Learn More   Dismiss
We use cookies

Just like every other website in the world, we use cookies to provide our services to users.

Donut Team Maintenance - 4 November 2018: https://donutteam.com/forum/topic/2080/
Profile Image
2 years ago · edited
Mischievious Night V0.3 is now Released!

[Posted: 29 October 2016] This mod's been in development as a side project for a good 1 and a half months,
as something i could put a little creativity into. If you enjoyed it, or found some gripes with the mod please feel
free to leave any criticism or feedback onto this thread, Thanks guys.


- Where is the bonus mission?
A: This is a BETA Release meaning not everything is fully finished. I have commented it out from the level script.
You will not be able to access it until it is finished and i have released a build with the finished product.

- Why doesn't the dialogue work for my version of the game?
A: The mod detects and uses the English version of the game by default.
If you have an international copy it simply won't work, in the next update
i will be getting this to work on all copies though.

- When will it be fully released?
A: I don't know, but i'd like to think by the start of this Summer :)

Mini Changelog
v.0.1 : - RELEASED
v.0.2 :
- New and improved GUI, edited ingame texts for immersion
- Better colour scheme
- New Selectable Costumes LUA feature, you can select what costumes you'd like to be available in stores.
- Began work on BM (WIP)
- Added New Costume
- Bart - Robbery
v.0.3 :
- Lots of texture work added
- New wrench model
- Fixed missing hud icons
- New Red Ferrini model
- Mission 5 is now playable!
- Minor bugfixes made to Stock Clearance (Mission 4)

Click Me To Download!
Profile Image
2 years ago · Developer
Looks great man! Nice presentation as well.
2 years ago
Profile Image
2 years ago
These mods recently have been very good indeed.
Profile Image
1 year ago
Misch Night BETA is Out!
Profile Image
1 year ago
Very nice.
Profile Image
1 year ago
This mod Is AMAZING! Keep up the good work !
Profile Image
1 year ago
Thank you :)
Profile Image
1 year ago
Continue this mod!!!!!
Profile Image
1 year ago · edited
This BETA version is pretty good! I like the use of the music from Bully in the tutorial mission, and dialogue ripped straight from the show, which is pretty nice. I haven't played through most of it, but there's been a few times when a game crashed by finishing a race, the bonus mission, cancelling a mission from the pause menu or passing Nelson's mission. But then again, it's BETA, so it has to be expected, and I'm sure these bugs will be fixed in the future. I can't wait for the final version of the mod!
Profile Image
1 year ago
BETA v.0.2 OUT!
Profile Image
1 year ago
@Will Johnson ill give it a try
Profile Image
Kenny Giles
1 year ago · edited · Executive Staff Member
Would you believe me if I said it completely slipped my mind to try this mod during the 0.1 release? Glad I got a chance to try the mod now though. The amount of detail and customization in this mod is great to see, and the mission design is pretty decently solid!


  • A fun concept that translates well into SHAR's gameplay.
  • Simple, but decent plot that's coherently told throughout a good majority of the mod.
  • Detail in new costumes is amazing.
  • Adjustments made to my HUD look incredible.
  • Lovely new custom cars.
  • The mod's way of ending the demo was really creative (the ending thanks was cute).
  • A decently challenging difficulty.
  • Custom music is pretty great.

  • Hit & Run meter's usage feels 'inconsistent'.
    • There are some times where it's enabled and other times where it's disabled and the mod 'jumps' between this often, even when it feels unnecessary.
    • Might be better to disable it altogether? Given the setting of the mod, a Hit & Run-less gimmick might better emphasize/encourage violence.
  • Occasionally the old HUD seems to leak through from time to time (ending thanks, L1M4) and should probably be changed.
  • Story does occasionally have some odd-ball moments that I feel need some tuning.
    • Nelson suddenly gets caught by the police before L1M2's events even though we never really see this and nothing suggests it.
  • Difficulty does seem to bounce around a bit.
    • I found destroying the Black Sedan to be the hardest challenge the mod currently throws at you.
  • If the Maggie gag activates at the main menu, she'll clip through Bart's body.


L1M0 - And So The Mayhem Begins...:

  • Decent prop destruction mission.
  • Challenging "Get away from Wiggum" stage.
  • Enough in the actual mission so it isn't too short or too long for a non-replayable mission.

  • I find it slightly odd that the drink Bart goes to get at the Kwik-E-Mart is never followed up on.
    • Another stage involving that or a follow-up mission might be nice?

L1M1 - Toying With The Fuzz:

  • Surprisingly challenging race with Nelson.
    • Breezed through it the first time. A bit harder the next time I played it.
  • The concept of unlocking the cDonut truck's back end is really well put together.
  • An interesting "dump" stage due to the cDonut truck being fairly fast.

  • Perhaps adjust the starting positions at the start of the race? The camera seems to spazz since it's really close to a wall.
  • Similarly, there's an issue where part of the Power Plant region isn't loaded because of your starting position.
  • Timers in races seem kind of pointless.
    • While we were guilty of it (hi Donut Mod 1!), it eliminates most of the purpose of the AI racer, as you're more 'racing against the clock' rather than the AI racer.
  • Make a cDonut copy that has a trunk texture edit to make it look open?
  • The cDonut truck lacks a driver.
  • Because of the trigger size of the donuts in L1M1, it's possible for the player to hit the truck and get a donut that's just outside reach.

L1M2 - Oh Bully, Where Art Thou?:

  • Comic Book Guy is a personal favorite character of mine, so it's nice to see him tag along in one mission.
  • You managed to make two back-to-back "follow and collect" objectives fun without feeling like it was repeating more of the same.
  • Clever use of keeping the Sedan stages enclosed near the trailer yard so the regions don't unload.

  • The detective's car (the Black Sedan) seems to be placed awkwardly in the Trailer Park.
  • Nelson with the NPD skeleton seems to have his arms clip inside his body when he crosses them, so this animation should probably be changed.

L1M3 - Helping The Working Man:

  • Usage of Carl and Lenny is great. They're typically very underused in mods that keep the central Simpsons theme.
  • Homer's Workstation icon is excellent.
  • The scene where you "steal" Homer's fireworks is really simple yet effective.
    • Homer just sitting there in pure shock works great.
  • Use of carspheres in the later half is fun and the explosion work makes the firework rigging feel more authentic.

  • The mission description seems to overflow the "Next" text.
  • The "carsphere" graphic for Homer's stage seems to "leak" outside the door and looks a bit strange.
  • Perhaps use SetStageMusicAlwaysOn(); for the Homer firework collection stage?
  • There seems to be an oddly placed duplicate Family Sedan in the tunnel that serves no purpose?
  • Readjust the text to read "HIDE IN KRUSTY'S GARDEN" perhaps so it's a bit easier to know where to go?
  • Smithers might work better as the "security guard" for Burns' Mansion here.
  • Use AddStageCharacter to forcefully readjust the player's car in the "stand back!" stage ? There's a chance they might block the trigger by accident.

L1M4 - Stock Clearence:

  • A bit short, but a unique concept helps carry it through.
  • There's no clear "item route", which I feel forces the player to think on their feet and is a refreshing change of pace from "linear" item trails.
  • Use of actual Simpsons clips is always smile-worthy.

  • Spell check just informed me that the title is spelled wrong. It should be 'Clearance' rather than 'Clearence'.
  • The premission still seems to use a vanilla icon?
  • For consistency sake, perhaps the cinematic should be edited so we don't see Bart?
    • He isn't wearing his PJs in this scene.
  • The Bonestorm Truck lacking a timer to destroy it seems slightly odd.
  • Restarting the mission causes an issue where you can very briefly see The Simpsons Household with the wrong camera angle.
  • The car seems to respawn in an odd position that seems a bit unfair to the player.

Overall, pretty enjoyable! Despite this seeming like a long list of complaints, a lot of it was nitpicking and minor things that I think would help the mission truly shine (I realize it was looking a bit negative so I changed 'Cons' to 'Suggestions').

The missions are decently challenging, it tells a simple story that takes advantage of Bart's character that works with SHAR's gameplay, and the missions are well-designed enough to feel like they're of decent length without feeling tedious. A lot of the custom content again is great looking. Big Smoke patrolling Evergreen managed to get a smile out of me even though I knew it was coming, and the custom cars you created look wonderful. Really happy to see somebody finally tackle Marge's Old Car.

Looking forward to the final release whenever it drops!
Profile Image
1 year ago · edited
@Kenny Giles: Thanks for the feedback Kenny, i'll look into some of those claims and suggestions you've made and try to fix some of them.

In Stock Clearance the reason i didn't add a timer to the truck is because if it reaches the store the mission will fail. Also, Stock Clearance is spelt correctly ingame so i think you might of misread it lol, but other than that i'll get looking into your suggestions and try to rectify what's going wrong, Cheers!
Profile Image
Dark Blu Inkling
1 year ago
alrighty. first of all.
@Will Johnson you did a great job on this *beta* mod.. it's fine. but tbh. the last mission was a little bit difficult. but all the missions are fun.
so. tbf *to be fair*. i'll give you 3.5/5. it's okay.

good luck finishing it in the future.
Please login to contribute to the conversation.