Any chance of this becoming a Mario Kart 8 Deluxe mod? I would love to play these with my friends :’)
Someone else is working on a similar concept for an MK8 Deluxe mod, believe it is simply called CTGP-Deluxe. And based on what I've seen, it stands to be an even better release (in terms of being cleaner and music working over the extra tracks etc.) than what I was able to put together for the Wii U here.Any chance of this becoming a Mario Kart 8 Deluxe mod? I would love to play these with my friends :’)
I can't for f*cks sake find the Cemu version of CTGP Café anywhere.1. Install and enable CTGP Cafe
Now that's amazing! I wouldn't have thought how annoying it is to play without music but it really is.AWESOME NEWS!
I may not know a lot about programming, but I was able to figure out how to give the additional stages their own custom music, and I didn't even have to recode how the cafeloader engine works.
It is a little bit more of a time consuming process compared to the simple replacing of tracks via SDCafiine, so don't expect an update with all the music tracks added in to pop up over night. However, that update will be coming, I know in the past I said this modpack was essentially done, but now that I can genuinely improve it in a significant way, it will receive at least one more update. I'll likely be swapping out some of the more basic, redundant, or lamer custom courses for new better ones (remember 104 is the limit of additional courses before the game crashes). But perhaps I'll also maintain the original course selection with the added music as well if there are enough new courses for 2 releases to feel necessary, like a 1st and 2nd tour kind of way of differentiating between them.
Heck yeah! Can’t wait for the new tracks! There’s been quite a few better ones made since this hack was releasedAWESOME NEWS!
I may not know a lot about programming, but I was able to figure out how to give the additional stages their own custom music, and I didn't even have to recode how the cafeloader engine works.
It is a little bit more of a time consuming process compared to the simple replacing of tracks via SDCafiine, so don't expect an update with all the music tracks added in to pop up over night. However, that update will be coming, I know in the past I said this modpack was essentially done, but now that I can genuinely improve it in a significant way, it will receive at least one more update. I'll likely be swapping out some of the more basic, redundant, or lamer custom courses for new better ones (remember 104 is the limit of additional courses before the game crashes). But perhaps I'll also maintain the original course selection with the added music as well if there are enough new courses for 2 releases to feel necessary, like a 1st and 2nd tour kind of way of differentiating between them.
I have no idea if this is Aroma compatible or not (haven't even touched that environment yet). But I do know that you need to use the specific plugin to make the extra tracks work, standard SD Cafiine will never enable the additional courses. And my understanding is that the Wii U Plugin System doesn't work in Aroma since it's a .elf homebrew, and I'm not sure if anyone has made a proper .rpx version that could work on Aroma. If they have, that's what you want. If that doesn't exist yet, then you may have to switch to Tiramisu to properly experience this.Hey there. So I was having some problems a time back with a failure on booting the mod. I came back to it now and I'm using the SDCafiine Aroma plugin. I followed the instructions in the readme and I finally got it to boot. It loads the splash screen which is great. But once I get into choosing a character and then to tracks, I can't find the new modded tracks. Pressing L and R does nothing, and all I see are the original tracks and the DLC. Am I missing something? Thanks.
Aroma is the next-gen version of WUPS, and ships with an SDCafiine plugin that's compatible with it. What kind of changes did you make in your special SDCafiine?I have no idea if this is Aroma compatible or not (haven't even touched that environment yet). But I do know that you need to use the specific plugin to make the extra tracks work, standard SD Cafiine will never enable the additional courses. And my understanding is that the Wii U Plugin System doesn't work in Aroma since it's a .elf homebrew, and I'm not sure if anyone has made a proper .rpx version that could work on Aroma. If they have, that's what you want. If that doesn't exist yet, then you may have to switch to Tiramisu to properly experience this.
Well it's not my code, so I can't say for sure, it's based on the cafeloader plugin that I just tweaked to read from another folder location. All I really know is that it tells MK8 to read from additional files not a part of the base game, which enables the expansion. So just regular SDCafiine isn't going to be enough to make the most of this.Aroma is the next-gen version of WUPS, and ships with an SDCafiine plugin that's compatible with it. What kind of changes did you make in your special SDCafiine?
If your on EU console you need the file attached to the first post.the mod is really awesome but I have an issue. it seems like the texture that shows you what place u are in is missing. or at least partly missing. it just shows a box with the color of your placement. example: if you are first it will be a gold box, silver for second etc.
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the mod is really awesome but I have an issue. it seems like the texture that shows you what place u are in is missing. or at least partly missing. it just shows a box with the color of your placement. example: if you are first it will be a gold box, silver for second etc.
Apart from creating your own server, you might wanna ask for help in the already existing ones, mainly the one for MK8Modding and the Track Studio one. There are more skilled people than here in this thread I guess.I dunno if anyone has any insight on how the .bars files in Mario Kart 8 works exactly, but if anyone can help me out, I'd really appreciate it. After some time, I have probably about 98 of the 104 extra courses properly playing new music without issue. It's about 6 courses that are giving me problems with music. And I can't quite understand why.
I know these files can somehow communicate with another part of the course's files to know where you are in a course and to play sound effects and whatnot based on where you are and what you're doing. I haven't really been messing with that aspect of playing music on new courses as the main goal right now is just getting music on each course. But, some courses, will simply not play music when a course starts at all or after racing only a very short time, the music fades away and the course remains silent aside from sound effects for the rest of the race.
I imagine that some flag is being triggered (incorrectly) and telling the course to stop playing music in that section, and then no flag is triggered to start back up the music. Am I understanding this correctly? And if so, does anyone have any insight on how to change or remove these flags entirely?
I'm thinking I might need to start up a Discord server and work with some fans that are dedicated into making this into the most it could be. Not only am I certain that with some help we can get the remaining courses that are missing music to have working music, but in time, I could use help with creating 200cc files for the many custom courses that never had them and giving custom characters over different character slots than they were intended for new working voice files. I also believe I might be able to get new custom object files working as well through a similar means that I got new custom music to work, but don't quote me on this part yet. And if anyone could help me remove the second 'blank' page of unselectable courses, that would truly be amazing, as I've had no luck at that, and I know it must be possible. Would love to ask the creator of cafeloader for help there, but he straight up seems to have vanished. No guarantee I'll make this Discord, but if I sense there are enough people out there that want to help out on this, I will start to more seriously consider this.
For the record I'm not personally creating or porting the courses. If modders in the scene add all these courses, then yes I will add them, but if no modder ever puts it on the Wii U, then they wont get added into Ultimate here. Also, keep in mind, MK8 on Wii U was never programmed for courses with differing laps, so some of these courses that have been ported to MK8 that normally have 2 or 3 different laps, instead have the same lap all 3 times.could you add the Mario kart 8 booster course pass when all the waves are done and add all the characters and other updates from Mario kart 8 deluxe like items select and other things that might come?
The mods for the MK8 Gamebanana page, where most MK8 mods come from, has apparently banned porting the new DLC tracks to the Wii U version because of “piracy”. You could probably get people to port the Tour versions of the tracks into the Wii U game, because that’s acceptable for some reason. Some of them have already been done like Ninja Hideaway.could you add the Mario kart 8 booster course pass when all the waves are done and add all the characters and other updates from Mario kart 8 deluxe like items select and other things that might come?