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 Forum: News   Topic: The MELD PACK updated! (v1.3.4)

Posted: Tue Jun 06, 2017 1:21 pm 
Well at least it doens't happen all the time and it doesn't crash thus? But damn, that's a new one. And am I right to understand it doesn't happen in both C1 nor SP as long as they're not merged together? I really can't think of what would be causing this! When you waste an enemy the only special th...

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

Posted: Tue Jun 06, 2017 1:17 pm 
Here's a view from 3dsmax:
Image

Way too big for my taste! :grin: Tracks this large require a huge amount of work to make them feel lively in C2.

 Forum: News   Topic: The MELD PACK updated! (v1.3.4)

Posted: Wed May 31, 2017 8:51 pm 
Indeed.
If I'm not mistaken you should be able to swap the Data folder ffrom the Steam/GOG C1 with the one from the MeldPack. I haven't tested though.

 Forum: News   Topic: The MELD PACK updated! (v1.3.4)

Posted: Mon May 29, 2017 12:02 pm 
Damn, that's a new one then..! I'm afraid the GOG/Steam version is your only option for the time being then (unless you can try the pack on another comp, laptop). You can have the same experience with DOSBox by running the carma executable with the -hires paramater (and -novoodoo -hires for VOODO2C....

 Forum: News   Topic: The MELD PACK updated! (v1.3.4)

Posted: Thu May 25, 2017 4:24 pm 
Hey there D00M. Does this also happen with an unmodified MeldPack + new game? Now and then a crash can occur when the player's car rams into certain opponents like Twister. But it's not wasting, just damaging the other car is enough for the game to freeze. Is it your issue, or does it only freeze wh...

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

 Post subject: Re: Tosh's car releases
Posted: Sat May 20, 2017 1:41 pm 
Oh hey Econo! Besides the E1M4, I don't remember you sending models my way..? E1M4 is still on the todo list, not yet decided between putting it in C1 or C2 though. The only unreleased model that comes to mind is this one . Only the cockpit left I guess? Good to see you're still around :beer: Harm: ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Trying to edit Swamp Rat

Posted: Sat May 13, 2017 2:29 pm 
Does this happen with the Meldpack? Can you doublecheck that the savefiles aren't set as read-only (right-clic > properties) or that you installed the whole pack in a folder where there's no permission issue (as implied, program files is often problematic). Besides that, nothing comes to mind as a p...

 Forum: News   Topic: Carmageddon: Crashers

 Post subject: Re: Carmageddon: Crashers
Posted: Sat May 13, 2017 2:25 pm 
These last days, a lot of gameplay videos appeared on YouTube, like this one:


if the player doesn't load: https://www.youtube.com/watch?v=PwtCjjhNp_8

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

 Post subject: Re: Tosh's car releases
Posted: Sat May 13, 2017 1:08 pm 
Decided to finish this anyway: http://i.imgur.com/5MLNdS7.jpg Had a little fun with the characters, alterning poses between the shell and complex model. The car model is almost extracted from one of the Blue Shift levels (it was a brush, had to clean the model afterward and cut doors). Original char...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Trying to edit Swamp Rat

Posted: Fri May 12, 2017 5:07 pm 
I'm not sure I understand. Basically the game doesn't save?
If you're using the Steam release, have you tried running it from another Steam folder? (located on another drive, or at least out of the Program Files folder)

Else, what version of C1 are you running?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Trying to edit Swamp Rat

Posted: Wed May 10, 2017 11:40 am 
Just copy car and mug FLI files from another addon car (most of mine are a single frame, easy to edit), rename the copies then fill in their filenames in OPPONENT.TXT in the Swamp Rat entry. And ofcourse use CarmagEdit to edit them (Aseprite should work too).

 Forum: News   Topic: nGlide 2.0 & dgVoodoo v2.55

Posted: Mon May 01, 2017 8:38 am 
dege is still hard at work: dgVoodoo 2.54 ⋅ Windows input issues caused by the wrapper are fixed (Outlaws, GTA1 DDraw mode, etc.) ⋅ Rendering transition between Glide/DDraw is fixed (Outlaws) ⋅ Concept of setup application is replaced with concept of Control Panel (CPL)...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: 2 Questions editing C1, any help?

Posted: Thu Apr 27, 2017 11:12 am 
You can change these in OPPONENT.TXT, each car entry starts with the long and short name of the driver:
Code:
// Opponent 35
Firestorm
Fire


The name on the mug image must be edited via Photoshop or similar though.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: 2 Questions editing C1, any help?

Posted: Wed Apr 26, 2017 12:56 pm 
You can easily edit the grid images by exporting/importing the bitmap with CarmagEdit or TRixx (the former is easier in this case). The grid images are stored in 32X20X8/PIXELMAPS and always start with a G. In the case of TTR's Stooker, it is GSTOOKER.PIX. You can't change its position on the grid, ...

 Forum: TDR2000 Discussion Forum   Topic: Steam tdr: how do I remove the nosebleed pack?

Posted: Tue Apr 11, 2017 2:42 pm 
You can't remove the NBP from the Steam release. If you really want it gone, I guess the only option is to get vanilla TDR2000 elsewhere and install it in place of the Steam one. However, if I'm not mistaken you can simply remove the NBP car folders and they'll just disappear ingame. In the case of ...

 Forum: General Discussion / Rant Forum   Topic: Going forward with the CWA

Posted: Sat Apr 08, 2017 2:10 pm 
I replied to matt in IRC but if anyone else wonders about the RSS feed (actually ATOM) it's simply here: http://www.cwaboard.co.uk/feed.php I'm still undecided about moving the CMD and TDR subforums into the Vault, it seems a bit excessive :grin: But yeah, they aren't very lively either... the main ...

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

Posted: Sat Apr 08, 2017 2:01 pm 
@Alex: As Timmy said, it is possible to make cars for TDR via 3dsMax3.1 and the plugins. Tutorials are available via RR2000 . I never managed to properly get a car ingame myself, still thinking about it now and then. It is also possible to modify existing tracks via the text files like we used to do...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Cruise Map (unfinished) by C2_Scientist

Posted: Fri Mar 24, 2017 12:23 am 
That render over a cloudy sky kinda reminds me of the Splat Pack MagnaChem Environmental Disaster levels (Surreal Think etc)! :slol:
That large pentagram looks like an airport?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Beaver Mountains skin: Grasslands Of Gore

Posted: Tue Mar 14, 2017 11:56 am 
I thought at some point about replacing the asphalt road with a muddy one, just to lessen the contrast with sudden grassy patches like that. But that would have looked weird elsewhere. But yeah, I didn't want to hack the DAT file too much (just added the haybail model in there and edited some materi...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Tue Mar 14, 2017 11:51 am 
Image

Heh :)

 Forum: News   Topic: Carmageddon: Crashers

 Post subject: Re: Carmageddon: Crashers
Posted: Fri Mar 10, 2017 9:56 pm 
http://i.imgur.com/Mtvmelb.jpg Blub blub! https://play.google.com/store/apps/details?id=com.stainlessgames.crashers&hl=en You can also see the screenshots in their native resolution there: http://rr2000.toshiba-3.com/gallery/thumbnails.php?album=23 *Please note this game is currently in BETA an...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Beaver Mountains skin: Grasslands Of Gore

Posted: Thu Mar 09, 2017 1:53 pm 
http://i.imgur.com/MOlKi8E.jpg http://i.imgur.com/ajIyGdy.jpg I've been wondering why no one did that little thing before :grin: Simple skin using Beaver Woods and Quarry textures. Modded a handful of little details to fit the theme but it's still basically an elaborated skin. Thanks to AlexTSK for...

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

Posted: Mon Mar 06, 2017 1:59 pm 
Just willing to add: the lack of a proper Hawk MK4. However the very bland Sportscar or the McKillem could make for a nice Hawk once reskinned. And ofcourse both cars available from the get go.

The AI could be made more aggressive, as it is very racing-oriented.

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

Posted: Mon Mar 06, 2017 1:57 pm 
http://i.imgur.com/ReXln2X.png Sorry to bump the TDR subforum just for another talking head topic! Just a discussion that might or might not turn into a mod, who knows? We all know that while TDR2000 was a decent game, it wasn't a good Carmageddon game. So I'm kinda wondering what would be the aspe...

 Forum: General Discussion / Rant Forum   Topic: Going forward with the CWA

Posted: Mon Mar 06, 2017 12:38 pm 
The whole idea behind the sorting/merging is to get subforums that fit actual needs more closely but then also help the board seem more lively . C1/C2 editing is still going on so many years after, and with this retrogaming era C1 shines more and more. Just seems fair to split the boards. I'm just q...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: 1974 Empty Cattle

 Post subject: Re: 1974 Empty Cattle
Posted: Sun Mar 05, 2017 11:26 pm 
Great work :ssmile:
By the way, I updated the archive at RR2000 with the correct WAV sound file.

[edit] -snip- ! :wink:

 Forum: General Discussion / Rant Forum   Topic: Going forward with the CWA

 Post subject: Going forward with the CWA
Posted: Sun Mar 05, 2017 7:23 pm 
4 years after the new style and 3 after the last update, it's time to rethink some stuff. There's less and less visits on the CWA or actually any Carma forum. Even though it would have been nice for things to go the Doom or Quake way community-wise, it is not the end of the road either and times lik...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Sat Mar 04, 2017 7:40 pm 
Heh yes there's a little story somehow! I also wanted the environment to make a bit of sense and not just be a mishmash of geometry and props. About the texturechange, a smashable can't trigger a funk but can do a 'texturechange' on itself. I guess it could be possible to set a smashable on all the ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Wed Mar 01, 2017 11:15 pm 
Alright I'm done with this :sbsmile: I'm going to make a video illustrating the tricks etc. but I have a lot of work to catch up this week so the video will be for next week I guess. http://rr2000.toshiba-3.com/R4/C2/CTT/ctt2_160.jpg Download at Road Reaction It's ofcourse a little buggy: peds can f...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Mon Feb 27, 2017 11:23 am 
Another wip because I can!
Can't wait to setup the whole smash + shrapnels for this tonight.
Image

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Sun Feb 26, 2017 12:26 pm 
Fixed the problem, can you spot it? correct: 455, -2, -2 // Activation area, 1st corner of the box 450, 0, 2 // Activation area, 2nd corner of the box incorrect: -455, -2, -2 // Activation area, 1st corner of the box -450, 0, 2 // Activation area, 2nd corner of the box Yep, wasted a lot of time on t...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Tue Feb 21, 2017 10:03 am 
I'd use a more recent version of Max but a very important plugin in my (pro) workflow stopped with 2012. Similar plugins for later versions of Max don't do the job the way I want. I stayed years with 3.1, then years with 8 and now I'm stuck with 2012 heh! So as long as it'll be compatible with Windo...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

 Post subject: Re: Screen Shots
Posted: Sun Feb 19, 2017 9:14 pm 
Some more wips. Having a problem opening that door with a remote switch (like the silo doors), no idea why. http://i.imgur.com/8e19TQ4.jpg http://i.imgur.com/pVzUdOr.jpg http://i.imgur.com/u7b7n9t.jpg http://i.imgur.com/LikkTnF.jpg

 Forum: devWAM   Topic: Unofficial Max Pack 95 Restoration Project Pack

Posted: Tue Feb 14, 2017 5:29 pm 
Sadly hifi's ddraw can't alter the internal resolution by itself. This is why Carma95 was slightly modified into the HD test (it is indeed nothing more that Carma95 with its internal res set to either 1280*720 or 1920*1080). The "HD test" executables use ddraw as well. Have you tried chang...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

 Post subject: Re: Screen Shots
Posted: Fri Feb 10, 2017 12:17 am 
Just took them with FRAPS, SHIFT+D hasn't worked in a good 10 years for me in C2. They are in 640x480 with no AA, might explain why they look so crisp. However my game usualy looks like that : http://i.imgur.com/ORD4UgE.jpg nGlide with 0.8 gamma correction, set to desktop res while keeping original ...
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