures still won't work!
(Maybe it's my res or something.) |
Admiral_Icehawk From: (Victoria) Joined: November 26th, 2006 Posts: 348 | Think i'll release some los res textures for people with, older comps maybe that will fix it |
MSB3000 Joined: December 21st, 2006 Posts: 36 | Naw, I don't think that's the problem.
I just need to mess around with it some more. |
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