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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Texture problem

 Post subject: Re: Texture problem
Posted: Wed Feb 13, 2019 12:04 am 
Hello Joker, I guess you used some kind of software that was supposed to be able to open/convert these textures, but it seems like the textures in question were in a different format than expected by the tool. I recall PS1 game resources often using the same file extension for different formats of t...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Thu Feb 07, 2019 11:36 am 
Oh I forgot about that gravity thing, I've to finish that little thing :slol:

Some simple and cool mod ideas from Maxine:
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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Carma gets Hard boiled

 Post subject: Re: Carma gets Hard boiled
Posted: Tue Jan 22, 2019 12:41 am 
Took some time to test the content of NEWPOL.RAR (the one you uploaded on 21 jan at 4:15PM). First some basic things: if you want people to test your stuff, post pictures, detail what is inside the archive and release individual archives (as in: one zip per car). Additionally, mods that replace exis...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Mon Jan 14, 2019 11:13 am 
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 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Sat Jan 05, 2019 10:17 am 
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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Carma gets Hard boiled

 Post subject: Re: Carma gets Hard boiled
Posted: Sun Dec 30, 2018 5:39 pm 
Tested the new cars while I was at it, good job!
BTW GQTR.PIX is indeed missing from the archive.

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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: [XMAS WIP] Max's Junkyard for Carmageddon 1

Posted: Tue Dec 25, 2018 11:28 pm 
https://i.imgur.com/mzB5uRN.png In my timezone, it's still the 25! An early WIP release of my port of C2 Max's Junkyard to C1. Missing: Ped paths Cop cars Breakable fences and windows Fullbright lamppost bulbs and checkpoint screens The two other races There are some issues to fix too. Download: ht...

 Forum: Carmageddon: Max Damage   Topic: Flummery v0.3.7.5

 Post subject: Re: Flummery v0.3.7.5
Posted: Sun Dec 23, 2018 11:05 pm 
Nope, it has no mapping feature (I don't think it ever meant to be able to do that really). At best you can edit existing materials and remove/change the textures.
So mapping/unwrapping must still be done in 3dsmax or whatever you use. Or Plaything2 if you're badass enough :supercrazy:

 Forum: Carmageddon: Max Damage   Topic: Mad Mikes Used Cars [REL: 8 New Vehicles]

Posted: Sat Dec 22, 2018 6:33 pm 
Congrats with the part III release! Awesome stuff!
:saston: :swheel:

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Sat Dec 15, 2018 12:42 am 
https://cdn.discordapp.com/attachments/421597120538214403/522010634548674560/DUMP0007.png Moar screenshots showing new section of opponent paths (from the ingame editing mode). The Feararri F999 in the second pic is the AI attempting the jump :sbsmile: https://i.imgur.com/lOXlXDU.png https://i.imgu...

 Forum: News   Topic: THQ Nordic buys the Carmageddon IP

Posted: Fri Dec 14, 2018 5:01 pm 
If anyone still want to roam carmageddon.com, you can install Resource Override (chrome extension)
And add such a rule:
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 Forum: News   Topic: THQ Nordic buys the Carmageddon IP

Posted: Fri Dec 07, 2018 2:52 pm 
Just to complete the thread. Patrick Buckland on facebook: I wasn't going to post about this, but I feel the need to as a few people have asked me if Stainless is OK. Yes, we're fine! As you may have heard, we have sold the Carmageddon franchise in its entirety to THQ Nordic. This was a bitter-sweet...

 Forum: News   Topic: THQ Nordic buys the Carmageddon IP

Posted: Tue Dec 04, 2018 2:00 pm 
CWA and the chat have always been the HQ of carmaheads. It stood the test of time and is still here to stay. :ssmile: Carma.com has not been wiped, or at least not yet: Stainless explained they transfered DNS to THQ Nordic. Chances are they'll just restore it once the transfer is done. If anything, ...

 Forum: News   Topic: THQ Nordic buys the Carmageddon IP

Posted: Tue Dec 04, 2018 8:54 am 
Carma.com forums still available at this address: http://web1.carmageddon.com/forum
No idea if it's just a backup mirror or what.

 Forum: News   Topic: THQ Nordic buys the Carmageddon IP

Posted: Mon Dec 03, 2018 7:05 pm 
From http://www.stainlessgames.com “This deal allows Carmageddon to find the home that it deserves”, declared Patrick Buckland, Executive Chairman and Founder of Stainless. “As an independent developer we have invested a huge amount of time and money into the brand since reacquiring it in 2012, but ...

 Forum: News   Topic: THQ Nordic buys the Carmageddon IP

Posted: Mon Dec 03, 2018 5:22 pm 
:crazy: https://thqnordic.com/article/carpocalypse-now-thq-nordic-acquires-carmageddon-ip-stainless-games From nobby to Trent: With the entire IP signed over, we no longer have any involvement in the development of anything in the Carma-sphere. Obviously due to the nature of this sort of thing I cou...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Any C2 mapmakers still around?

Posted: Mon Dec 03, 2018 1:57 pm 
Yes this would be a good setting. Savage-Elve's Schwarzwalder Kirsch 2 tried to tackle that kind of surface in a part of the map. Freddy's mud track also comes to mind. I'm confident that stock C2 assets (textures, props, peds) are enough to decorate such a level. However the meshwork would have to ...

 Forum: News   Topic: Carmageddon 2 turned 20 today!

Posted: Mon Dec 03, 2018 10:54 am 
:beer: :beer: :beer:

The face of TDR's Max is priceless. He kinda has that Jack Nicholson grin.

Here's CzechDeath's little bonus for C2's 20th:
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 Forum: News   Topic: Carmageddon 2 turned 20 today!

Posted: Fri Nov 30, 2018 8:29 pm 
And just like that, our beloved Carmageddon 2 turned 20 today! 20 years of mods taking advantage of the crazy physics and deformation engine behind this game! So many more to come! :twisted: We might not be as big and lively as the Doom community but I have the confidence we'll still be there in one...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Installing maps WITHOUT mapstocklypse?

Posted: Fri Nov 30, 2018 5:02 pm 
It was also hosted at wasted/carmajunkies, should be this:
https://rr2000.toshiba-3.com/R6/TDANewEagles.zip :swheel:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: [RELEASE] Carmageddon 2 BETA Mod

Posted: Fri Nov 30, 2018 4:48 pm 
Damn, wasted/carmajunkies gone for good now. We have all the files but still have to upload it all back up again (once I'm done with the next CWA upgrade).

As for the Beta mod, I guess Razor will upload it back soon.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Installing maps WITHOUT mapstocklypse?

Posted: Fri Nov 30, 2018 12:01 pm 
Temporarily put them there:
https://rr2000.toshiba-3.com/R6/Magic8Ball.zip
https://rr2000.toshiba-3.com/R6/tanto.zip

They were hosted at TheSprayShop IIRC, sadly it's been down for a few years now.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Installing maps WITHOUT mapstocklypse?

Posted: Thu Nov 29, 2018 11:27 pm 
Hello classicdrogn, I think most of us edit RACES.TXT manually as Mapstockalypse never really worked too right with newer Windows versions. So yes, the idea is to open RACES.TXT located in the Data folder, and replace an existing race chunk with the one supplied either in the addon's readme, or in t...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Carma gets Hard boiled

 Post subject: Re: Carma gets Hard boiled
Posted: Tue Nov 27, 2018 6:56 pm 
two cents:
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this is a nice concept (I think the angular momentum proportions are a bit tight btw)
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Both other cars are nice too.

 Forum: Files, Tutorials & Infos   Topic: Quick C1/C2 finds & facts

Posted: Wed Nov 21, 2018 12:21 am 
400 is the limit of pixelmaps or materials loaded via a race's TXT file (toward the start of the file where PIX TAB MAT DAT and ACT files are loaded, the map and splashes don't count for example). And just to be clear: I don't mean 400 .MAT or .PIX files (unless they each have only one entry? haven'...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Wed Nov 21, 2018 12:09 am 
Yes, still at it very strong :swheel: Currently on a bigger project for C1 (which put aside the 1920s one, but I'll come back to it as soon as I'm done). Errol did tweak the algorithm used by CrushIt to make it "weld" very close vertices. Either it doesn't work, or then the ingame deformat...

 Forum: Technical Assistance & Help Forum   Topic: Addon problem

 Post subject: Re: Addon problem
Posted: Tue Nov 20, 2018 11:55 pm 
I tried to reproduce the problem but the game never crashed. Here's what I did: 1. installed GOG C1 2. ran it and decrypted the files 3. overwrote the original DATA folder with the one from the MELDPACK (I didn't delete the original DATA folder) 4. started a race with a car, ended the race, choose a...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Mon Nov 19, 2018 4:24 pm 
Some of the cut bits from the Junkyard.

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 Forum: devWAM   Topic: BRender features I hope are implemented in Carma and ...

Posted: Mon Nov 12, 2018 6:55 pm 
... and we will be able to reach someday. 1. Vertex colours. They definitely are BRender features and should be defined per vertex in the DAT file. They are used if the material applied on the model is set to pre-lit. in MODEL.H: typedef struct br_vertex { br_vector3 p; /* Point in model space */ b...

 Forum: Files, Tutorials & Infos   Topic: Quick C1/C2 finds & facts

Posted: Mon Nov 12, 2018 2:38 pm 
In Carmageddon 1 (software mode), there's an inconsistency between the sky rendered by the external camera and the one rendered by the internal cam (cockpit). If I'm not mistaken, it's the same difference as between the skies of the C1 software external cam and the external cam while in Glide mode. ...

 Forum: Files, Tutorials & Infos   Topic: Quick C1/C2 finds & facts

Posted: Mon Nov 12, 2018 2:16 pm 
In Carmageddon1 (maybe C2 software too), applying a blend table on a material (either via the \50 switch in the identifier or by loading the table directly within the material file) will disable the depthcue/fog shading on it. This basicaly renders these materials full bright and can be used for neo...

 Forum: devWAM   Topic: prefixes/flags/switches in actor and material identifiers

Posted: Mon Nov 12, 2018 2:10 pm 
Screenshots to illustrate that new-fangled &% sprite effect thing: the GASSO sign the first C1 race actually makes use of it, no one ever noticed I suppose? https://i.imgur.com/S3wvr6q.png Investigating further, I found very early C1 levels were using &% sprites for lamp posts and traffic li...

 Forum: devWAM   Topic: prefixes/flags/switches in actor and material identifiers

Posted: Mon Nov 12, 2018 2:06 pm 
A post to sum up what we know (and don't) so far. for the actors & prevents an element from being preprocessed within the mesh of the level. The element is thus available for grooves, smashables, etc. Its model can be instanced. example: &moveablecrane.act &% is the same as above but the...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Fri Nov 09, 2018 2:46 pm 
https://i.imgur.com/BMbefw0.png EDWARD CARNBY from Alone in the Dark 1 -> https://rr2000.toshiba-3.com/carmageddon-1#cars When I remembered the intro had a vehicle, I had to put it in C1 with Edward behind the wheel. I used AITD Room viewer to display the models and Intel GPA to capture them. The m...

 Forum: News   Topic: cnc-ddraw still in development and more

Posted: Wed Nov 07, 2018 8:40 pm 
More progress from FunkyFr3sh, especially making cnc-ddraw work again with Carmageddon 2 software!
However IIRC, direct3d might not like Carma95+multithreading too much. So stay in OpenGL.
https://github.com/CnCNet/cnc-ddraw/releases
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