I'll be honest. I made that banner up there when I finally released v2.0 hoping this mod would get featured at the top of the forum. Well it failed, but I'm keeping it so that whenever this post gets linked in a Discord server, they'll see this image. But anyway, what is this exactly? Watch the video and find out!
Metal Arms in Springfield is a two-level campaign mod starring Glitch from Metal Arms: Glitch in the System! Basically, it's Metal Arms re-imagined in the Simpsons world. Right now, you'll be driving a (turretless) RAT all over maps from Road Rage Returns. Unfortunately for you, I ain't spoilin' the plot. The best part of this mod is that it's decompilable, meaning you can go searching the files inside the mod with no trouble and see how I managed to do some of the unique things such as randomizing the enemy spawn locations in a certain mission!
There are four difficulty levels in this mod just like in Metal Arms. At least I was generous enough to make an actual Easy mode as opposed to the one in my previous mod.
When I initially showed the very first preview, I sort of misled people by accident as I didn't intend to show most of the fighting segment(s) in the mission shown, so to live up to everyone's conjectured expectations, expect this mod to become slightly repetitive with those parts. Besides, Metal Arms has always been like that (in a good way). And who doesn't like blowing **** up, especially with a vehicle well-suited for combat?
There is a separate music pack that is used solely for MAIS, which I appropriately named "Metal Arms Music Pack." (Duh, what else would I name it?) Though this music mod doesn't have any RMS files, so you'll need to create your own if you want to use these soundtracks in other mods.
I put perhaps too many things in this two-level campaign mod, but at least I'm more impressed with this mod than with my abomination, Some Challenge Mod.
DOWNLOADS
Remember to set your preferences in Mod Settings. Because if your screen size is 4:3, that's where you go and fix the HUD.
- Metal Arms in Springfield 2.2.1 (Requires the music pack directly below.)
- Metal Arms Music Pack (Yes, this one.)
Spoiler: VERSION HISTORY (This doesn't contain spoilers)
2.2.1
2.2.0
2.1.0
2.09a
2.09
2.08
2.07
2.06
2.05
2.04
2.03
2.02
2.01
2.0
1.22
1.21
1.2
1.1
Remastered Differences
OLD
1.4
1.3
1.2
1.1
VIEW REMASTERED DIFFERENCES CONTAINING POSSIBLE SPOILERS
- Missions
- L1M3
- Fixed a bug where the mission could still be beaten even after running out of time in a certain stage
- L2M1
- Fixed a bug where a global variable was used instead of a temporary one
- L1M3
- Vehicles
- RAT - Advanced
- Slightly increased HP
- RAT - Advanced
2.2.0
- General
- Removed the option to use the original main menu design
- Removed the option to use an elapsed timer during certain objectives
- Removed a lot of unused variables
- Rewrote a lot of the code to be a lot less unprofessional
- Loading ingame.p3d now works differently so that it no longer needs 3 duplicate files
- Donut Team is now properly credited in the mod's description for their work on porting the Road Rage maps
- Updated HUD icon for the gold washer
- Added a ramp in Level 2 that was originally supposed to be in v2.0
- I was previously unable to add it due to not being able to know how the K-D Tree works
- Its collision is very wonky on-foot, but I can't fix that
- Added tons of pedestrian paths and more pedestrian types in Level 2 to make it feel less empty
- You do not want to know how long the former took
- And this part of the update took days to finish
- Moved one of the Level 2 secret chips
- Updated mod icon
- The Music Pack's icon is unchanged
- Missions
- Completely rewritten to make use of Donut Team's game.lua
- I originally thought my mod broke thanks to a mod launcher update, but it turned out I accidentally had another mod enabled that overrides certain files. This misunderstanding is the whole reason this update exists.
- L1M2
- Fixed the victory dialog not being said
- L1M3
- Removed a follow condition, but it's still possible to fail the mission for going too far away
- L1M7
- Fixed the ending using the wrong music after completing a certain mission
- L2M2
- Made the location of the final destination more clear
- L2M5
- A collectible was moved to accommodate the new ramp
- L2M6
- Changed the target's path... again because the new ramp caused problems with the AI on lower difficulties.
- L2MC3
- Fixed the collectibles not using spherical triggers
- Completely rewritten to make use of Donut Team's game.lua
- Characters
- Mil
- Fixed the gray Mil either missing a texture or using the wrong one
- Fixed the red Mil showing a T-Posing duplicate(?)
- I originally gave them environment maps, but I don't know how something like that could happen.
- Mil
2.1.0
- General
- Removed the option to replace Glitch's voice with TF2 Scout's (only one person will miss this)
- Removed the option to change intro movies
- Updated intro movie to replace a few misleading scenes
- Traffic vehicles spawn further away, but come in bigger groups to compensate
- Fixed the washers still being referenced as coins
- Updated the model for the washers
- Skid marks are more visible
- You can no longer get busted
- This is to prevent cheesing certain missions. I would've made the player fail missions if they got busted, but this would lead to a rare event where players would unintentionally fail this way.
- Removed unused Road Nodes and Intersections in Level 2 (Blame Donut Team for ignoring them when they were designing L3R3)
- Missions
- Optimized the code even more
- Rewrote a bunch of spoken lines
- All Mil Challenges
- Replaced all of the extremely random SCM-esque intro conversations with something much more fitting, bearable, and short
- As a result, the mission briefings no longer reference them
- Added some more failure dialogue
- Replaced all of the extremely random SCM-esque intro conversations with something much more fitting, bearable, and short
- L1M3
- Ambush ends when approaching and clearing the collect-a-thon stage
- L1M4
- Made the mission a little shorter
- Fixed a few target vehicles not spawning in the proper locations in the final stage
- L1M5
- Increased the time limit for the second destroy objective on Normal and easier
- L1M7
- Moved the target's starting location to better hint where it's going
- L1BM
- Completely revamped despite how little I changed
- L2M2
- Added death triggers by the dam when fighting
- L2M3
- Fixed a bug involving a previously nonexistent MFK command
- L2M4
- Revamped
- Target vehicles are much less likely to take shortcuts
- Target vehicles are much less likely to spin out on higher difficulties
- L2M6
- Revamped
- Target vehicle takes a different path since the old one made it constantly ride up invisible walls on higher difficulties
- Fixed the collectibles not using spherical triggers
- This is only helpful to those who play on higher difficulties
- Revamped
- Characters
- Glitch
- Fixed parts of his model being assigned to the wrong joints
- Glitch
- Vehicles
- Most Metal Arms vehicles now use sounds from the original game
2.09a
- General
- Actually released v2.09
- The music pack is unchanged
- Actually released v2.09
2.09
- General
- Added a few more soundtracks to Metal Arms Music Pack
- Removed Difficulty setting for RAT - Drifter
- Missions
- All Mil Challenges now reward you with washers upon completion. The amount you get is based on the difficulty level.
- Optimized a lot of the code
- L1M6
- Now that I can disable triggers, the location of the last collectible was moved to where it used to be in the very first version of this mod
- Fixed one of the AI catchup parameters being too low
- L1BM
- Updated reward message
- L2M5
- Updated mission briefing
- Vehicles
- RAT
- Camera is positioned slightly higher
- RAT - Drifter
- Renamed to "RAT - Advanced"
- Using the handbrake (or skidding in general) while accelerating now increases speed even when not turning, but you won't be able to turn your vehicle as much while doing so.
- Camera is positioned slightly higher
- RAT
2.08
- General
- MAISMusic was replaced with the Metal Arms Music Pack Mod, which fixes themes switching back to their originally assigned themes for each mission and includes a few new themes even though most of them aren't used yet. This pack doesn't replace existing themes and is meant to be used in MAIS, but you can try to make your own RMS files to use these themes.
- This music pack will ensure that players who already have MAIS don't have to download the same music pack over and over again when a new major update involving music comes out.
- MAIS now requires the Metal Arms Music Pack.
- This requirement may be removed in the future if I miss SHAR's themes long enough.
- Added a new camera by the dam in Level 2.
- This should make going up the dam much more bearable.
- MAISMusic was replaced with the Metal Arms Music Pack Mod, which fixes themes switching back to their originally assigned themes for each mission and includes a few new themes even though most of them aren't used yet. This pack doesn't replace existing themes and is meant to be used in MAIS, but you can try to make your own RMS files to use these themes.
- Story Missions
- Nuts of Steel difficulty was made even harder (mostly Level 2 with a few tweaks for Hard difficulty). I did so much that I can't even list out everything!
- L2M2
- Added a new theme during the follow stage
- L2M3
- The theme now switches back to the first stage after the mini-boss
- L2M5
- Fixed the nuclear waste truck losing so much control (and the race was made much easier even on higher difficulties, including Nuts of Steel)
- L2M6
- Fixed the first truck full of explosives being able to blow up during the dump objective
- L2M7
- Added a death trigger in the sky
- Characters
- Glitch
- Fixed part of his face being shaded the wrong way
- Fixed his model floating from the ground
- Droid
- Fixed the model floating from the ground
- Mil
- Fixed a few details being assigned to the wrong joints
- Vlax
- Removed the extra details the other Mils had as he did not have them in the original game
- Glitch
- Vehicles
- Replaced the Ambush vehicle with a new one that is marked with a new texture (I thought it would fix a bug in L2M4, but it didn't.)
- RAT (All Three)
- Fixed the middle wheels not rolling when moving
- RAT - Drifter
- Fixed the brake lights glowing white instead of red
- Sentinel Tank
- Changed the stats to be a lot more realistic (it's much slower and easier to control)
2.07
- General
- Now requires Mod Launcher v1.17.2 for the mod to run
- Fixed a lot of objects having a lot of duplicate vertices
- Fixed the recruiter grenade missing a little piece of detail
- Removed a few unnecessary spt files
- Missions
- L2M1
- Adjusted a few waypoint locations to better hint where the next waypoint will be
- L2BM
- Fixed the name and description being severely incorrect
- L2M1
- Characters
- General
- Updated CustomDialogueCharacterCodes.ini to use the updated method of sorting custom outfits
- Used a different method for randomizing dialog
- Long story short, this saves a lot of room for dialog.spt, and the way it was used for probability can cause the game to be more likely to crash.
- Random dialog (such as crashing into another vehicle) is much less likely to play
- Fixed many shading errors (They were very noticeable in the P3D Editor)
- Mil
- Fixed a bunch of details that were missing from the model (a lot of them required blending support, which is why you need to update to v1.17.2 for this to work properly)
- Fixed a couple of lines not playing when crashing into something
- These lines are rarer than the lines that are already used
- General
2.06
- Missions
- L1M5
- Fixed the frame rate dropping during the "getin" stage and onwards (HOW HAS THIS NOT BEEN FIXED FOR A YEAR?!)
- L1M5
2.05
- General
- Fixed the flag image not showing up in the correct spot during the Wager Race briefing with the HUD arrangement set to 4:3
- Updated font for the Mission Complete text and any other text that uses it
2.04
- General
- Preparations for a future update (IF it ever happens)
- Released a Multiplayer Build (The single player build still works in Multiplayer, but this build makes traveling a lot easier.)
- Characters
- Glitch
- New purchasable reskins
- Droid
- Fixed a line not playing when almost getting run over
- Glitch
2.03
- Characters
- All low-quality lines were updated to be higher quality
- Vehicles
- (This one contains spoilers, so I'm not stating what was changed here)
2.02
- General
- Fixed many characters and vehicles...
- ...using flat shading instead of smooth shading
- ...containing a lot of duplicate vertices in their meshes
- This should make the mod a bit more stable
- Fixed the Magnetic Wheel Race Car still being referenced in rewards.mfk (This shouldn't negatively affect your save files.)
- Fixed hearing one of Colonel Alloy's lines when not using Glitch's real voice
- Fixed many characters and vehicles...
- Missions
- Added an option to enable elapsed times during certain objectives (Disabled by default)
- Edited some lines during conversations
2.01
- General
- New introduction movie THAT SHOULD'VE BEEN INCLUDED IN THE PREVIOUS UPDATE (You can switch back to the old one in Mod Settings)
- Missions
- L2MC2
- Added a respawn trigger to prevent enemies from going out of bounds by..... riding up the wall?
- L2MC2
- Vehicles
2.0
- General
- ADDED A SECOND LEVEL TO THIS ONE-LEVEL MOD
- Save files from the older version are not compatible with this version (see Vehicles section for the reason)
- Added new pictures for the scrap book (previously could not do so because the images were using incorrect sizes)
- Added a third option for Glitch's voice: NO VOICE
- Missions
- Changed Glitch's character icon to be less aggressive
- Checkpoints during races use a new model (in some areas where required, the old checkpoint model was hard to see)
- M3
- Updated mission icon for the Det-Pack so it doesn't look like a dumb placeholder
- MC3
- Renamed to something else
- BM
- Fixed the "outofvehicle" time limit being way too low during the ambush stage
- Characters
- Glitch
- Fixed him not doing idle animations
- Glitch
- Vehicles
- Added a new vehicle: S******* T***
- RAT - Droid
- Removed " - Droid" from the name to fix a bug with the initially selected vehicle in the Phonebooth in Level 2
- Magnetic Wheel Race Car
- (Reason for older save files not working in this version) Removed as it did not drive well at all on weaker computers. This was a very common problem when I used it in Level 2.
- RAT - Drifter
- Added an option to make its drifting more realistic, but less rewarding (Enabled by default)
- (Another reason for older save files not working in this version) Due to the removal of the MWRC, this vehicle replaces it as the reward for the bonus mission
1.22
- General
- Replaced Pause text with the mod's current difficulty setting (originally just to remove the Pause text as it has been saying the wrong thing since the initial version and I meant to fix this a long time ago, but this has always slipped my mind)
1.21
- General
- Fixed some shameless grammatical errors in some of the text for missions and secret chips
- BM
- Traffic is now always the same on every difficulty
- Homer's car is slightly heavier
- Enemy vehicle stats are now determined by difficulty setting (Hard and Nuts of Steel are unchanged)
1.2
- General
- Added a setting to disable the Metal Arms styled main menu that may reduce the chance of crashing upon loading the level
- Fixed horizontal menu borders extending past its corners where they normally meet)
- Fixed Secret Chip 4 using an outdated picture
1.1
- General
- Fixed the game attempting to play a line from generic Mils that doesn't exist when Glitch is using Scout's voice
- Fixed V*** (don't worry, that's not a curse word; this was to prevent spoilers) not saying a certain line when Glitch is using Scout's voice
- Fixed Secret Chip 5 using an outdated picture
- M4
- Removed several unnecessary respawn triggers
Remastered Differences
OLD
1.4
- M5
- The frame rate is now less likely to drop after re-entering the RAT
- M6
- Fixed the enemies on Normal using the catchup parameters for Hard difficulty
- Easy difficulty used Normal's catchup params, so the params for Easy were nerfed too
- M7
- Fixed the enemies using incorrect stats on Normal (should be easier now)
1.3
- M4
- For the sake of keeping a more consistent difficulty in this mission, the spawn-location randomizer is less random in some waves as some random patterns were significantly harder than others. This was very noticeable on higher difficulties. In fact, one of the patterns was impossible to beat on Nuts of Steel.
1.2
- Game no longer uses the stupid collisions sounds
- Added "Stupid Collision Sounds" setting which goes back to using those sounds
- M2
- Time is now added when an enemy is destroyed on Normal and lower
- M6
- Fixed weaker enemies on Easy having the same amount of HP on Normal
- Fixed main target using incorrect stats on Easy
- Main target has less HP on Normal and lower
- MC2
- Enemies are now slightly more dumb on Normal and lower
1.1
- Fixed the numbers being slightly misaligned with the slash during races and collect-a-thons
- The two optional vehicles are slightly easier to control
VIEW REMASTERED DIFFERENCES CONTAINING POSSIBLE SPOILERS
Uhh.... have fun?