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 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:
Image

 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:
Image

 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:
Image

this is a nice concept (I think the angular momentum proportions are a bit tight btw)
Image

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.

Image
Image
Image
Image

 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

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Wed Nov 07, 2018 8:36 pm 
I simply ported the Eagle MK1 and Maim Street to Carmageddon which I run in software mode (patched to 640x480) :grin: Your last pics don't show atm btw. I tend to use imgur.com to host pics, never failed so far (still salty about imageshack taking everything down many years ago). https://i.imgur.com...

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

 Post subject: Re: Carma gets Hard boiled
Posted: Wed Nov 07, 2018 8:30 pm 
Nice work, the mod for LeadPumper is a cool idea. I noticed you stretched the bounding box to the extend of the front tubes. I would have left the original bounding box untouched but added extra collision points along the tubes (two per tube). And maybe one per side armor plate thing. For the truck,...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: A little pack around Chevy2's physics mod

Posted: Sun Oct 21, 2018 2:24 pm 
https://i.imgur.com/d2sQAmC.jpg Hello there. While sorting my Carma archives, I decided to make something with the stuff ChevyII (small_block on CWA) had sent me over ten years ago: he had tweaked C2 to have more realistic physics, especially the gravity. Then had adapted a dozen cars to the increa...

 Forum: TDR2000 Discussion Forum   Topic: A hypothetical Carmageddon III mod?

Posted: Tue Oct 16, 2018 10:56 pm 
Bumping this topic with a little something. This is a simple mod to the files cop_desc.txt and difficulty.txt from within CARMA.PAK. It's done by Lila Feuer aka Cyan0sis and changes the difficulty to something closer to C1 but enables fairer time rewards. Here's the diff for difficulty.txt: --- D:\t...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: 1920s: from TDR2000 to Carmageddon 2

Posted: Tue Oct 16, 2018 8:51 pm 
Thanks Mastro, great pic too :sbsmile:

You know me, Harm. Everything in 3DSMAX!
I'd like to work it out step by step when I have a bit of time. Confirmed the 17% scaling yesterday. Haven't had time to work on it today sadly.

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Tue Oct 16, 2018 8:48 pm 
Something's amiss with the CNT file. Seems like node scales are read wrong or something. I doubt Errol will fix that anytime soon though, plus it's been like 5 months since we last saw him around.

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Mon Oct 15, 2018 10:26 pm 
Hello there Dropoff! I suppose you used QuickBMS with the script to extract the content of the WAD. What are you trying to extract? CNT/MDL can be extracted and converted IIRC but yeah the IMG format is annoying. It seems like Errol's lib can go further with the IMG format (https://github.com/MaxxWy...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: 1920s: from TDR2000 to Carmageddon 2

Posted: Sun Oct 14, 2018 9:53 pm 
https://i.imgur.com/NBXUaDa.jpg Hello, this must be the fourth time I try to get started with this port. Never went this far though, thanks to Errol's Flummery. It's far from complete though. Here's the current work in progress: https://rr2000.toshiba-3.com/R6/1920sWIP.zip This is only the main tex...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C2 To C1 Car Release

 Post subject: Re: C2 To C1 Car Release
Posted: Sat Oct 13, 2018 3:45 pm 
You must place the coordinates defining the bounding box toward the end of the TXT file, within the MECHANICS STUFF section: START OF MECHANICS STUFF version 4 [VERSION MUST BE 3 OR 4 AT LEAST] -0.146075, 0, 0.243755 // left rear wheel position 0.146075, 0, 0.243755 // right rear -0.146075, 0, -0.24...
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