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Hopefully by 22 Feb. Maybe sooner since we merged with the other KR mod team so we now have a larger team to work on coding features. We will be taking the best features of both mods and making them into 1 big mod. Watch this space.
Probably, but we need to reach version 1.0 before we start looking at 2.0 ;-)
It's already in, but thanks for the offer.
I'm not quite sure what you mean. Can you explain it in a little more detail?
There are too many comments to continue to support users via moddb, please direct all support requests via the bug tracker at Gtaknightrider.co.uk
Please direct all support requests via the bug tracker at Gtaknightrider.co.uk
Just to clarify, we will be focussing on adding all of KITT/KARRs capabilities before moving onto mission coding.
Yes there is a way to change the keys, but you would need to know what you were looking for in the code. The first source code release (due soon), will feature both numberpad and number keys (the numbers across the top of the keyboard) which should resolve any issues for laptop users.
Those features will be part of 0.2c
The models are not ours, they were made by a fellow moddb member Tobie1. We are using them in our mod with his permission.
No problem, gotta love how Vista/Win7 won't let you install things in certain places huh? :D
Ok, try it again, but follow this guide I made the video shows installation of a mod for GTA VC, but it is exactly the same process for GTA SA: Youtube.com
Did you install the mod on a clean copy of SA? What is your O/S etc?
I don't get it, it works perfectly for me, and if it was going to mess up I would probably be the first to know since I'm running it on a 64 bit system! Give this a go, try deleting these files since they aren't required yet:
It's a self extracting installer, you don't use a program to install it. Just run the .exe file...
It's because of the handling, the first car allows you to do powerslides etc, while the second one has razor sharp handling.
@AdjudantReflex - Custom car engine sounds will be in version 0.2c. I believe in the 0.2b release only the season 4 kitt has the turbine engine sound (available from the spawn menu - Space and C then TAB)
@K2000kidd - By old missions I assume you mean the original SA missions? The answer is no for the current release, however for the next version (0.2c) we are aiming for a 100% cleo mod, removing the need for editing the main.scm, which means you will be able to play all your old saved games, and you will be able to do the missions.
Drop me a PM with the username you want and your email address and I will register an account for you.
I would suggest waiting for the first source code release (due hopefully within the next week), and see if that fixes your issues.
In that case, copy you SA directory to your C drive (so it's not in program files) and install the mod to there. Very similar to how it's shown in this video Youtube.com only difference is you are installing to SA not VC, but the process is the same.
It works perfectly fine for me, I would suggest clearing your cookies and temp internet files and then trying again.
Did you install the mod on a clean copy of San Andreas? I would not recommend installing the mod on a copy of San Andreas which already has other mod's installed.
You shouldn't need to put the game into compatibility mode if you are using Windows XP as your operating system, the installer message clearly states that only Windows Vista and Windows 7 users will need to do that.
There is any issue some XP users have reported, this download should fix it Gtaknightrider.co.uk - note, you will need to be registed on GTA Knight Rider in order to download this file.
If you have any further issues, please report them via the Bug Tracker tool on our GTA Knight Rider site.
Yes. If you needed to do anything else, I would have said so in the message at the end of the installer.
Windows XP Service Pack 2, you know, just like it says on the installer message...
Google is your friend: Sevenforums.com
If you have installed 0.2b R2 then all the scanners should be working. You will need to install it on a clean copy of GTA SA. Do not install this over the top of an old version of the mod.
All, please note, I have had reports that the mod crashes when run under Windows XP. If you experience a crash, please report it using the Bug Tracker tool on our forum over at gtaknightrider.co.uk
Some alternate versions are being worked on as we are not entirely happy with them yet.
No. We could of course go back to giving no updates at all. Which would you prefer?
I will ask Carlos if he can do a shot of the interior minus the poly lines for the next update.
Yes, if you look at the Crysis delorean model which bluespace88 converted to VC and SA some time ago, that model was up at the 150-160 thousand poly mark.
It's in the description. That little box to the top right of the picture, where it says "Description".
Modelling first, texture updates later ;-)
Check the pic to the left of this one and you will see ;-)
Yes, the TM's will be redone as well, but only after the regular version.
August 2010 interview with the BTTF Hill Valley Mod Team.
In attendance were; Carlos González, Liam Gisby, Patrick Millett, Mark Strathie, Mike Ward
Unfortunately, Bluespace88, Backintime, Mini-Me, and Archer were unavailable at the time we recorded the interview.
The standard cut of the interview is a straight Q&A version. Runtime: 37 minutes, 10 seconds - Filesize: 42MB
An expanded 'Directors Cut' version of the interview can be downloaded from our website here: Bttfhillvalley.co.uk The Directors Cut contains an expanded version of the interview, with questions answered in greater detail, banter amongst the team between the questions and a more relaxed feel.
Read the description, it's just a re-release of 0.2b in a new style installer.
It does however include fixes for the scanners.
It's fine, go right ahead.
It wouldn't be our one then ;-)
That part of the ledge is a breakable piece.
Or just watch the mod and you will get an email update when a new version is released.
That's a bug, time travel shouldn't cause explosions which would injure or kill people if they were standing next to where the car hit's 88mph.
That will be being removed, the BTTF II flying DeLorean isn't supposed to have plasma trails.
Watch the trailer video, you will see me switch the lights on after converting to hover mode, and later in the video you will see me switch the lights off before I convert back to driving mode.
I am going to reupload this video later on. It should have sound...